Ranger
Base Class: Ranger

Become Master of Beasts! Command a horde of Beast Companions to fight by your side, magically enchant your Beast Companions to become more powerful, or become a master of Beast Riding and Large Beast taming.
You have 3 paths in your “Beast Mastery”. You can mix or match as you choose your path to become Master of Beasts.

Beast Companions

At 3rd level, you can gain beast companions that will accompany you on your adventures and they will be magically trained to fight alongside you. Find a beast that is no larger than Medium and that has a challenge rating equal to or lower than your proficiency bonus -2. Like any creature, it can spend Hit Dice during a short rest to regain hit points. Your "Companion Slots" represent the maximum number of beast companions you can have at one time. Your Companion Slots are equal to your proficiency bonus +1.

You can potentially find/track the animal you are looking for if you are in the correct environment. (You won't find a polar bear in the desert. ect.)  Searching for a specific beast in your Favored Terrain, given it is the correct environment, gives you a higher chance to find that beast in a shorter amount of time. Spending 8 hours within 30ft of a beast that is charmed by you or convinced you mean it no harm, and that meets the requirements, will turn it into one of your Beast Companions.

On your turn, you can command one beast companion where to move and what to do with an action or a bonus action. The command must be a verbal command and/or a physical gesture the beast can hear/see. You cannot command the same beast companion more than once per turn. However, you can use your action and bonus action to command 2 beasts in one turn. Beast companions that do not receive a command in combat will take the Dodge action.

If you are incapacitated Beast Companions will act on their own, focusing on protecting you at any cost. If you are absent, Beast Companions will act on their own, focusing on survival. You can dismiss a beast companion at any time. When you dismiss a beast companion it no longer follows your commands and becomes wild again.

While traveling, some Beast Companions may not follow you into certain terrain and areas, at the DM’s discretion. For example:  A mule may not follow you into a dark dungeon. A grizzly bear might not be welcome in populated areas, such as villages and cities. A desert snake might refuse to enter the cold mountains. ect.

Beast Mastery

At 7th, 11th, and 15th levels you can select a Beast Mastery Path. Each path contains different benefits to enhance you and your beast companions. The Beast Mastery Paths can be mixed or matched.

 

- Beast Commander: The Beast Commander path focuses on commanding many Beast Companions in 1 turn. 

- Primal Beasts: The Primal Beasts path focuses on taming and riding larger, stronger, beasts to become Companions.

- Sacred Beasts: The Sacred Beasts path focuses on using magic to enhance and aid your Beast Companions. 

 

Choose a Beast Mastery Path.

Beast Commander I

Starting at 7th level, you and your beast companions gain the following benefits:
- Expert Commander: You simply point, commanding one beast companion, without using an action or bonus action, where to move and what to do. When you do this however, you forgo drawing a weapon, opening or closing a door, picking up an item of the ground, ect. Which typically you could do any one of these, on your turn, in conjunction with your movement and actions.
- Trained: All Beast Companions gain an additional +1 to damage.

Primal Beasts I

Starting at 7th level, you and your beast companions gain the following benefits:
- Beast Rider: Riding a mount for 2 hours gives you the option to make that mount a beast companion. The mount's size cannot be bigger than large and the mount must meet the "Beast Companion" requirements. Riding a mount that is your beast companion is called "Beast Riding"
While you are Beast Riding you and your beast companion gain the following:

- Quick Mount: Mounting and Dismounting takes no movement penalty from you.
- Faster: Your mount’s movement speed is increased by 10ft. 
- Superior Attack: Your mount can use its attack action (if it has one), without a command or action from you, to attack a creature within its range.  
- Trusty: You have advantage on Dexterity saving throws related to falling off your mount.

Sacred Beasts I

Starting at 7th level, you and your beast companions gain the following:
- The Hunt: When your Beast Companions attack a creature that is marked with the "Hunter's Mark" spell, you may add the damage bonus from Hunter’s Mark to their attack. In addition, Your Beast companions can lead you to a target that was marked within the last 24 hours, as long as the target is within a 5 mile range.

Beast Mastery

At 7th, 11th, and 15th levels you can select a Beast Mastery Path. Each path contains different benefits to enhance you and your beast companions. The Beast Mastery Paths can be mixed or matched.

 

- Beast Commander: The Beast Commander path focuses on commanding many Beast Companions in 1 turn. 

- Primal Beasts: The Primal Beasts path focuses on taming and riding larger, stronger, beasts to become Companions.

- Sacred Beasts: The Sacred Beasts path focuses on using magic to enhance and aid your Beast Companions. 

 

Choose a Beast Mastery Path.

