Beast Master Conclave
The Beast Masters find their talents naturally align with their inspiration, the beasts and predators of the wilds. Together, the two form a formidable hunting party, and a lethal pack.
Beast Master Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a Ranger spell for you, you always have this spell prepared, and it doesn't count against the number of Ranger spells you have prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Beast Bond |
| 5th | Enhance Ability |
| 9th | Feign Death |
| 13th | Dominate Beast |
| 17th | Insect Plague |
Companion's Bond
Primal Beasts trace their lineage to the beginning of the world, when the first beasts began to roam and hunt. Such a beast only offers its bond to a Beast Master, ready for their partnership to battle the imbalances in the natural world.
Starting at 3rd level, you can choose one of the below Primal Beasts to become your companion. You add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your companion has Hit Dice equal to your Ranger level that it can spend during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.
Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
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.
Battle Companion
As a bonus action, you can command your companion to make one attack listed in its stat block or Hide.
Primal Rebirth
If your companion dies, you can use your action to touch it and expend a spell slot of 1st-level or higher. If the beast has died within the last hour, it returns to life after 1 minute with all its hit points restored. If it has been dead for longer than an hour, the process takes 8 hours.
Exceptional Teamwork
At 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Primal Shifting
Additionally at 7th level, when you finish a long rest, you may expend a spell slot of 2nd-level or higher to cause the shape of your Primal Companion to change into the shape of a different companion. When you do so, your Primal Companion uses the statistics and abilities of this new form until you finish a long rest.
Superior Bond
At 11th level, your companion takes on a higher mantle of primal importance, and gains an additional ability of your choice:
- Primal Guardian: Defender. When a creature within 5 ft of your companion takes damage, your companion can use its reaction to take the damage instead of them.
- Primal Hunter: Ferocity. Your companion can choose to make its attacks on this turn with adding ferocity. Doing so gives it advantage on all melee weapon attack rolls using during that turn, but attack rolls against it are rolled with advantage until the beginning of your next turn.
- Primal Predator: Flanking. Your companion deals an additional 2d6 damage of the same type on its attacks when you are within 5 feet of its target, or if it has advantage on the attacks. It can only deal this bonus damage once per turn.
- Primal Stalker: Ambush. Your companion has advantage on attack rolls against any creature that hasn’t taken a turn in the current combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit.
- Primal Warden: Watchful. Your companion can make an attack of opportunity without spending its reaction once per round.
Bestial Reflexes
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.
Primal Beasts
Primal Bat
Small, neutral
- Armor Class 13
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + four times your Ranger level
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 10 (0)
- Saving Throws Dex +5, Con +3, Wis +4
- Skills Perception +4
- Senses Blindsight 60ft., passive Perception 14
- Languages Understands the languages you speak
- Echolocation. Your companion can't use its Blindsight while Deafened.
- Flyby. Your companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Keen Hearing. Your companion has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 1d6 + 3 piercing damage
Primal Bear
Medium, neutral
- Armor Class 11
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (0)
- Saving Throws Str +4, Dex +3, Con +4, Wis +4
- Skills Perception +4
- Senses Darkvision 60 ft., passive Perception 14
- Languages Understands the languages you speak
- Keen Smell. Your companion has advantage on Wisdom (Perception) checks that rely on smell.
- Toughness. Your companion reduces bludgeoning, piercing, and slashing damage dealt to it by an amount equal to your proficiency bonus.
Actions
Maul. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 slashing damage
Primal Boar
Medium, neutral
- Armor Class 11
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +3, Con +4, Wis +4
- Skills Perception +4
- Senses passive Perception 14
- Languages Understands the languages you speak
- Charge. If your companion moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
- Relentless. If your companion takes damage equal to or les than your Ranger level + its Constitution modifier that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Once your companion has used this ability it cannot do so again until it completes a short or long rest.
Actions
Gore. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 slashing damage
Primal Crab
Medium, neutral
- Armor Class 13 (natural armor)
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4
- Senses blindsight 30ft. passive Perception 14
- Languages Understands the languages you speak
- Amphibious. Your companion can breathe air and water.
Actions
Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, and the target is grappled (escape DC equal to your spell save DC). Your companion has two claws, each of which can only grapple one target.
Primal Crocodile
Medium, neutral
- Armor Class 13 (natural armor)
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +4
- Senses passive Perception 14
- Languages Understands the languages you speak
- Hold Breath. Your companion can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, and the target is grappled (escape DC equal to your spell save DC). Until this grapple ends, the creature is restrained, and your companion can't bite another target.
Primal Hawk
Small, neutral
- Armor Class 13
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + four times your Ranger level
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 10 (0)
- Saving Throws Dex +5, Con +3, Wis +4
- Skills Perception +6
- Senses passive Perception 16
- Languages Understands the languages you speak
- Flyby. Your companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Keen Sight. Your companion has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Shred. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Primal Lion
Medium, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4
- Senses passive Perception 14
- Languages Understands the languages you speak
- Pounce. If your companion moves at least 20 ft. straight toward a creature and then hits it with a bite Attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, your companion can make one bite Attack against it as a bonus action.
- Running Leap. With a 10-foot running start, your companion can long jump up to 25. ft.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Primal Panther
Medium, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +6
- Senses passive Perception 14
- Languages Understands the languages you speak
- Keen Smell. Your companion has advantage on Wisdom (Perception) checks that rely on smell.
- Pounce. If your companion moves at least 20 ft. straight toward a creature and then hits it with a bite Attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, your companion can make one bite Attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Primal Raptor
Medium, neutral
- