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# The Beast Friend and Pack Leader The two subclasses included here are my best attempt at proving the concept that Ranger's benefit more from new subclass homebrews than "ranger fixes". The Beast Master is mechanically clunky, struggling with survivability of its animal companion, which when lost is effectively the same as losing your whole subclass. The animal companion also struggles from having no interaction with a Ranger's spell casting and barely anything to do with the rest of the class features. How can you fix a whole subclass without actually changing anything about it? If you like Beast Master, good! Enjoy it. If you don't, maybe something here is more your style, and if you have a Beast Master along side one or both of these new beastly subclasses it should provide a much more rounded and enjoyable experience for everyone. ### Beast Friend Here is a subclass intended to provide plenty of beasts for Beast Masters to choose from. Should the Beast Master lose a companion, the lack of easy option to resurrect it is tempered by the curious critters that follow the Beast Friend around. Not only that, the Beast Friend provides the Beast Master's companion with additional abilities should they share a connection with it. The Beast Friend is also capable of bringing the animal companions and bonded beasts back from the brink with a *revivify* spell. At higher levels, the place where animal companions and all beasts tend to be weakest, it provides greater survivability and options to bolster their hit points and healing during rests. A Beast Friend is not limited to just one beast, and is more than capable of both supporting a Beast Master and their companion as well as keeping several other friends about for when they are needed. The Dynamic Bond is intended to let the Beast Friend shift power to beasts for specific tasks as well as to gain strong benefits for their self on short notice. \columnbreak ### Pack Leader The purpose of the Pack Leader is to take advantage of the presence of beasts in battle and to amplify their abilities through strong feature enhancements. Pack Leaders also benefit greatly from the presence of a Beast Friend, though they have their own unique way of bringing new beasts into their pack.
> ##### Suggestions for DMs > Both the Beast Friend and Pack Leader are able to gather beasts as allies and benefit from them throughout play. In combat you may feel that it is important to keep a balance of sorts and to do so certain limits should be imposed on the number or CR of beasts present. Try to encourage keeping some beasts as utility rather than bringing all of them into combat alongside the party. > > Remember while selecting beasts that they are under your control (except in the case of the Beast Master's animal companion or a controlled mount). A beast that is injured or becomes distrustful might choose to leave, even when bonded or trained. You can also keep the beasts' CR and presence in mind when deciding the difficulty of future encounters, if necessary.
Ranger Archetypes
\pagebreakNum # Beast Friend The Beast Friend is capable of communicating with and bonding with beasts beyond the normal reach of animal companionship. While beasts remain independent creatures they have a strong reason to remain with you, and you with them. And yet, the bond is neither permanent nor is it painful to change or replace. A Beast Friend may find new allies in places where the old are less at home. ### Beast Friend Traits Most Beast Friends show signs of their unique bond with beasts, whether they are physical and visible or oddities of personality. It is also quite rare for the beasts they meet and connect with to act like a normal member of their species ever again. Does your Beast Friend love small critters, keeping them in pockets to poke their noses out just in time to distract a foe? Are you a wild one, scratched by talons and smelling like three recent meals? Perhaps your mighty friends are the reason you're able to fight with such ferocity? Whether you have such traits or not, a Beast Friend is certain to add a unique elemental to any adventuring group. While beasts you befriend may be with you only a short time, they are often forever altered in their behavior and desires. Do they gain new confidence and become the leader of their pack? Perhaps they cease the normal scavenging and begin to hunt for themselves? Whatever the case may be, the beasts you leave behind are better for it. ##### Beast Friend Traits | d8 | Trait | |:---:|:-----------:| | 1 | You feel rewarded by your protectiveness over smaller beasts, and they show appreciation. | | 2 | Big powerful beasts make you feel secure and this fuels your resolve and confidence. | | 3 | Your natural ability to communicate with beasts gives your speech with others an odd quirk. | | 4 | You show unmistakable signs of your interactions with beasts. Small harmless scratches, tears in your clothing, and perhaps a unique smell. | | 5 | Your meals are rarely prepared and you simply prefer things that can be eaten fresh. | | 6 | Sometimes you let your instincts take over and drive your every action, rather