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## Beast Master Some people just want to live (and generally fight) side by side with a bestial companion, magic and heavy armor be damned. History is littered with references to these duos: the steppe-born horse rider who never leaves his steed's side, the inquisitive constable and her faithful bloodhound, that one creepy gnome who rode around on a spider, the wildman dressed in bearskins who charged into combat with a real bear - you know the type. Those people seek out the perfect beast with which to bond, often raising it from birth - although the reverse has been true as well. Once master and companion find each other, they form a bond thicker than blood and sealed by the raw magic of nature - similar in form and power to a Paladin's Oath of the Ancients. They lack the focused intensity and burst damage of classically trained fighters and the staying power of barbarians, instead falling somewhere in between the two in both terms. What they lack in raw power and durability, they make up for with reliable, sustained damage. ### Wilder Minds Beast masters often live on the fringes of society and are typically more comfortable with beasts that people. However, there are exceptions, as the skills inherent to Beast Mastery and the abilities companions bring to the table lend themselves quite well to certain roles. No matter what role they opt to pursue in life, all beast masters share one thing in common : they value their companions as highly as they value themselves. Theirs is a partnership of equals; The magic of the bond will not settle and bind anything less. This is not to say there are no evil beast masters, but even those black hearted men and women have a strange spot in their hearts where dwells a deep love and respect for their companion. ### Creating a Beast Master The most important aspect of a beast master is his or her companion. You'll also likely want to consider, even at first level, whether you'll want to form a Dynamic Duo or heed the glorious call of battle as a Ringmaster. No beast master sets out to become a Haunted. ### Quick Build First, make Strength or Dexterity your highest ability, followed by Constitution and then the last physical ability. Review the companion list and choose on that best suits your concept, as some options are limited by the companion's physical form. \columnbreak
##### Beast Master | Level | Proficiency Bonus | Features | Masteries Known | Mastery Points | |:--:|:---:|:-----|:---:|:---:|:---:|:---:| |1st|+2| Beast Companion, Primal Cry | - | - | |2nd|+2| Fighting Style, Tier 1 Masteries | 1 | 1 | |3rd|+2| Archetype, Bestial Focus | 2 | 2 | |4th|+2| Ability Score Improvement | 2 | 3 | |5th|+3| Tier 2 Masteries | 3 | 4 | |6th|+3| - | 3 | 6 | |7th|+3| Archetype Feature | 3 | 7 | |8th|+3| Ability Score Improvement | 3 | 8 | |9th|+4| - | 4 | 8| |10th|+4| Archetype Feature | 4 | 9 | |11th|+4| Extra Attack | 4 | 9 | |12th|+4| Ability Score Improvement | 4 | 9 | |13th|+5| Tier 3 Masteries | 5 | 11| |14th|+5| - | 5 | 13 | |15th|+5| Archetype Feature | 5 | 15 | |16th|+5| Ability Score Improvement | 5 | 16 | |17th|+6| - | 6 | 17 | |18th|+6| Archetype Feature | 6 | 18 | |19th|+6| Ability Score Improvement | 6 | 19 | |20th|+6| Extra Attack(2) | 7 | 20 |
## Class Features As a beast master, you gain the following class features. #### Hit Points * Hit Dice: 1d10 per beast master level * Hit Points at 1st Level: 10+ your Constitution Modifier * Hit Points at Higher Levels: 1d10 (6) + your Constitution modifier per beast master level after 1st \pagebreakNum #### Proficiencies * Armor: light armor, medium armor, shields * Weapons: simple weapons, martial weapons * Tools: none * Saving Throws: Constitution, Strength * Skills: Animal Handling, plus choose one from Athletics, Acrobatics, Insight, Intimidation, Perception, Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) scale mail or (b) leather armor * (a) a martial weapon and a shield or (b) two martial weapons * (a) a short bow and 20 arrows or (b) two handaxes or (c) two javelins * an explorer's pack ### Bestial Companion You may choose a creature from the companions list with which to form a bond so deep as to be magical (akin to a Druid's bond with nature). **Companions**: Allosaurus, Ankheg, Ape, Axebeak, Baboon, Black Bear, Bloodhawk, Boar, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cockatrice, Constrictor Snake, Crocodile, Death Dog, Deer, Dire Wolf, Displacer Beast, Eagle, Elk, Giant Badger, Giant Bat, Giant Boar, Giant Frog, Giant Hyena, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Rat, Giant Spider, Giant Toad, Giant Vulture, Giant Weasel, Giant Wolf Spider, Grick, Griffon, Guard Drake, Hippogriff, Lion, Mastiff, Owlbear, Panther, Phase Spider, Polar Bear, Pony, Pteranodon, Rhinoceros, Saber-toothed Tiger, Tiger, Warhorse, Winter Wolf, Wyvern. Some creatures, such as a displayer beast, would only bond with an evil player. Others might not exist in the world your character inhabits. Please consult with your DM to find the appropriate companion for your Beast Master. Your companion undergoes some changes, physical, mental and magical, due to the time spent training with you, and the magic of the bond itself. \columnbreak
