Ranger
Base Class: Ranger

Those who taken this path wanted to get closer to those that were driven highly to the wild; for when before there's law and civilization, there's only nature and its animalistic manner which many don on. Connecting with the beasts that view in the same path as you, having a desire to partner up for the dreams that you and your companion will attempt to reach. With the only goal in the way from getting to the dream is the world and those that keeps you from attempting to get it: The Foes and The World.

The Beast Master subclass let's you obtain a creature of a Beast type that stays with you through your adventures. Your companion can be one of the skies, lands or seas but they will do their best to support your task for they felt their happiness and fun will always be with you, no matter where you go. How you decide to take the path, it leads you to try and be the perfect team as the wild duo.

"Many would wonder how I manage to handle having a cow as a comrade? Wouldn't they just sit still or only be helping with cereal products? Naaaah, no way; you forget how Mother Nature is brutal most of the time. There's a reason why too animals and creatures sometimes are like us: Our hearts and minds. The bodies might be different, but the hearts and mind are the same for we have similar emotions, crazy reactions; and at the end of the day, we're all a wild bunch but the difference between me and my girl there. I know if I try to kill you, I'll go to prison... But if she kills you, it's an accident." - Trenton Yon, Wood Elf Friend of Myst the Cow.

Beast Companion

3rd-Level Beast Master Feature
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating equal to your proficiency bonus. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block plus four times your ranger level. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move, Dash or Disengage (no action required by you). You can use your bonus action to verbally command it to take the Attack or Help action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you don't issue a command, the beast takes the Dodge action. 

If you are incapacitated, unconscious 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.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

At 6th Level, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. And at 11th Level, you can access beasts that are no larger than Huge to have as a companion.

Beast Magic

3rd-Level Beast Master Feature
You learn an additional amount of spells spells when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Beast Master Spells

RANGER LEVEL SPELLS

3rd

Beast Bond, Hunter's Mark, Speak with Animals

5th

Find Animals or Plants, Locate Animals or Plants

9th

Conjure Animals

13th

Amazing Actuation, Locate Creature

17th

Awaken

 

Bestial Fury

7th-Level Beast Master Feature
Starting at 7th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

In addition, your beast deals an additional die of damage to their attacks.

Exceptional Training

11th-Level Beast Master Feature
Beginning at 11th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.

In addition, your beast companion gains the climbing, swimming, flying and burrowing speeds you obtain (if you have them) and it matches their regular movement speed.

Sharing Spells

15th-Level Beast Master Feature
At 15th 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, when you command your companion to attack, you can use an action to expend a 1st level spell slot to grant 1d6 extra damage to the attacks your beast make until the end of your turn. You can expend a spell slot of higher level, increasing the damage of your beast attacks by 1d6 for each level of the spell above 1st.

Or you can use a spell slot to change the damage type of your beast companion's attacks to one of your spell's damage types. The effect lasts for a number of minutes equal to the spell slot expended and the damage type can be chosen from any spell you have prepared.

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