Ranger
Base Class: Ranger

The Beastmaster Subclass is well, let’s face it, underpowered. Which is a shame because we all want it to be good. So here are some changes and improvements. Please post in the comments if any of the changes are poorly made and/or I made the class overpowered. I want the class to fit into the game, not be at the top tier.

Improved Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The Beast’s challenge rating is equal to half of your own (consult table) The beast must be no larger than Medium. Add your proficiency bonus (instead of it’s own) to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

The beast obeys your commands as best as it can. It takes its turn on your initiative and unless told otherwise will not attack unless you or it are attacked first. On your turn you can verbally tell the beast to move anywhere within its move speed.

You gain a new action: Beast Attack:

Beast Attack: Both you and your Beast take the attack action, or your Beast can help you take the attack action. Your Extra Attack applies to you, and any Multiattack applies to them.

 

Ranger Level

Beast Challenge Rating

3

1/2

4-7

1

8-11

2

12-15

3

16-19

4

20

5

Tight Bond

Starting at 7th level, you and your beast companion have developed a tight bond, and both gain the following effects:

Companion’s Eyes: you can choose to see through your companion’s eyes, hear what they hear, feel what the feel, and/or taste what they taste.

Charm Resist: if your companion is within 5ft of you, you can both make a saving throw against being charmed, and if one of you succeeds then both of you succeed.

In addition, your Ranger Companion gets half of the effect of any spell you cast upon yourself. (½ duration, ½ of the healing, etc.)

Pack Tactics

Starting at 11th level, you and your companion know how to fight together. If you and your companion are within 5ft of one another, you both get advantage on one attack roll.

True Bond

Beginning at 14th level, you and your Ranger's Companion’s bond is so powerful, you can communicate your thoughts to one another and attack in perfect harmony. You can now speak with your Ranger Companion telepathically if you both are on the same plane of existence and are within 300ft of one another. In addition, if your companion has any special traits (in the trait section) you can choose to gain them as well at the end of every long rest. i.e. a Giant Boar’s Charge trait would be, ”If you move at least 20 feet straight toward a target, and then hit the target with an attack on the same turn, the target takes an extra 2d6 slashing damage, and if the target is a creature, it must succeed on a DC13 Strength saving throw or be knocked prone.” or a Giant Spider would give you:
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Websense. While in contact with a web, you know the exact location of any other creature in contact with the same web.
Webwalker. You ignore movement restrictions caused by webbing.
In addition, your companion gets the full effect of any spells you cast upon yourself.

Comments

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