##### Companion Starting Abilities * Their size becomes medium and their type becomes Beast. * Their alignment becomes the same as their master. * Lose all damage resistances and immunities * Lose named abilities - many of these can be regained through the mastery system. * Special senses remain. * Special languages remain. * Movement types remain, but are limited to 30ft speed. Flying creatures move at 1/4 speed in combat unless you choose the Flier Bestial Focus. * Abilities: Your companion's intelligence remains the same. You may assign these ability scores to your companion's other five abilities as you see fit: 14, 13, 11, 7, 6. * Armor class is 10 plus Dexterity bonus. * Hit Points are 1d6 plus Constitution bonus per level. * Attacks: Your companion starts with one attack of a type available to its wild counterparts. It deals 1d4 plus your companion's strength bonus. If your companion gains additional attacks, it may choose to use a different damage type for the additional attack. * Skills: none. * Saves : Constitution, Charisma.
> An owlbear, for example could choose to use a beak attack for piercing damage or a claw attack for slashing damage, or both if they have the Extra Attack feature. It could also choose strength or dexterity as its primary ability, depending on how you envision your companion. Your companion makes death saving throws when knocked unconscious, just like a player character. If it dies and is not resurrected in some manner, the beast master may spend one week and 50gp per beast master level worth of materials finding a new beast to train. The beast master may also opt to adopt the Haunted subclass, temporarily or permanently. Beast masters form a very, very deep bond with their companions, and the loss of one is extremely painful. Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When you gain a level in this class, your companion gains a level as well, with all that entails: increased proficiency, an additional hit die, etc. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “My companion is like a sibling to me, and I would gladly lay down my life for them.” \pagebreakNum | d6| Trait | |:--:|:---| |1| I’m stubborn in the best way. | |2| I have a very good memory. | |3| Who needs sleep? You do! Not me. | |4| I use my appearance to my advantage. | |5| I have impeccable timing. | |6| I'm far more creative than I look. | |d8| Flaw| |:-:|:----| |1 | I found a way to get drunk, and you probably won't like it. | |2 | I like to adopt things into my extended family.| |3 | If you are not my companion, petting me is not a good life choice.| |4| I have a flair for the dramatic. | |5| I speak much louder (or quieter) than you. | |6| If it's not going to be awkward for someone, I don't want to sleep there.| |7| I have excellent grooming habits, but not the best timing with them.| |8| No, I'm pretty sure stalking strangers is a competitive sport.| ### Primal Cry The bond between master and beast is so strong that in times of direst need, life force itself my be transferred from one to the other. If master or companion fails a death saving throw, and the other is still conscious, it may let forth a Primal Cry, causing the unconscious one to immediately regain 1d10 plus your beast master level hit points. The conscious member loses half their maximum hit points, but going no lower than 1 hit point. Both master and companion must make a DC15 constitution saving throw. Failure results in being stunned until the end of their next turn, success gives advantage on attacks, saving throws and skill checks until the end of their next turn, as the raw, primal energy of life itself fills them. After you use this ability, you may not do so again until you complete a long rest. \columnbreak ### Bestial Focus Days and weeks of training have focus your companion's skills, bringing some closer to their wild compatriots in skills and others farther away. Your companion gains proficiency in Perception and one skills from this list: Investigation, Intimidation, Acrobatics, Athletics, Survival. Your companion gains one special effect from this list, as befitting their form: * Arachnid: If the creature is one that could normally make webs, it gains Spider Climb, Web Sense and Web Walker. * Constrictor: If the creature is one whose form would allow it to constrict prey, it may make a Constrict attack once per day per point of Constitution bonus. The attack deals normal damage, but if struck, a creature of the same size or smaller must make a DC 8 + proficiency + Strength bonus or be grappled. Until this grapple ends, the creature is Restrained and the companion can't constrict another target. * Displacer : If the creature is a one that lost the Displacement ability, they make take this. As an action, it may project a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the companion is incapacitated or has a speed of 0. * Flier: If the creature is one that can normally fly, it can now do so at full speed in combat. It also gains the Flyby ability: If it is not mounted by a rider, or otherwise carrying a living being, it does not provoke attacks of opportunity when it flies out of an opponent's reach. * Mount: If the creature is one that can carry you, you have trained it to accept you as a rider. You