Base Class: Ranger
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Tamer develop a close bond with a beast, then further strengthen that bond through the use of magic.
Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Your companion's CR can be no larger than half your ranger level (rounded down) and it's size no bigger than medium. Once you hit 15th level, your companion choice includes large sized creatures. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
When selecting your Animal Companion, please be respectful of circumstances, and the creature you are attempting to summon. The creature must be a beast of sorts, so creatures such as constructs, Elementals, Fiends etc will not be accepted. This does not mean that it has to be a Beast creature type. Certain other creatures would be accepted, with DM permission and given the right circumstance.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Companion Bond
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
Bestial Defence
At 7th level, while you and your companion are within 60ft of each other, you both gain +2 to saving throws.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
In addition to this, your companion's attacks are considered magical, if they would not originally be considered so.
Unquestionable Loyalty
At 15th level, when you are targetted for an attack, your companion can use its reaction to move up to half its movement speed; If it can get within 5ft of you, it dives in the way of the attack. The attack is considered an automatic hit against the companion, and all damage is instead dealt to the companion.
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