Ranger
Base Class: Ranger

The Behemoth Tamer archetype embodies the powers of empathy and natural connection. These rangers turn large aggressive beasts into allies and battle companions.

Tremendous Empathy

At 3rd level, you learn how to calm massive creatures. As an action on your turn, you may attempt to charm a beast or monstrosity, within 20-ft of you, that is large or huge. You make an Animal Handling check against the creature’s Wisdom save. If you win, the creature is charmed by you for 1 hour or until you are 120-ft away from it. You have advantage on this check if you have not attacked this creature.

You may attempt to make this creature your ally by making the same check (your Animal Handling vs. the creatures Wisdom save) twice a day for one week. If you succeed every time, the creature becomes your ally until you attack it or it dies. The DM controls this creature, it is not combat trained and will only attack an enemy once it has attacked the creature or damaged you.

You may only charm one creature with this ability at a time.

Master of the Mighty

By 7th level, you perfected the art of taming behemoths. Whenever you use your Tremendous Empathy feature the creature becomes your ally automatically if it you win the charming check (your Animal Handling vs. the creatures Wisdom save).

Also, you are now in control of the creature when it activates in combat. It takes a turn after you and activates the same way it would if it were a monster controlled by the DM. This ally cannot take the Help action. It can only use actions and features listed in its stat block.

Massive Mount

At 11th level, the beasts you ally yourself can become your mount. You have advantage on saving throws made to avoid falling off your mount. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

While you are mounted on your ally, it moves during your turn but takes its actions during its activation.

Also, you gain one of the following features of your choice: 

Flying Friend

If your mount has a flying speed, you do not provoke Opportunity Attacks when you are mounted and you fly out of an enemy's reach.

 

Tremor Stepper 

Instead of moving on your turn, your mount may slam the ground with full force. You may only use this feature if you have not moved on your turn and using this feature makes you immobilized until the start of your next turn. On your turn, if you are mounted, you may have every creature within 5-ft of you make a Strength saving throw against your Ranger spell save DC. On a failed save, a creature takes 2d10 damage, is pushed 10-ft away from you, and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Stampede Commander

Starting at 15th level, you can ally yourself with more than one beast or monstrosity. You may charm up to three creatures with your Tremendous Empathy features.

Previous Versions

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12/29/2020 2:02:51 PM
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