may now engage in Mounted Combat, with the following modifications: your beast in treated as an independent mount but it shares your initiative. * Phaser : If the creature is one that lost the Ethereal Jaunt ability, they may take this. As an action, the creature can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Anything worn or carried that is not a part of the creature's body falls to the ground when they leave either plane, it does not travel with them. After doing this a number of times equal to its Constitution bonus, it may not do so again until it finishes a long rest. * Pouncer or Charger : If you move 20 feet or greater and then hit with an attack, the target of that attack must make a DC 8 + proficiency + primary ability (Dexterity = pounce, Strength = charge) or be knocked prone. * Rampager: When your companion reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a melee attack. \pagebreakNum ### Fighting Style You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. #### Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield. ### Masteries Masteries are special abilities or advances advanced training techniques that give your companions new skills or enhance existing ones, as limited by the companion's physiology. Except when noted, masteries stack, you may only each tier of a mastery once, and must take the preceding tier in order to take a higher tier. When you level up you may completely remove one mastery from your beast, regaining all invested mastery points, and re-invest those points in other masteries. Every fifth level you may exchange one known mastery for another. Note: A mastery may not raise a companion's ability score beyond 20.
| Mastery | Tier | Effect | |:--------|:---:| :----- | |Agile|1|+1 Dexterity, gain proficiency in Acrobatics or Sleight of Hand if appropriate for physiology. | |-|2| +1 Dexterity, +1 AC.| |-|3| +1 Dexterity, gain proficiency in Dexterity saving throws. | |Blindsense|3| If your companion can hear, it is aware of the location of any hidden or invisible creature within 15 feet of it. | |Breath weapon | | If the companion would normally have a breath weapon (or some other area of effect attack, such as an Ankheg's Acid Spray), they may take this. After it uses its breath weapon, it can't use it again until it completes a short or long rest. You may take this mastery multiple times for extra uses.| |-|2| The attack deals 3d6 damage of the appropriate type in 15 ft cone or 5x30 line (choose when you take this mastery). | |-| 3| Damage increases to 4d6 damage and range increases to 25 ft cone or 5x50 line.| |Constable's Aid|2| Your companion may spend 1 hour within 25 feet of a target, familiarizing itself with a target's scent, behavior and mannerisms. After doing so, it has advantage on Insight, Perception and Survival skill checks against that creature for 24 hours and cannot use this ability again until finishing a long rest. Finishing a long rest or using this ability on a new target removes all benefits of a previous usage of this skill. | |-|3| Your companion only needs 15 minutes to study the target, and the benefits last for 48 hours and do not end early unless this ability is used on a new target. | | Cunning | 1 | +2 Intelligence, can understand one of beast master's languages.| | - | 2 | +2 Intelligence, ability to understand one additional spoken language known by the beast master.| | - | 3 | +2 Intelligence, can speak known languages, as limited by physiology. | x| |Dire | 2 | Your companion gains Reach 10.| | - | 3 | You companion's size becomes Large.|
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| Mastery | Tier | Effect | |:--------|:---:| :----- | |Durable | 2| Add half your companion's Constitution bonus to its Armor Class.| |-| 3| Second Wind : On your companion's turn, it may use a bonus action to regain hit points equal to 1d10+your beast master level. Once you use this feature, you must finish a short or long rest before you can use it again.| |Empowered Weapons| 2| Melee attacks count as magical for the purpose of determing if they can deal damage.| |-|3| Melee attacks treat immunity as resistance.| |Fierce|2| Extra Attack : Your companion can attack twice, instead of once when you take the attack action on your turn.| |-|3| Improved Criticals : Your companion's attacks score a critical hit on a 19 or 20.| |Goading Strike | 2 | If your companion hits with an attack, it may use its reaction to attempt to attempt 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 its next turn. Once a target has failed a saving throw, your companion may not do this again until it finishes a short or long rest. | |Hearty| 1 | +1 Constitution, Hit die becomes d8, add one hit point per existing level and 5 each time your companion gains a level.| |-| 2 | +1 Constitution, Hit die becomes d10, add another hit point per existing level and 6 each time your companion gains a level.| |-| 3 | +1 Constitution, Hit die becomes d12, add another hit point per existing level and 7 each time your companion gains a level.| |Lucky |3| Your companion has 3 luck points.| |Mage Slayer |3| When a creature within your companion's reach casts a spell, it can use its reaction to make a melee attack against that creature. When your companion damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Your companion has advantage on saving throws against spells cast by creatures within your companion's reach.| |Natural Weapons | 1 | Melee attack damage die becomes d6. For Haunteds, this applies to your unarmed strikes. | |-|2| Melee attack damage die becomes d8.| |-|3| Melee attack damage die becomes d10.|
