Ranger
Base Class: Ranger

Gain a beast that can rage (frenzy), loosely based on the Totem Barbarian. Works well multi-classed or on its own. This is a more functional version of the Beast Master class that fixes issues with power scaling, beast survival, and opens up more options.

Primal Companion

At 3rd level, you gain a beast companion that can go into a frenzy and is trained to fight alongside you. Choose a beast that is no larger than medium and has a challenge rating of 1/2 or lower. Your DM will have the beast's stat block. If your beast dies, you can revive it with the spirit binding ritual. If the beast suffers a permanent death, you can obtain a new companion that meets the above requirements.

  • Proficiency: Add your proficiency bonus to the beast’s AC, DC, attack rolls, damage rolls, all saving throws, and any skill checks it is proficient in.
  • Initiative: The beast takes its turn during yours and can move on its own.
  • 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 are incapacitated or absent, the beast can take any action of its choice. 
  • 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: Your beast starts with 18 + (its Constitution x3) hit points. For every level your character gains after the 3rd level, your beast's hit points increase by 1d10 + its Con modifier. It also has a number of d10 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 or Dexterity instead of Charisma. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Primal Frenzy

Your beast can enter a frenzy using its bonus action. Frenzy lasts for 1 minute and ends early if the beast is knocked unconscious. It can also end the frenzy as a bonus action.

While frenzied, your beast gains the following benefits if it isn’t wearing heavy armor or barding:

  • Adds 1d4 to all attack damage rolls (increased to 1d6 at level 7, 1d8 at level 11, and 1d12 at level 15).
  • Gains a +2 bonus to AC. 
  • Has advantage on all combat related Strength and Dexterity skill checks and saving throws.

Once the beast has frenzied 2 times (+1 every three class levels), you must finish a long rest before it can frenzy again.

Spirit Binding Ritual

You can return your beast's soul to its body within one day of its death if it's spirit is willing. The resurrection takes 1 minute of concentration, restores the beast to full health, and consumes a spell slot. If you perform the ritual without the beast's body present, the ritual takes 1 hour and both you and your beast gain a level of exhaustion after the ritual is complete.

In addition, you can bind a bestial spirit to your companion, granting it a bonus based on the chosen spirit. You may switch to a different spirit anytime you level up. 

Ape

Your beast gains a climbing speed equal to its movement speed and proficiency in the Athletics skill.

Crocodile

Your beast gains a swim speed equal to its movement speed, can hold its breath up to 10 minutes, and proficiency in the Intimidation skill.

Elk

Your beast gains an additional 20 feet of movement per turn.

Fox

Your beast gains proficiency in the Stealth skill. 

Hawk

Your beast gains proficiency in the Perception skill. 

Primal Bond

When you cast a spell that affects yourself, you also affect your beast if it is within 60 feet of you. Also, when your beast enters Frenzy, if you aren't wearing heavy armor, you gain the effects of the beast's frenzy until it ends.

In addition, your beast's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Bestial Fury

At the 11th 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.

Primal Soul

If you are knocked unconscious or killed, your beast immediately goes into a persistent frenzy that lasts until combat ends as a free action. If your beast is knocked unconscious or killed, you gain the persistent frenzy instead.

In addition, you imbue your beast with a second spirit that fights with primal ferocity, strengthening its frenzy. Whenever you level up, you may choose to switch to a different spirit using the Spirit Binding Ritual. 

Bear

While frenzied, all enemies within 5 feet of your beast have disadvantage on their attack rolls. 

Eagle

While frenzied, your beast can use a bonus action to take the Dash, Disengage, or Help action on its turn. 

Shark

While frenzied, your beast can use its bonus action to go into a feeding frenzy that lasts until Primal Frenzy ends. While in a feeding frenzy, the beast regains hit points equal to the damage dealt by the d12 frenzy die.

Tiger

While frenzied, when your beast uses the Attack action it may use a bonus action to make an Extra Attack.

Wolf

While your beast is frenzied, its allies have advantage on melee attack rolls against any hostile creature within 5 feet of it.

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Primal Beast Master Image

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