Beastmaster Revised

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Beastmaster


The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Ranger's Companion

With 8 hours of work and the expenditure of 8 hours time, 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower. It should be a creature common to the region you hail from or currently inhabit. Your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work, a spell slot of level 1 or higher, and the expenditure of 200 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it, even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you.

Like any creature, the beast can spend hit dice during a short rest. Should the beast drop to 0 hit points it makes Death Saving Throws as if it were a PC.

Also, whenever you achieve an Ability Score Increase from the Ranger class your Beast Companion can choose to increase one of its ability scores by 1. Your beast companion cannot increase its Intelligence score, or increase any ability score above 20 in this way.

Companion's Bond

When you gain your Beast Companion, its Hit Dice increase to 3 if it did not have at least 3 already. For every Ranger level you achieve after the 3rd, your Beast Companion gains an additional Hit Dice. Alternatively, its hit points equal 4 times your Ranger level, if that would be higher. It uses your proficiency bonus rather than its own, and its attacks deal at least 1d4 damage if they did not already deal at least that much already. In additon, it adds your proficiency bonus to its AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your beast companion also gains any Saving Throw you yourself are proficient in, and gains proficiency in up to three skills, choosing its new skills from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Performance, Stealth, or Survival.

The beast obeys your commands as best as it can. It takes its turn immediately before or after you, your choice. You can verbally command the beast with no action required by you to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself.

 

Beast's Attack

Your beast companion can only make a single attack even if it has the Multiattack feature normally. When you gain the Extra Attack feature at 5th level, whenever you take the attack action on your turn you can forgo making one of your attacks to direct your beast companion to make a second attack of its own as a reaction.

Beast's Defense

Beginning at 7th level, when your beast companion is forced to make a saving throw, it can use its reaction to gain Advantage on the roll provided it can see you.

Bestial Fury

Beginning at 11th level, your beast companion has Advantage on attack rolls against creatures you have hit this round.

Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

In addition, it can use its bonus action to take the Dash, Disengage, or Dodge action on its turn.

 

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