Ranger Archetype
Beast Master, Relaunched
This interpretation of the archetype aims to address some of the perceived weaknesses of the PHB version of the Beast Master and avoids some of the overly powered aspects of the UA Revised Beast Conclave. We believe this treatment addresses issues of action economy while creating a more robust and sturdy companion.
Beast Master's Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Sanctuary |
| 5th | Warding Bond |
| 9th | Sending |
| 13th | Death Ward |
| 17th | Awaken |
Ranger's Companion
Animal Companion. At 3rd level, you learn to use your magic to create a powerful bond between your soul and the soul of a creature of the natural world. With 8 hours of work and the expenditure of 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, normally a mammal or bird, sized Medium or smaller, and with a challenge rating of 1/2 or lower. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability.
You can have a bond with only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to re-summon its spirit and return it to life. With 8 hours of work and the expenditure of 25 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. You can return an animal companion to life in this manner even if you do not possess any part of its body.
Companion's Bond. Your animal companion receives a number of benefits while it is linked to you, but loses its Multiattack action, if it has one. It acts on your initiative, and you determine its actions, decisions, attitudes, and so on. Doing so requires no action by you, unless you direct it to take the Attack action, which then requires the use of your action. Through your Extra Attack feature, you also can make one weapon attack yourself when your companion takes the Attack action. If you are incapacitated or absent, your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own, and in addition to the areas where the proficiency bonus is normally used, it also adds it to AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve, subject to the same terms.
Any improvements you gain to Wisdom (Stealth) ability checks from your class features also extend the same benefits to your companion.
The companion can spend its hit dice during a short rest to regain hit points and rolls death saving throws if brought to zero hit points.
Your companion shares your alignment, and has a personality trait and a flaw that you select. Your companion shares your ideal, and its bond is always, "The ranger with whom I am bonded is a beloved companion who has my full trust and protection.”
Potent Companion
From 7th level, your companion gains advantage on all saving throws. In addition, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beastial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.