than logic and wisdom. | | 7 | You find you are frequently caching food and trinkets for some unknown later need. | | 8 | Your need for connection with others, especially beasts, is strong. Without one you're angry, sad, or closed off. | \columnbreak ##### Beast Traits | d6 | Trait | |:---:|:-----------:| | 1 | The beast gains a new inner strength, a natural leader of its kind. | | 2 | Larger and stronger than others of its kind, the beast will live a long life. | | 3 | The beast maintains the speed and grace of its youth throughout a long life. | | 4 | While others may need to rest, the beast can endure many many challenges. | | 5 | The beast is marked visibly, and those who happen upon it know to not to draw its ire. | | 6 | The beast is much more intelligent, betrayed by its knowing eyes. | ##### Beast Friend Features | Ranger Level | Feature | |:---:|:-----------:| | 3rd | Beast Friend Magic, Drawing of Beasts, Handler, Dynamic Bond | | 7th | Shared Instincts | | 11th | Drawing of Spirits | | 15th | Aura of the Beast Keeper | #### Beast Friend Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Friend Spells table below. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. | Ranger Level | Spell | |:---:|:-----------:| | 3rd | *sanctuary* | | 5th | *warding bond*| | 9th | *revivify* | | 13th | *polymorph* | | 17th | *awaken* | #### Drawing of Beasts At 3rd level, your presence is sensed by normal beasts in your vicinity as you emit a supernatural aura. Beasts that sense you are curious and naturally seek to investigate your presence or passing. Whether they sniff your trail, spy on your campsite from afar, or approach you directly, you are never surprised by them even if they choose to attack you. Sometimes, a curious enough beast will follow you for long distances or through dangerous areas.
Beast Friend
\pagebreakNum Wherever beasts can be found you can find one by spending one minute searching. Make a Wisdom (Survival) check, and your DM can decide which kind of beast you find based on the result. With low results you might not find a beast, but you still find signs of their presence. The next time you search for a beast in this way after failing to find a beast, you have advantage on your skill check as long as you haven't yet completed a long rest. Once you've used this feature to search for a beast you cannot do so again until you finish a short or long rest. #### Handler When you choose this archetype at 3rd level, you gain proficiency in the Survival and Animal Handling skills if you don't already have it. Your proficiency bonus is double for any ability check you make with Animal Handling. #### Dynamic Bond After reaching 3rd level, any beast you meet that is not hostile toward you can form a bond with you when you spend 1 hour with it, or immediately as an action if you expend one spell slot of any level. The bond is broken if you and the beast separate by more than 100 feet for more than 8 hours. You can bond with a maximum number of beasts equal to 1 + 1/4 your ranger level. Beasts you bond with can gain a permanent trait from the *Beast Traits* table if desired. Each beast you are bonded with gains one of the following features of your choice providing benefits for both of you. The chosen feature can be different for each beast and is decided when you make such a bond for the first time or spend 1 hour with the beast to change it. You gain a total bond bonus for these features equal to 1 + 1/4th your ranger level, which you can distribute between all beasts you are bonded with. You can change the distribution when you finish a short rest or bond with a new beast. **Hardiness.** The beast and you make each other hardier. You gain a bond bonus to Constitution saving throws. The bonded beast gains temporary hit points equal to that bonus times your ranger level when it completes a short or long rest. **Swiftness.** The beast and you are swifter together. You gain a bond bonus times 5 in feet to one movement type of your choice which you have. The beast gains that bonus times 5 in feet to one movement type of your choice which it has. **Ferocity.** Your friendship makes for an intimidating and fierce presence. You gain a bond bonus to Charisma (Intimidation) checks. The bonded beast adds that bonus to attack and damage rolls. **Deftness.** The beast and you react more quickly to danger. You gain a bond bonus to your Initiative. The bonded beast adds that bonus to Dexterity saving throws and takes no damage when it succeeds on them. **Prowess.** The connection improves your shared skills. You gain a bond bonus to ability checks you make when the beast is Helping you. The bonded beast adds that bonus to attack rolls and all skill checks it makes. **Might.** You overpower enemies and overcome obstacles with combined might. You gain a bond bonus to Grapple and Shove attempts. The bonded beast adds that bonus to its Strength score. **Cunning.