Ranger
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 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 50gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Choose a beast that is of a size Large or smaller and that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, any saving throw it subjects a creature to, as well as to any skills it is proficient in. Your beast gains proficiency in all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Like any creature, it can spend Hit Dice during a short rest to regain hit points. 

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

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). It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the Attack, Dash, Disengage, Help, Hide, or Search action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, your companion gains the benefit of Extra Attack as well.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.

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

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 25gp 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.

Speech of Beasts

Starting at 3rd level, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Beast Master Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spell
3rd animal friendship
5th animal messenger
9th conjure animals
13th dominate beast
17th awaken

Wardens of Nature

Beginning at 7th level, your companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, your connection with your companion grows, your cooperation now making you a stalwart team. Whenever you and your animal companion are within 30ft of each other, you both have advantage on saving throws against the frightened and charmed conditions.

Finally, whenever you or your companion are within 30ft of each other and one of you is attacked, the other can use its reaction to impose disadvantage on the attack roll.

Share Spells

Beginning at 11th 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.

Master of Fang and Claw

When you reach 15th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast attacks you or your companion, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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