Base Class: Ranger
A redesign for the 2024 Beast Master Ranger.
Level 3: Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, and acts in accordance with a command you issue when you begin combat. Whenever you roll initiative you can issue one of three commands to your Primal Companion. You can use your bonus action to change this command.
Attack - The beast moves to a designated target (decided when you issue the command) and takes the Beast Strike's action. If it can't reach its target takes the dodge action. If the chosen target it focuses on the nearest enemy it can sense.
Defend - The beast moves to your, or an ally's, side and takes the help action. If it can't reach its target takes the dodge action.
Stand/Support - The beast takes the help or dodge action on each of it's turn (your choice).
If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the issued command.
Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Beast of the Land
Beast of the Land
Medium Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast of the Sea
Beast of the Sea
Medium Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 5 ft., Swim 60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 90 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).
Beast of the Sky
Beast of the Sky
Small Beast, Neutral
AC 13 plus your Wisdom modifier
HP 4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
Speed 10 ft., Fly 60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Slashing damage.
Level 7: Exceptional Training
Your training with your companion has improved and strengthen your bond. When you take a Bonus Action to change the command your Primal Companion beast, you can also command it to take the Dash, Disengage, Dodge, or Help action using its own Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
You can also add the following features to each respective beasts stat block:
The Beast of the Land can make two attacks when ever it takes the attack action. The beast strike increases to 1d10 + 2 plus your wisdom modifier.
Sea - The Beast of the sea gains an additional action. Pressure Spray - Ranged Attack Roll: Bonus equals your spell attack modifier, reach 40 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning. The beast strike increases to 1d8 + 2 plus your wisdom modifier.
The Beast of the Sky can mark a number of creatures within sight, while sharing senses with the beast, equal to your PB. Creatures marked this way are marked for 1d4+1 hours and you know their location at all times. If a creature becomes invisible by magical means the effect ends and must be reapplied. The beast strike increases to 1d6 + 3 plus your wisdom modifier.
Level 11: Bestial Fury
When your Primal Companion beast takes the Beast’s Strike action, it can apply one of the following weapon mastery properties based on which beast you've summoned (Listed Below). Also, each beast can make two attacks when taking the Beat's Strike action. The Beast of the Land can make three Beast's Strikes when taking the attack action.
Land - Topple (Con Save = Your Spell Save DC)
Sea - Push (Melee), Slow (Ranged)
Sky - Vex
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell. You can cast spells with a range of touch though the beast as long as it's within 30 ft. of you.
Level 15: Perfected Bond
Your bond with your beast, and the magic used to summon it, has become perfected. You gain telepathy between you and the beast and can issue commands without expending your bonus action. You also gain the following benefits:
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you. In addition, your beast grows stronger in the following ways:
Land - The beast strike increases to 1d12 + 2 plus your wisdom modifier. Climbing and walking speed increase by 10 ft.
Sea - The beast strike increases to 1d10 + 2 plus your wisdom modifier. Pressure spray increases to 1d8 + 2 plus your wisdom modifier. Swimming speed increases by 15 ft.
Sky - The beast strike increases to 1d8 + 3 plus your wisdom modifier. Flying speed increases by 15 ft.
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