Warlock
Base Class: Warlock

Your Patron hasn't really been paying attention to you lately, wonder why that is? Oh well, it's probably time to strike out on your own now anyway. During your departure from your previous patron, you managed to glance through an antient tome they had lying around and the knowledge within imprinted itself into your mind. You have become a Beastmaster, breaking your former contract in the process.

 

You gain the ability to recruit beast companions that accompany you on your adventures and are trained to fight alongside you. You may create a bond with any beast by spending 8 hours bonding to a beast that isn’t hostile to you and is not under the influence of any spells. You may have a maximum number of Beast Companions equal to your level. Add your proficiency bonus to the beast’s AC, as well as to any saving throws and skills it is proficient in. It gains hit points equal to twice your level. Like any creature, the beast can spend Hit Dice during a short rest. 

The beasts obey your commands as best as they can. They each take their turn on your initiative after you do. On your turn, you can command each beast where to move with no action cost. You can use your action to command each of your beasts to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, all beasts take action based on their INT. If you are incapacitated or absent, the beast acts based on their INT, focusing on protecting you and itself. The beast does not require a command to use its reaction, such as when making an opportunity attack.

You may have a maximum number of Beast Companions equal to your level. Each time you level up, your Beast Companions each gain a bond level. However, the imprinting process has left you with scars. You must grow into your full power, before something comes wanting it back.

Strength in numbers. But only then.

Your powers rely on your companions and the overwhelming strength they can possess, but your own strength is weak. Any mele, ranged, or spell attack you take that is not directaly affected by your companions has a -10 to hit and is made at disadvantage.

Bonded Creatures

You gain the ability to recruit beast companions that accompany you on your adventures and are trained to fight alongside you. You may create a bond with any beast by spending 8 hours bonding to a beast that isn’t hostile to you and is not under the influence of any spells. You may have a maximum number of Beast Companions equal to your level. Add your proficiency bonus to the beast’s AC, as well as to any saving throws and skills it is proficient in. It gains hit points equal to twice your level. Like any creature, the beast can spend Hit Dice during a short rest. 

The beasts obey your commands as best as they can. They each take their turn on your initiative after you do. On your turn, you can command each beast where to move with no action cost. You can use your action to command each of your beasts to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, all beasts take action based on their INT. If you are incapacitated or absent, the beast acts based on their INT, focusing on protecting you and itself. The beast does not require a command to use its reaction, such as when making an opportunity attack.

You may have a maximum number of Beast Companions equal to your level. You may only have one companion of each bond level. 

 

When you or one of your bonded companions is reduced to less than 5 hp, you or any of your bonded companions may sacrifice up to their bond level + your Charisma modifier + your level HP to give the other creature that same number of HP. This effect does not allow any creature to exceed its max HP.

Level 3: Beast Master Spells

As a Beast Master, you have gained the ability to cast spells from any class's spell list. You may only cast spells on or through your Companions, and each companion can only cast spells it could reasonably be linked to.

Ex. Arctic creatures casting frost-related spells, Underground creatures casting earth spells, etc.

6 - Shared Power

When you cast a spell targeting yourself, you can also affect your beast companions that are within 30 feet of you.

6 - Mental connection

You gain the ability to send a mental command to one of your Companions. You must make a Charisma saving throw to see if you can communicate clearly. The save DC is 20 - the companion's bond level. The DC increases to 30 - the companion's bond level when you reach level 10.

Level 10: 10 - Shared Strength

Your stats now flow through your bonds with your companions. Your companions can replace one of their stats with one of yours for each multiple of 5 Bond level they have.

Level 5 - One stat

Level 10 - Two stats

Level 15 - Two stats. You may take one of their stats

Level 20 - Three stats. You may take one of their stats

14 - Intagrated Senses

Anything you or any of your companions can see counts as visible for all of you. The range for magic and AOE attacks can be measured from any of your companions instead of the one attacking.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2026 7:33:28 PM
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