Base Class: Ranger
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
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 a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. 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. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
In combat, your beast companion shares your initiative count, but it takes its turn immediately after yours.. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus 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.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If your companion drops to 0 hit points, it's body vanishes in a flash of energy. Whilst your beast companion is vanished in this way, you can take a long rest and use the time to meditate, restoring them to life at full hit points.
You can spend 8 hours bonding with another beast, meeting the previous criteria, breaking the bond to your current companion to forge a new connecting to the other one.
Primal Rage
When you take this archetype at 3rd level, you gain the ability to fortify your companion against harm. By using a 1st level spell slot, you can grant your beast companion resistance to piercing, slashing and blugeoning damage from non-magical weapons. Using a 2nd level spell slot grants them resistance to all damage. Each slot above 2nd will also grant the companion temporary hit points equal to the slot's level multiplied by 10.
This feature lasts for an hour and requires concentration as though you were focusing on a spell.
Exceptional Training
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
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