Ranger
Base Class: Ranger

A tether connects you with the fey, giving you access to a a brand new means of defending yourself.

Ranger's Beast Companion

At 3rd level, you gain the ability to summon a Beast Companion at the end of a long rest. This creature will assist you on your adventures and is trained to fight alongside you. The Beast Companion will stay by your side as long as it lives or is traded out for another Beast Companion.

It understands all languages you speak.

Choose a beast that is no larger than Medium and that has a Challenge Rating of one-quarter your Ranger level.

Your proficiency bonus replaces the beast’s proficiency bonus and will change alongside yours. This will help the beast stay proficient with you.

The Beast Companion's hit die count is equal to your total maximum level, and the hit die is the same as the creature's base hit die (example: a creature you use as your companion normally has 5d6 +4, but the same creature you have bonded with as a companion now gets 3d6+4 because you're level 3).

You can't swap for a new beast until you level. So pick wisely. You can only have one Beast Companion at a time, ready to summon.

You fight in synchronization with your companion. It takes its turn on the same initiative as you and inherently understands the tasks it needs to accomplish. It requires no guidance from you in combat and will act as if telepathically and subconsciously given commands. (the beast is controlled by the player of the Ranger and has its own action and movement and even bonus action if applicable.) The Beast Companion CAN NOT use its multi-attack or additional effects actions(example: their bite normally applies poison that their target has to make a save from.) If the creature has an additional effect action that's more than an attack, w learn to use those again later in your travels.

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 your Beast Companion, you can move stealthily at a normal pace.

If the beast dies, you can take a long rest to resummon them.

While within 10ft you can telepathically talk to your beast. If the beast has an INT of 7 or higher, they can speak telepathically back. If your beast is at an INT of 10 or higher, they can speak vocally in any of your known languages.

Your summoned Beast Companion gains the following bonuses:

+1 to AC

+2 to any stat or +1 to any two stats. ( they may also be allowed to take a feat if the DM allows it.)

Proficiency in a skill or saving throw that they have a positive modifier in.

 

Beast Defined

At 7th level, while your Beast Companion can see you, you can speak telepathically to it.

Your Beast Companion's attacks now count as magical.

You can now have two Beast Companions ready to summon but must spend a long rest to have one of them available. Only one Beast can be with you at a time.

You may now summon a Blink Dog, Fire Snake, or Death Dog instead of a regular beast.

Your Beast Companions now gain the following:

+1 to AC

+2 to any stat or +1 to any two stats. ( they may also be allowed to take a feat if the DM allows it.)

Proficiency in a skill or saving throw that they have a positive modifier in. 

Beast Fur Life

Starting at the 11th level,  your Beast Companion can now take its standard actions such as multi attacks or attacks that require saves.

+1 to AC

+2 to any stat or +1 to any two stats. (they may also be allowed to take a feat if the DM allows it.)

Proficiency in a skill or saving throw that they have a positive modifier in.

You may now summon Copper Dragon Wyrmling, Adult Kruthik, or a Nothic if you wish.

 

Monster Master

Beginning at 15th level, You can now summon Large beasts. You may now summon Black Dragon Wyrmling if you wish, and have up to 3 beasts prepared to summon.

 Your Beast Companions gain the following:

+1 to AC

+2 to any stat or +1 to any two stats. ( they may also be allowed to take a feat if the DM allows it.)

Proficiency in a skill or saving throw that they have a positive modifier in.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2021 4:54:45 PM
64
8
1.3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes