Base Class: Ranger
As a BeastMaster your greatest strength comes from your creatures. Your abilities strengthen the use of your creatures allowing you to play it safe from a distance or as a fighter on the front lines. You gain a wide variety of creatures and abilities allowing you to fine tune your creatures to fit your purposes. You can choose between disappearing in the battlefield, sending forth a small group of elemental birds, or granting buffs for your pet that can in turn be used to help yourself and your allies.
Beast Master Archetype
At 3rd level, you gain one of the following features of your choice.
Elemental Kamikaze
As an action you may summon your elementals. They all attack your prey dealing 1d4 fire damge each, disappearing whether they hit or miss. This damage increases to 2d4 each starting at 10th level, then increases again to 4d4 at 18th level.
Burning Embers
When you hit your prey with your elemental kamikaze they must make a deterity saving throw (DC 8+proficiency+Wisdom) or be lit on fire for 1d4 rounds taking 1d4 fire damage each round. At the start of your preys turn they may choose to use their action to put out the flame. This damage increases to 2d4 at 18th level.
Quick Summon
You may now summon and send them to attack your prey as a bonus action.
Explosive Assault
Whenever your elementals hit a target they explode dealing the same damage to anyone within 10 Ft of your prey. Anyone within 10ft of your target may make a dexterity saving throw taking half damage on a failed save.
(Dc 8+Prof+Wis)
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