Base Class: Ranger
Beast Masters focus on a spiritual connection with the fauna around them. They are seasoned hunters that embrace both the wild side of nature and the rules of civilization. They form deep bonds with the beasts that inhabit their world and are often aided by them, with all Beast Masters always being accompanied by a trained beasts, both with a mutual understanding of each other.
Ranger’s Companion
At 3rd level, you gain a beast companion with whom you've developed a spiritual link with, which will aid you in your journey. From then on, your beast's spirit is linked to yours until you dismiss said link. Choose a beast that is no larger than Medium and has a challenger rating of 1/4 or lower. Your beast gains a bonus to its AC, attack rolls, damage rolls and any saving throws and skills it is proficient in equal to your proficiency bonus. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast rolls its own initiative, and during its turn, it follows your verbal (or somatic, if the beast has direct vision of you) commands to the best of its ability. If the beast has the Multiattack action, this feature is no longer avaiable to them. If you don't issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If you have the Natural Explorer feature, while traveling through your favored terrain with only the beast, both of you can move stealthily at a normal pace. If you instead have the Deft Explorer feature, at level 6, your beast can match your movement speed if it were higher than theirs. At level 10, whenever you would gain temporary hit points from Tireless, your beast also gains the same amount of temporary hit points.
When you reach 7th level, you may tame a beast with a challenger rating of 1/2 or lower. At 11th level, a challenger rating of 1 or lower. Finally at 15th level, a challenger rating of 2 or lower.
If the beast dies, its spirit will linger within you for 5 days. During that time, you may perform an 8 hour ritual to bring it back to life by expending 25 gold worth of hebs and food, even if you don't have its body anymore. If you have the revivify spell and your beast's complete body, you may use it to bring your beast back to life instantly, as long as its spirit still dwells within you. Alternatively, you may also choose to dismiss your spiritual link with your beast.
If you don't have any available beast, you may obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Exceptional Training
Beginning at 7th level, you may tame beasts of Large size or smaller. When taming a Large-sized beast, it is magically shrinked down to Medium size, and grown back to Large size for the purpose of mounting only.
During combat, you may choose to have the beast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If they have an attack that naturally deals only 1 or 2 damage dice (not affecting any additional damage or effect), it now deals an additional damage dice instead.
While traveling with your beast, instead of having them roll for an Acrobatis, Athletics or Stealth check alongside you, you may freely choose to share the result of your roll with them instead. Additionally, if you were to fail a check with whom your beast is proficient with, you may choose to instead gain a result equal to 10+Your beast's skill modifier, or alternatively, use your beast's modifier for that skill in place of your own, if it were larger. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bestial Fury
Beggining at 11th level, you can forgo your Extra Attack to command you beast to take the Attack action twice during its turn, or it can take the Multiattack action if it has that action. However, you may only do this an amount of times equal to your proficiency bonus, and it regains all expended uses when you finish a long rest.
Additionally, you gain the Hunter's Mark spell as well, and your beast benefit from the spell's effect. The spell doesn't count against the number of ranger spells you know, and if you already knew the spell beforehand, you may replace the original for a different ranger spell.
Spiritual Bond
Beginning at 15th level, the link with your beast deepens to a greater extent. Your beast's hit point maximum equals five times your ranger level. When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Additionally, your experience as a beast master grants you an in depth insight into your beast's limits. Whenever your beast would die, it instead begins rolling death saving throws, or withdraws from battle with 1 HP, your choice. You may only benefit from this feature once per long rest.
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