** Evading and deceiving comes more naturally to you both. You gain a bond bonus to checks made to Hide or Disguise. The bonded beast adds that bonus to its Dexterity score. #### Shared Instincts At 7th level, as a reaction whenever you and a beast within 30 feet of you make a saving throw against the same spell or effect, you can switch the results. If the beast is an enemy, you must choose to do so before knowing its result. #### Beast Summoning After 11th level, you can draw beasts to you magically even when none are nearby. When you fail to find a beast with your Drawing of Beasts feature, you can cast *conjure animals* without expending a spell slot summoning one beast of challenge rating 2 or lower as a beast. The beast is considered bonded to you and you can redistribute your bond bonus from Dynamic Bond immediately. At 17th level you instead cast *conjure animals* at 5th level, summoning one additional challenge rating 2 or lower beast that is also bonded to you. #### Aura of the Beast Keeper At 15th level, your bond with beasts of all kinds grows stronger still. You gain the following features and grant the effects to beasts you're bonded with. * Bonded beasts within 60 feet can use their reaction when they take damage to halve the damage. * If any beasts you are bonded with have Pack Tactics, Keen Sight, Keen Hearing, or Keen Smell, you gain those features too. * At the beginning of combat, as long as one of the beasts you are bonded with is not surprised, you cannot be surprised. * Beasts you are bonded with trigger the effects of spells you've cast on targets when they hit with an attack, such as *hunter's mark*. * In addition to your own, you can restore hit points to a beast you are bonded with by expending hit dice during a short rest. * When a beast you are bonded with hits with an attack, as a reaction you cause the next damaging attack or spell against the target to bypass the target's resistances if it occurs before the end of your next turn.
Beast Friend
\pagebreakNum # Pack Leader When there is a need for powerful allies, few are as dedicated as the beasts trained by a Pack Leader. The Pack Leader runs a group of beasts ready and eager to battle for their leader. Where a Beast Friend gathers allies to fight alongside and share benefits with, a Pack Leader utilizes those beasts to enhance their own capabilities in battle, preferring to keep their pack in support. ### Pack Leader Traits Pack Leaders aren't immune to the effects of being around their beasts, but the beasts tend to take on more traits from their Pack Leader than the other way around. You can take on a trait from the *Beast Friend Traits* table if desired. Beasts who are trained by a Pack Leader often take on domesticated traits. Maybe the beasts are subservient, bowing to their master or their allies? Can they communicate with signs or speak a few words of language? No matter what traits they take on, beasts that have served a Pack Leader are better suited to civilization and service. ##### Beast Quirks | d6 | Quirk | |:---:|:-----------:| | 1 | The beast becomes subservient, keeping at a fixed distance from allies and following their lead. | | 2 | When the beast hunts or forages it brings a portion back to its friends as a gift. | | 3 | The beast understands a few words of the common language and will respond in its own way. | | 4 | The beast is uncomfortable when not harnessed, armored, saddled, or collared. | | 5 | While it is put to a task the beast expresses its mood, even sometimes grumbling. | | 6 | When the beast rests it always prefers to do so somewhere manufactured like a bedroll or indoors. | ##### Pack Leader Features | Ranger Level | Feature | |:---:|:-----------:| | 3rd | Pack Leader Magic, Ritual of the Pack, Training Day | | 7th | Converge | | 11th | Trick Attack | | 15th | Pack Rage | \columnbreak #### Pack Leader Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Pack Leader Spells table below. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. | Ranger Level | Spell | |:---:|:-----------:| | 3rd | *command* | | 5th | *aid*| | 9th | *fear* | | 13th | *locate creature* | | 17th | *hold monster* | #### Ritual of the Pack When you reach 3rd level, you can perform a ritual to summon a new beast to join your pack. When you spend 1 hour concentrating a beast appears, magically if necessary, from some other place. It need not be native to the region or even your current plane of existence. The DM decides what beast appears and its attitude toward you and your allies, but it must be of no higher CR than 1/2 your level. Once you perform this ritual you cannot do so again until you complete a long rest. #### Training Day At 3rd level, you gain knowledge of special training techniques for beasts. You can spend 1 hour with one beast that is friendly toward you. The beast gains enhanced versions of its features and its presence allows you to perform special attacks which replace one attack when you take the Attack action. Trained beasts are considered special NPCs and do not die outright when they are reduced to 0 hit points, making death saving throws to stabilize instead. The trained beast also takes on one of the traits in the Beast Quirks table. When you reach 7th level, and again at 11th and 15th levels, you can maintain training on one additional beast. If one of your trained beasts dies or is separated from you for more than 1 week, it forgets its training but retains its added quirk.
