Fighter
Base Class: Fighter

The hunter and his hawk. The tracker and her wolf. The boy and his dog. These are all Battlebeast Masters.

Beast Companion

When you choose this archetype at 3rd level, you gain a beast companion. This companion companion learns commands that are fueled by special dice called training dice. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—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.

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 is reduced to 0 or less HP and is not killed outright, it is instead reduced to 1 HP, flees, and is removed from combat entirely. At the end of your next Long Rest the beast returns and gains the benefit of that rest. To gain a new companion you must spend 8 hours finding a beast and bonding with it.

Recall: If your companion has fled, there are three ways to get it back. First, you may expend a training point to use your action to recall it immediately, fully healed, but your companion gains two levels of exhaustion. Second, you can recall your companion at the end of a Short Rest, fully healed, but it gains one level of exhaustion. Third, it returns at the end of your next Long Rest and gains the benefits of that rest.

Commands. Your companion learns three commands of your choice, which are detailed under “Commands” below. Many commands enhance an attack in some way. You can use only one command per attack.

Your companion learns two additional commands of your choice at 7th, 10th, and 15th level. Each time your companion learns new commands, you can also replace one command it knows with a different one.

Training Points. You have four training points. A training point is expended when you use it. You regain all of your expended training points when you finish a short or long rest.

You gain another training die at 7th level and one more at 15th level.

Saving Throws. Some of your companion's commands require its target to make a saving throw to resist the command's effects. The saving throw DC is calculated as follows:

Command save DC = 8 + your proficiency bonus + your Wisdom modifier (your choice)

Beast of the Land

Medium Beast

AC: 13 + PB
HP: 
5 + 5 times your fighter level (the beast has a number of Hit Dice [d8s] equal to your fighter level)
Speed:
 40ft., climb 40ft.

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

Senses: Darkvision 60ft, passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equal to your proficiency 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 with a DC equal to your spell save DC or be knocked prone.

Primal Bond: Add your proficiency bonus to any ability check or saving throw the beast makes.

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

Beast of the Sea

Medium Beast

AC: 13 + PB
HP: 
5 + 5 times your fighter level (the beast has a number of Hit Dice [d8s] equal to your fighter level)
Speed:
 5ft., swim 60ft.

STR: 14, DEX: 14, CON: 15, INT: 8, WIS: 14, CHA: 11

Senses: Darkvision 60ft, passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: your proficiency bonus

Amphibious: The beast can breathe both air and water.

Primal Bond: Add your proficiency bonus to any ability check or saving throw the beast makes.

Blinding Strike. Melee weapon attack: your spell attack to hit, reach 5ft., one target, Hit: 1d6 + 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 the Sky

Small Beast

AC: 13 + PB
HP: 
4 + 4 times your fighter level (the beast has a number of hit dice [d6s] equal to your fighter level)
Speed:
 10ft., fly 60ft.

STR: 6, DEX: 16, CON: 13, INT: 8, WIS: 14, CHA: 11

Senses: Darkvision 60ft, passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: your proficiency bonus

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

Primal Bond: Add your proficiency bonus to any ability check or saving throw the beast makes.

Shred. Melee weapon attack: your spell attack modifier to hit, reach 5ft., one target, Hit: 1d4 + 3 + PB slashing damage.

Trainer

At 3rd level, you gain proficiency with Animal Handling and Survival if you don't already have it. Your proficiency bonus is doubled for these skills.

Commands

The commands are presented in alphabetical order.

Reactions: When a command says "use a reaction", you may choose to use your own reaction or your companion's reaction.

 

Brace

When a creature you can see moves into the reach your companion has, you can use a reaction to expend one training point and command your companion to make one attack against the creature.

Disarm

When your companion hits a creature with an attack, you can expend one training point to command your companion to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distract

When your companion hits a creature with a weapon attack, you can expend one training point to command your companion to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than your companion has advantage if the attack is made before the start of your next turn.

Get Cute/Scary

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check and use your companion's presence as leverage, you can expend one training point and add your Wisdom modifier plus your proficiency bonus.

Goad

When your companion hits a creature with an attack, you can expend one training point to attempt to command your companion to goad the target into attacking it. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your companion until the end of your next turn.

Grab

Immediately after your companion hits a creature with an attack on your turn, you can expend one training point and then command your companion to grapple the target. (see the Player’s Handbook for rules on grappling).

Lunge

When your companion makes a melee attack on your turn, you can expend one training point to increase its reach for that attack by 5 feet.

Menace

When your companion hits a creature with an attack, you can expend one training point to command your companion to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of your companion until the end of your next turn.

Protect

When a creature hits you or an ally with an attack and your companion is adjacent to the target of the attack, you may spend a training point and a reaction to command your companion to protect the target. Reduce the attack's damage by your Wisdom modifier plus your proficiency bonus.

Push

When your companion hits a creature with an attack, you can expend one training point to command your companion to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, your companion pushes the target up to 15 feet away from it.

Rally

On your turn, you can use a bonus action and expend one training point to bolster the resolve of your companion. When you do so, your companion heals HP equal to your Wisdom modifier plus your proficiency bonus.

Riposte

When a creature misses you or your companion with an attack, you can use a reaction and expend one training point to command your companion to make an attack against the creature.

Sic

When your companion makes an attack roll against a creature, you can expend one training point to add your Wisdom modifier plus your proficiency bonus to the attack roll or the damage roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Switch

When your companion is within 5 feet of a creature on your turn, you can expend one training point to command your companion to switch places with that creature, provided it spends at least 5 feet of movement and the creature is willing. This movement doesn’t provoke opportunity attacks. Until the start of your next turn, your companion or the other creature (your choice) gains a bonus to AC equal to your Wisdom modifier plus your proficiency bonus.

Trip

When your companion hits a creature with an attack, you can expend one training point to command your companion to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, your companion knocks the target prone.

Viciousness

Starting at 7th level, your companions attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Evasion

Beginning at 7th level, your companion can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When your companion is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Improved Training

Beginning at 10th level, when your companion hits with an attack and you use a command, add your wisdom modifier to the damage of that attack.

Relentless Training

Starting at 15th level, when you roll initiative and have no training points remaining, you regain one training point.

Perfect Training

Beginning at 18th level, when your companion hits with an attack and you use a command, double the damage dice for that attack.

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