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| Mastery | Tier | Effect | |:--------|:---:| :----- | |Powerful|1|+1 Strength, gain proficiency in Athletics.| |-|2|+1 Strength, your companion counts as one size larger when determining carrying capacity, and the weight they can push, drag or lift.| |-|3|+1 Strength, gain proficiency in Strength saving throws. | |Resistant|3| Choose one damage type, your companion has resistance to that damage type. This mastery may be taken multiple times. | |Sentinel|3| When your companion hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures with your companion's reach provoke opportunity attacks even if they take the Disengage action. When a creature within your companion's reach makes an attack against a target other than them, your companion can use their reaction to make a melee attack against that creature.| |Skilled| 1 | Choose two skills from this list: Investigation, Intimidation, Acrobatics, Athletics, Survival, Stealth. | |-|2| Choose one known skill, you may add double your proficiency to checks against that skill.| |-|3| Choose a second known skill, you may add double your proficiency to checks against that skill.| |Strong Willed |1| +3 charisma, gain proficiency in Deception skill.| |-|2| +3 charisma, gain proficiency in Performance skill.| |-|3| +3 charisma, choose Deception or Performance, you may add double your proficiency to checks against that skill.| |Survivor|3| If your companion has less than half of its hit points, it heals 2 hit point at the end of every turn. This mastery may be taken multiple times.| |Wise| 1| +2 wisdom, gain proficiency in Insight.| |-| 2| +2 wisdom, gain proficiency in Survival.| |-|3| +2 wisdom, choose Insight or Survival, you may add double your proficiency to checks against that skill.| |Wily |1| Gain proficieny in an extra saving throw type of your choice.| |-|2| Gain proficiency in a second saving throw of your choice.| |-|3| Choose a saving throw type you have proficiency in, you may add double your proficiency to saving throw rolls of that type.|
\pagebreakNum # Archetypes: ## Dynamic Duo Whether it's the wild man and his wolf, the constable and his bloodhound or the falconer and her… falcon, lore is replete with such teams and stories of their impressive feats of teamwork and skill. ### Shared Senses Proximity, the magic of your bond and hours of practice have honed you and your companion's senses. At 3rd level, choose one known skill, you may apply double your proficiency to checks against that skill. Choose one sense to focus on: smell, sight or hearing. Both you and your companion gain advantage on Perception, Investigation, and Survival checks relying on that sense. ### Impeccable Timing At 7th level, when you and your companion roll initiative, you may both choose which roll to act on and who acts first if acting on the same roll. Once this choice is made, it cannot be changed until initiative is rolled again. ### Mystery March Beginning at 11th level, when traveling together you and your companion's travel pace is doubled. Also, either of you may use a bonus action to use Investigation, Perception or Use/Interact with Object (if appropriate for companion's form) in combat. ### Retaliation Strike At 15th level, if a target within reach of both you and your companion forces either of you to make a saving throw, you may both use your reactions to make one melee or weapon attack against the target. \columnbreak ## Ringmaster From the lion trainer and lion who exult in the screams of the crowd, to that one bullfighter who found a lifelong friend in a former rival, the fires of battle certainly forge some of the fiercest beast masters. ### One Heart At 3rd level, when you and your companion are within 10 feet of each other, and one takes damage from an attack or a spell with a Dexterity Saving Throw or an attack roll, the other may use their reaction to move up to their movement speed to place themselves between the target and the attacker, causing the damage to be split equally between the two of you. If they cannot reach the desired position, such as when they are restrained or there is a wall that cannot be climbed between them, this ability cannot be used. Once you have used this a number of times equal to your constitution modifier, you may not use it again until you finish a long rest. ### Well Oiled Team Starting at 7th level, you and your companion may use Help as a reaction (in or out of combat) to give advantage on a skill check for a skill that you both share. Your companion gains proficiency in one skill from this list: Investigation, Intimidation, Acrobatics, Athletics, Survival, Performance. ### One Will Starting at 11th level, if you are within 30 feet of your companion and either of you fail a saving through against becoming Charmed, Frightened, Paralyzed or Stunned, the free party may use a bonus action on