Ranger
Base Class: Ranger

The Monster Master archetype embodies a union between the civilized races and the strange beings that dwell in the wild. Finding common ground and learning from each other, the rangers of this archetype and their bizarre companions fight their common foes as one.

Ranger’s Companion

At 3rd level, you gain a monster companion that accompanies you on your adventures and is trained to fight alongside you. Choose one of the following creatures: blink dog, duodrone, dretch, flumph, needle blight, pixie, pseudodragon, skeleton, smoke mephit, sprite, zombie. Alternately, you may choose a different non-humanoid, non-beast creature that is no larger than Medium and that has a challenge rating of 1/4 or lower.

Add your proficiency bonus to this monster’s AC , attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in, or to the DC of any saving throws it forces other creatures to make. The monster’s hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

Given its willingness to cooperate with a humanoid, in addition to any languages listed in its stat block, your monster companion has learned to understand Common (and speak Common, if it has the ability to speak). The monster obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the monster where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your monster to take the Attack action.

If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself. The monster never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only your monster companion, you can move stealthily at a normal pace.

If the monster dies, you can perform an 8-hour meditative ritual that either resurrects your monster companion, or summons a different creature.

Exceptional Training

Beginning at 7th level, on any of your turns when your monster companion doesn’t attack, you can use a bonus action to command the monster to take the Dash, Disengage, Dodge, or Help action on its turn.

Bestial Fury

Starting at 11th level, when you command your monster companion to take the Attack action, the monster can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your monster companion with the spell if your companion is within 30 feet of you.

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