Pack Leader
\pagebreakNum #### Trained Features Trained beasts gain enhancements to features in addition to their normal effects, as shown below. When a beast has none of the following features, or when you choose to forgo these enhanced features for that beasts training, the beast instead gains temporary hit points equal to your Ranger level at the end of a short or long rest. **Pack Tactics.** Attacks against the beast have disadvantage if two or more of the beast's allies are within 5 feet of the attacker and the allies aren't incapacitated. **Keen Senses.** The beast gains advantage on Intelligence (Investigation) and Wisdom (Insight) checks that rely on their keen sense. **Charge.** The beast can move through the space of prone enemy creatures, and does not provoke opportunity attacks from prone creatures. **Pounce.** As a bonus action the beast can make one attack against a creature that is both prone and grappled, as long as it has a natural weapon available to do so. **Relentless.** The beast has advantage on attacks against creatures that trigger its relentless feature, until it completes a short or long rest or falls unconscious. **Flyby.** Creatures who's opportunity attacks are prevented by this feature have disadvantage on attacks against the beast until the beginning of the beast's next turn. **Spider Climb.** The beast has advantage on Dexterity (Stealth) and Initiative checks when it is adjacent to a wall or ceiling. **Blood Frenzy.** The beast has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice a creature that doesn't have all its hit points. #### Special Attacks When you take the Attack action you can perform one of these maneuvers in place of one regular attack if you have a trained beast to help you perform them. **Hurdle.** You can move through a trained beast's space without provoking opportunity attacks and the space is not considered difficult terrain. After you do, your next attack made this turn is made at advantage. **Drop.** When you start your turn higher than a creature while mounted on a trained beast, you can drop from the beasts back as a dismount and deal 1d8 extra damage to that creature on your next attack made this turn. If the trained beast is flying, is huge size or larger, or your drop is greater than 15 feet, the damage becomes 2d8 extra instead. A flying trained beast has advantage on any check it makes attempting to catch you before you impact the ground or another surface in cases where you don't do so immediately. **Boost.** You can make a high jump off a trained beast's back, gaining 5 extra feet of height with the jump if the beast is Small, 10 if it is Medium, or 15 if it is Large or larger. You can also make a long jump off a trained beast's back, increasing the distance of the jump by the beast's Strength score. Other friendly creatures can attempt these jumps as an Action, but must succeed a DC 15 Dexterity (Acrobatics) check or fall prone next to the beast instead. **Lasso.** While mounted on or within 5 feet of a trained beast with a saddle, horns, or antlers, you can use a 50 foot length of rope to lasso a creature of the beast's size or smaller within 30 feet, tying it to the beast. While you have at least one free hand, make a ranged weapon attack against the target using your Dexterity + your proficiency bonus. On a hit, the target is lassoed and its speed is reduced to 5 feet. The beast can drag the target, keeping the distance between them the same. As an action, the target or another creature can burst the rope (DC 17 Strength check, or cut with 2 slashing damage). **Bait.** When you are within 5 feet of a trained beast, you can feint an enemy within your reach, granting the next attack against it before the beginning of your next turn advantage. If the attack is an opportunity attack it deals an extra 1d8 damage. **Switch.** You can switch places with a medium or smaller trained beast within 5 feet of you without either the beast or you provoking opportunity attacks. If this places the beast in range of an enemy creature the beast can use its reaction to make one opportunity attack against the enemy creature. #### Converge At 7th level, as a reaction when one of your trained beasts moves to within 5 feet of an enemy creature on its turn, you can move up to your speed toward that creature without provoking opportunity attacks. Your other trained beasts can also use their reaction to do the same. #### Trick Attack At 11th level, when you take the Attack action on your turn and use one or more of the attacks to make a Special Attack with a trained beast assisting you, you can make one additional attack as part of that action. #### Pack Rage At 15th level, your pack enrages when one of its members is at risk of death. When one of your trained beasts or you become paralyzed, stunned, petrified, or drops to 1 or less hit points, until the end of this combat you and all your trained beasts gain resistance to bludgeoning, piercing, and slashing damage and deal an extra 1d8 damage with melee attacks. The source of the triggering condition or damage must be from an enemy attack or spell.
Pack Leader