their next turn to roar in encouragement, giving the other a second chance to make the saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. ### One Mind Starting at 15th level, when you or your companion land a critical strike, the other has advantage on their next attack and that attack will be a critical on a natural 18, 19 or 20. \pagebreakNum ## Haunted Sometimes a beast master may lose their companion to physical death, but their spirit remains. So fierce is the bond between master and beast, that the beast's spirit lingers and finds a new home in the master's body. ### Bound Spirit At 3rd level, when you adopt this path, you may speak with creatures of the same species as your fallen companion. You may also concentrate for 1 minute sense creatures of the same type within a 60 foot radius. Your companion's spirit always watches over you, doing its best to protect you from sharing its fate. You gain a +2 bonus to initiative and cannot be surprised while you are conscious. ### Imitation of Form Starting at 3rd level, you learn to turn your masteries inward, you lose Primal Cry and Masteries now affect you, not your beast. You gain proficiency in Perception and one skills from this list: Investigation, Intimidation, Acrobatics, Athletics, Survival. Lose your Beast Style, and gain the following benefit, based on the lost style: * Arachnid: You gain Spider Climb, Web Sense and Web Walker. * Constrictor: You have advantage on attack rolls against creatures you are grappling. You can use your action to try and pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. * Flier: You can manifest spectral wings of the same type as you fallen companion for 10 minutes. Your flight speed is the same as your movement speed. After doing so a number of times equal to your constitution modifier, you cannot do it again until after a long rest. * Mount: Your speed increases by 10 feet. When you use a Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You will go out of your way to avoid ever riding another creature. * Pouncer or Charger : Your speed increases by 5 feet. When you use your action to Dash, you can use a bonus action to make one melee attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you choose to make a melee attack and you hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed). * Rampage: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a melee attack. Masteries may be applied to yourself, including ones that could have applied to your companion's physiology, but not your own (such as a wyvern's poisonous sting may be converted into poisonous touch or bite). As with companion masteries, when you gain a level you may change one applied mastery to another, within the bounds of your mastery points and known masteries. ### Companion's Vengeance At 7th level, you gain certain advantages against the type of creature that slew your companion, choose a type that includes their slayer : aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, humanoids, giants, monstrosities, oozes, plants or undead. You have advantage on Survival checks to track the objects of your vengeance, as well as History checks to recall information about them and Intimidation checks to cow them. When such a creature causes you to make a Saving Throw, you may expend and roll any number of hit die and add the total to the Saving Throw roll. After expending hit die in such a manner, you may not do so again until you finish a long rest. When you gain this feature, you also learn one language of your choice of those spoken by the objects of your vengeance. ### Remnants of Will Starting at 11th level, the spirit of your companion can bolster your willpower, lending you some of its own. If you fail a saving through against becoming Charmed, Frightened, Paralyzed, Petrified or Stunned, you may use a bonus action to expend and roll a hit die, adding your roll to your saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. ### Imitation of Life Starting at 15th level, in times of direst need, the spirit of your companion can keep your physical body going far past your normal limits. If you make a death saving throw, the spirit of your companion may animate your body. This choice is up to the companion, not the character, and will be subject to its intelligence - so a very intelligent companion may choose not to do so if it sees that allies have the situation under control. The spirit lets for a veil piercing wail, and hurls your body back into the fray. You gain 1d10 HP plus 1d10 temporary HP and, for 1d4 rounds, you gain advantage on all saving throws and ability checks and resistance to the damage type(s) that felled you. You may also expend any number of hit die as a bonus action to gain your constitution modifier in temporary hit points per die. You can take no actions other than to move toward the creature that defeated you and attack it. Once that creature is defeated, or the rounds have expired, make a DC20 constitution saving throw. On a failed saving throw, you slip into unconsciousness. Either way, lose half your remaining hit dice and take one level of exhaustion. Once your companion's spirit has animated your body in such a way, it cannot do so until you have finished a long rest.
Part 1 | Beast Master