Base Class: Ranger
Optional Class feature "Instinctual Retraining" is awailable for all ranger of any archetype.
Instinctual Retraining
A ranger often finds themselves traveling far from home, for long stretches of time. In the course of their journeys they may find land devoid of the terrain and creatures they've best learned how to navigate and interract with. As an addition to PHB rules for aquiring a Favored Terrain or Favored Enemy, rangers may also go through rigirous training to force themselves to respond instinctually to a new favored terrain or favored enemy selection.
To retrain a favored enemy or terrain selection, the ranger must spend 10 weeks and 25 gp per week honing their skills to respond effectively to the new enemy or terrain selection. The process requires either terrain or enemies of the new type to practice upon, or a mentor deeply knowledgable about the topic. Upon completing the training regimen, the ranger loses one previous selection of favored terrain or enemy (or enemies if humanoids) as their training muddles their instinctive responses to those situations. They gain the new selection as if choosing it normally.
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 (5 + your Constitution modifier) times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast takes its turn on your initiative. 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. Extra Attack feature doesn't grant you an additional when commanding your beast to attack. You can also command beast to use a Skill, such as Stealth to hide.
Your beast will try its best to follow your lead in combat when you do not explicitly command it. If you take your action to Dodge or Hide, your beast will do the same. Otherwise it will take Ready action to attack against enemies who attack it, you, or your allies. As a readied action, the beast will not move to make this attack. A beast will take its reaction to attack enemies who provoke attack of opportunity.
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 the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Better Beastmaster and Bigger, badder beasts provides additional features choice on lvl 7th, 11th and 15th ranger levels.
Beastmaster features, lvl 7
On the 7th ranger levels you can choose from 2 features - Better Beastmaster's Exceptional Training, or Bigger, badder beasts' Bear Necessities.
Truly Exceptional Training
Beginning at 7th level, once per turn you can command the beast to Dash, Disengage, Help, or use a skill as a free action.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bear Necessities
Your beast may be up to CR 1/2 and up to large size.
Beastmaster features, lvl 11
On the 11th ranger levels you can choose from 2 features - Better Beastmaster's Natural Bestial Fury, or Bigger, badder beasts' Elephant in the room. Elephant in the room also includes Bear Necessities feature (7th ranger level feature).
Natural Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast will take the Multiattack action if it has that action. Your beast cannot take Multiattack action otherwise. It still takes two attaks if it does not have a Multiattack action.
Elephant in the room
Your beast may be up to CR equal to your proficiency modifier. Substract the CR of your beast (rounded down) from your proficiency modifier before applying the proficiency modifier bonus to your beast's statistics. Your beast may also be up to Huge size.
Beastmaster features, lvl 15
On the 15th ranger levels you can choose from 2 features - Better Beastmaster's Share Spells, or Bigger, badder beasts' Master of all Beasts. Master of all Beasts also includes Bear Necessities feature (7th ranger level feature) and Elephant in the room feature (11th ranger level feature).
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.
Master of all Beasts
Your beast may be of any CR and size. If your beast has a proficieny modifier penalty (from having a CR higher than your proficieny modifier), you must succeed on an Animal Handling check with a DC equal to its CR each time you command it in combat. If you fail, the beast ignores your command that round.
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 (5 + your Constitution modifier) times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast takes its turn on your initiative. 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. Extra Attack feature doesn't grant you an additional when commanding your beast to attack. You can also command beast to use a [Tooltip Not Found], such as [skill]Stealth[skill] to hide.
Your beast will try its best to follow your lead in combat when you do not explicitly command it. If you take your action to Dodge or Hide, your beast will do the same. Otherwise it will take Ready action to attack against enemies who attack it, you, or your allies. As a readied action, the beast will not move to make this attack. A beast will take its reaction to attack enemies who provoke attack of opportunity.
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 the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Beastmaster features, lvl 15
On the 15th ranger levels you can choose from 2 features - Better Beastmaster's Share Spells, or Bigger, badder beasts' Master of all Beasts. Master of all Beasts also includes Bear Necessities feature (7th ranger level feature) and Elephant in the room feature (11th ranger level feature).
Master of all Beasts
Your beast may be of any CR and size. If your beast has a proficieny modifier penalty (from having a CR higher than your proficieny modifier), you must succeed on an Animal Handling check with a DC equal to its CR each time you command it in combat. If you fail, the beast ignores your command that round.
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.