Beast Commander II

Starting at 11th level, you and your beast companions gain the following benefits:
- Master Commander: You simply point, commanding one beast companion, without using an action or bonus action, where to move and what to do. When you do this however, you forgo drawing a weapon, opening or closing a door, picking up an item of the ground, ect. Which typically you could do any one of these, on your turn, in conjunction with your movement and actions. This stacks with “Expert Commander” allowing for up to two commands without using any of your actions or bonus action.
- Honed: All of your companions gain an additional +1 to hit. 

Primal Beasts II

Starting at 11th level, you gain the following:
- Large Beast Tamer: You can attempt to tame Large beasts that meet the "challenge rating" requirement. You can tame Large beasts by using the method listed in the Beast Companions description. Large beasts take up two Companion Slots, instead of one.
- Primal Challenger: You can now attempt to tame beasts with a challenge rating equal to, or lower than, your proficiency bonus.

Sacred Beasts II

Starting at 11th level, you gain the following spell:

Magic Bolster: You magically enhance one of your beast companions. Choose one of your Beast Companions and cast Magic Bolster on them. That beast companion is now considered magical (similar to how a weapon is magical). The beast gains the following:
- Resistant to piercing, slashing, and bludgeoning.
- Hit points are increased by half of the beast's hit point maximum rounded up. Example: if the beast has a hit point maximum of 9 it would gain 5, increasing the beast’s hit point maximum to 14.
- AC increased by 2
- All attacks from this beast are considered magical and get +2 to hit and +2 to damage. 

You can only cast this spell on one beast companion at a time and can only cast it once every long rest. The spell’s duration is permanent. However, you can dispel Magic Bolster at will and some spells, such as Dispel Magic, can force Magic Bolster to end. Magic Bolster is considered a 3rd level spell and uses a 3rd level spell slot when cast.
Level: 3rd
Casting Time: 1 action
Range/Area: touch
Components: S, M (a gem worth 100 gold pieces)
Duration: permanent

Master of Beasts

At 7th, 11th, and 15th levels, you can select a Beast Mastery Path. Each path contains different benefits to enhance you and your beast companions. The Beast Mastery Paths can be mixed or matched. Choose your final Beast Mastery Path and become Master of Beasts.

- Beast Commander: The Beast Commander path focuses on commanding many Beast Companions in 1 turn. 

- Primal Beasts: The Primal Beasts path focuses on taming and riding larger, stronger, beasts to become Companions.

- Sacred Beasts: The Sacred Beasts path focuses on using magic to enhance and aid your Beast Companions. 

 

Beast Commander III

Starting at 15th level, you and your beast companions gain the following benefits:
- Multi-command: You can command two beast companions where to move and what to do with one action or one bonus action. Alternatively, you can command one beast companion where to move and what to do twice with one of your actions or bonus action.   
- Peak Condition: All Beast companions may add your proficiency modifier to their hit roll. They also gain an additional +1 to damage and +1 to AC.
- Beast Master: You can use Multi-command in conjunction with Expert Commander and Master Commander.

 

Primal Beasts III

At 15th level, You gain the following benefit:
- Tough: Large, or bigger, beast companion’s hit point maximum increases by six of their hit point dice. Example, a riding horse has an average hit point maximum of 2d10 +2, its hit point maximum would increase to 8d10 + 2.
- Hunt the Favored: While you are riding a mount that is your beast companion, you have advantage on attack rolls made against targets that are your “favored enemy”. However, if the target is large, or bigger, Hunt the Favored has no effect and you attack as normal. If you mount has an attack it attacks normally, without advantage.

Sacred Beasts III

Starting at 15th level, you gain the following:

Elemental Bolster: You imbue the power of an element onto one of your Beast Companions. Choose an element type, cold, fire, or lighting, to enhance one of your beasts with. That beast companion gains the following benefits:
- Resistance to the chosen element type.
- When rolling for damage, the beast adds an additional 3d8 damage of the chosen element type.
-Any creature that deals damage to this beast instantly takes 2d12 damage, of the chosen element type, in return.

You can only cast this spell on one beast companion at a time and can only cast it once every long rest. The spell’s duration is permanent. However, you can dispel Elemental Bolster at will and some spells, such as Dispel Magic, can force Elemental Bolster to end. Elemental Bolster is considered a 3rd level spell and uses a 3rd level spell slot when cast.
Level: 3rd
Casting Time: 1 action
Range/Area: touch
Components: S, M (a gem worth 100 gold pieces, and one of the following: a piece of ice, a bit of fire, or a twig from a tree that was struck by lightning.,)
Duration: permanent

Bolstered Beast: You can use the Elemental Bolster spell and the Magic Bolster spell on the same Beast Companion.

Leeching: Sacrifice a portion of your health pool to heal a wounded beast companion. As a bonus action, target one of your beast companions and restore 1d10 of its hit points. However, you take necrotic damage equal to half of the roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect increases by 1d10 for each slot level above 1st.
Casting Time: 1 bonus action
Range/Area: 60ft
Components: S
Duration: Instantaneous

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2020 1:42:54 PM
80
14
3
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes