Ranger
Base Class: Ranger

Restriction: Adept (Earth), Adept (Water), or Adept (Wind) Background only
The Beastkeeper forges a bond with an elemental animal of the land, sea, or sky. As such, Fire Adepts tend not to make good beastkeepers, and the tradition is maintained mainly among Adepts of the other elements.

A Beastkeeper forges a close bond with an elemental animal aligned with earth, wind, or water. They coordinate with their companion in combat and supplement its attacks with their own.

Elemental Companion

3rd-level Beastkeeper feature

You magically summon an elemental beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Earth, Beast of the Water, or Beast of the Wind—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears glowing elemental markings - amber for earth, blue for water, and purple for wind.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast dies you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. The beast vanishes if you die.

If you get separated from your elemental beast, you can summon it when you finish a long rest. The beast appears in an unoccupied space within 5 feet of you.

Beast of Earth

The Beast of Earth has the following statistics:

BEAST OF Earth

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

 

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Beast of Water

The Beast of Water has the following statistics:

BEAST OF Water

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 25 ft., swim 60 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

 

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Beast of Wind

The Beast of Wind has the following statistics:

BEAST OF Wind

Armor Class 13 + PB (natural armor)

Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

Speed 10 ft., fly 60 ft.

STR
6 (−2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

 

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB slashing damage.

Infused Strikes

At 7th level, your beast companion's attacks are infused with elemental magic. The beast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and they deal an additional 1d8 elemental damage (acid, cold, or lightning). You choose the damage type for each attack before making the beast's attack roll.

Coordinated Attacks

Starting at 11th level, when you use your bonus action to command your beast companion to take the Attack action, the beast can make two attacks. In addition, when both you and your beast companion are within 5 feet of the same creature and neither of you are incapacitated, you and the companion have advantage on attack rolls against that creature.

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.

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