Base Class: Ranger
This subclass aims to solve some of the flaws in the Beast Master Subclass. It is created through the lens of the mechanics in the lands of Barovia. This class solves the main issue of replacing a perished beast companion. It also helps to uplift the beast master class without becoming too powerful. This subclass also introduces the training mechanic as a way to make the class feel more organic.
Ranger's Companion
Starting at level 3 the Barovian Beastmaster will gain the ability to bond with a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower. As a result of the bond the beast will gain the following abilities.
- Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. The beast can spend Hit Dice during a short rest to regain hit points.
- When the beast is within 5 feet of an enemy, the ranger will have advantage on attacks made against that enemy.
- Your animal companion gains proficiency in two skills of your choice.
- The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
- While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
Spirit Summon
Starting at 3rd level a Beastmaster can spend a short rest to summon the spirit of their former companion. The spirit of this companion can enter the body of another beast with a size no larger than medium and a Challenge Rating of 1/2 or lower. If the spirit is transplanted into the body of a different creature the following will take effect until the creature can take a long rest:
- The beast has disadvantage on ability checks
- The beast speed is reduced by half
Training Regimen
At 3rd level, by training with your beast you began to learn from each other. The beast and the Beastmaster will become more skillful in the areas of their training. To train a beast, the Beastmaster will roll a D10 x the amount of hours of training and add their Animal Handling bonus to the roll. After the player's rolls add up to 100, they will have successfully trained in that skill. The types of training are as follows:
- Movement- You train to move as one with your beast. Upon successful training of this skill the player and the beast can move stealthy at a fast pace in non difficult terrain.
- Protect- You teach your beast the value of protecting it's allies. Upon completion of training the beast will gain the Protect action. The Protect action compels the beast to take all actions and reactions to attack enemies attempting to do harm to the protected individual or object. The Armor Class of an individual will increase by 2 if being protected. By commanding this action the beast will protect any person or object the Beastmaster identifies. If the Beastmaster fall unconscious or is incapacitated the beast will automatically take the Protect action on the Beastmeaster.
- Stalk- Your beast learns to locate by using scent. Upon completion of this skill the beast will have advantage on locating creatures or objects it has encountered in the past. A sample of a creature or object's scent can be used, if available.
- Alert- You fine tune your beast's awareness. Upon completion of this skill the beast will have advantage on perception checks while resting.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 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.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/29/2020 11:45:56 PM
|
5
|
2
|
1
|
Coming Soon
|
Comments