Base Class: Ranger
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose an instinct between Mage, Rogue, or Warrior your animal companion follows that ancient right.
A Mage Companion Is a Beast with a CR of 1/4 or less, Which is no larger Than Small in size. The Companion's Hit Points equal 6+Your Constitution Modifier, and gains (4)1d6+Your Constitution Modifier per level after the 1st.
A Rogue Companion Is a Beast with a CR of 1/2 or less, Which is no larger Than Medium in size. The Companion's Hit Points equal 8+Your Constitution Modifier, and gains (6)1d8+Your Constitution Modifier per level after the 1st.
A Warrior Companion Is a Beast with a CR of 1 or less, Which is no larger Than Large in size. The Companion's Hit Points equal 12+Your Constitution Modifier, and gains (8)1d12+Your Constitution Modifier per level after the 1st.
Your Companion's AC is Equal to that of The Beast in which it embodies. However it Finds comfort in your Friendship, While it is within 40 ft. You may add Your Dexterity Modifier to it's AC.
If Your Companion Dies Nature itself will Bring it back. After 24 Hours it will Reappear in a similar Form to it's original.
The Mage
Being an ancient being of the forest, your animal companion is able to manipulate the forces of nature themselves to better benefit you in your travels. Over the course of the time that you know it and the time that you’ve traveled with it it has learned spells that I can cast using no verbal, somatic, or material components of the spell. Your Companions’ Spellcasting ability is Wisdom and uses your Stats, as well as your spell save DC.
At 1st level your animal companion learns the minor illusion Cantrip.
At 2nd level your animal companion learns the Thunderclap Cantrip.
At 3rd level your animal companion can cast the Fog Cloud 1st level spell once per long rest.
At 4th level your animal companion can cast the Identify 1st level spell once per long rest.
At 5th level your animal companion can cast the Sleep 1st level spell once per long rest.
At 6th level your animal companion can cast the Dragon’s Breath 2nd level spell once per long rest.
At 7th level your animal companion can cast the Invisibility 2nd level spell once per long rest.
At 8th level your animal companion can cast the See Invisibility 2nd level spell once per long rest.
At 9th level your animal companion can cast the Counterspell 3rd level spell once per long rest.
At 10th level your animal companion can cast the Dispel Magic 3rd level spell once per long rest.
At 11th level your animal companion can cast the Fly 3rd level spell once per long rest.
At 12th level your animal companion can cast the Fire Shield 4th level spell once per long rest.
At 13th level your animal companion can cast the Greater Invisibility 4th level spell once per long rest.
At 14th level your animal companion can cast the Polymorph 4th level spell once per long rest.
At 15th level your animal companion can cast the Telepathic Bond 5th level spell once per long rest.
At 16th level your animal companion can cast the Conjure Elemental 5th level spell once per long rest.
At 17th level your animal companion can cast the Teleportation Circle 5th level spell once per long rest.
At 18th level your animal companion can cast the Chain Lightning 6th level spell once per long rest.
At 19th level your animal companion can cast the Transport Via Plants 6th level spell once per long rest.
At 20th level your animal companion can cast the Disintegrate 6th level spell once per long rest.
The Rogue
Whilst Communing with nature your companion has learned to better envelop himself in his surroundings.
The Rogue Companion Gains The Following
Starting at 1st Level While you are within 10 ft. of your Companion, you both gain the benefits of Pass Without Trace but cannot gain the effects from other means.
At 2nd level While you are within 10 ft. of your Companion, you and your companion can take the Dash, Hide, and Disengage actions as a bonus action.
At 3rd level While you are within 10 ft. of your Companion, you and your companion can Make a [Combo Attack] once per turn adding 1d6 Force Damage to the attack.
At 4th level While you are within 10 ft. of your Companion, you may make an additional attack when you take the attack action on your turn.
At 5th level Your Combo Attack Increases to 2d6 Force Damage.
At 6th level While you are within 10 ft. of your Companion, you gain resistance to all non-magical Bludgeoning, Piercing, or Slashing Damage
At 7th level While you are within 10 ft. of your Companion, your Companion can use his reaction to take half damage from a failed Dexterity save, or no damage from a successful one.
At 8th level While you are within 10 ft. of your Companion, you can use your reaction to take half damage from a failed Dexterity save, or no damage from a successful one.
At 9th level Your Combo Attack Increases to 3d6 Force Damage.
At 10th level While you are within 10 ft. of your Companion, you both have advantage on Dexterity [stealth] Checks.
At 12th level Your Combo Attack Increases to 4d6 Force Damage.
At 15th level While you are within 10 ft. of your Companion, you both have advantage on Wisdom (Perception) Checks.
At 16th level Your Combo Attack Increases to 5d6 Force Damage.
At 18th level Your Combo Attack Increases to 6d6 Force Damage.
The Warrior
The Companion who walks the path of a Warrior is to be feared in combat.
The Warrior Companion Gains The Following
Starting at 1st Level While in combat your companion can go int a Fury, While in this state your companion Provokes an enemy they can see. If the enemy attacks anyone other then your companion they make the attack with a disadvantage.
At 2nd level While in a Fury the first time your companion's hit points go below 0, you may have them go to 1 hit point instead, you may only use this ability once per short rest.
At 3rd level once per long rest you may Commune with your companion, if you do you both gain 12 temporary hit points until your next rest.
At 4th level While in a Fury your companion's attacks are considered Magical.
At 5th level The benefit of Commune becomes 16 temporary hit points.
At 6th level While in a fury your Companion gains resistance to all non-magical Bludgeoning, Piercing, or Slashing Damage.
At 7th level While in a fury your Companion gains 15 ft. to their preferred travel speed.
At 8th level While in a Fury your Companion may use a bonus action to heal using a hit die, this ability can only be used once per combat.
At 9th level The benefit of Commune becomes 20 temporary hit points.
At 10th level While in a Fury when your Companion makes an attack of opportunity, they make it with advantage.
At 12th level The benefit of Commune becomes 24 temporary hit points.
At 15th level While in a Fury the first time your Companion takes the attack action on their turn they may immediately make a second attack at the same target.
At 16th level The benefit of Commune becomes 28 temporary hit points.
At 18th level The benefit of Commune becomes 35 temporary hit points.
Exceptional Training
Beginning at 7th level, Your Companion has a strong need to help you, When it takes the Help action on it's turn it can use it's bonus action to make an attack or cast a Cantrip.
Bestial Guidance
Starting at 11th level, when your beast companion takes the Attack action, You feel enlightened, and gain a Bestial Guidance Die (1d4). This die can be used when you roll a d20 for an attack, saving throw, or ability check. you may add the number rolled on the d4 before the result is declared.
Share Spells
Beginning 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, If your Companion is a Mage it may do the same for you.
Previous Versions
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Posted Sep 15, 2020Stop. Beast masters are not underpowered/overpowered in any way. They are already balanced through playtesting, and going so far as to create a “Better” version is an insult to D&D and its developers.
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Posted Aug 9, 2020I like the idea of having a companion capable of some degree of magic, i think this looks cool.