Base Class: Ranger
Rangers have a connection to the nature spirits that inhabit the wild, untamed lands they roam. The Beast Master is especially attuned to bestial spirits, and taps into the raw power of an ancient spirit beast.
Spirit Beast Companion
At 3rd level, your mastery over nature grants you the Find Familiar spell, allowing you to summon a Fey spirit that takes the form of a beast and fights by your side.
The Find Familiar spell is always prepared, can be used once per day without expending a spell slot, and the casting time is reduced to 1-minute. When cast, the spirit can take the form of any beast that is no larger than Medium and has a challenge rating of 1/2 or lower. Unlike normal familiars, yours can take the Attack action.
- Proficiency: Add your proficiency bonus to the beast’s AC, DC, attack rolls, damage rolls, all skill checks, and all saving throws.
- Initiative: The beast shares your initiative and takes its turn during yours. It can move on its own and follows your commands.
- Actions: You can use your bonus action to command the beast to take an action and bonus action, or when you take the Attack action you can sacrifice one attack to command the beast instead. If you don't issue a command, the beast takes the Dodge action. If you are incapacitated or absent, the beast can take any action of its choice.
- Bonus Actions: Your beast can take the Dash, Disengage, or Dodge action using its Bonus Action.
- Attacks: Your beast's attacks are based on its stat block and can add your proficiency bonus to their attack and damage rolls.
- Hit Points: The beast has hit points equal to 5x your character level +5. It also has a number of d8 hit dice equal to your character level and can use them during a short rest to regain hit points.
- Abilities: The beast keeps all abilities except Multiattack, and makes Intimidation skill checks with Strength instead of Charisma. Your beast can sacrifice an attack to Shove or Grapple a creature. The beast grapples using its natural weapons (such as teeth, claws, or talons) but cannot attack while grappling unless it has hands or an innate ability that allows it to.
Favored Foes
3rd-level Ranger feature, replaces Favored Enemy
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 1 Hour
Choose a creature or humanoid species to mark as your prey. You and your beast companion gain the effects of the Hunter's Mark spell against all creatures or humanoids of that species for one hour. Using this ability again before it expires replaces the previous version, and stacking Hunter's Mark on a Favored Foe has no added benefit.
This ability does not require concentration and can be used a number of times equal to your Wisdom modifier plus your proficiency bonus. All uses are regained after a long rest. On activation, you can spend three uses to increase the duration to 8 hours, or six uses to increase it to 24 hours.
Foe Breaker
At the 7th level, you and your beast companion have advantage on all Strength and Dexterity skill checks and saving throws against any creature affected by Favored Foes or Hunter's Mark.
In addition, your beast’s attacks count as magical for the purposes of overcoming resistance and immunity to non-magical damage and attacks.
Greater Spirit Beast
At the 11th level, your Spirit Beast Companion can now take the form of any beast that is no larger than Large and has a challenge rating of 2 or lower. The beast keeps all attacks and abilities (including Multiattack).
Spirit Bond
At the 15th level, when you cast a spell targeting yourself, you can also affect your beast with the spell if it is within 60 feet of you.
In addition, your beast gains Blindsight up to 15 feet. If the beast already has Blindsight, its natural range is doubled.
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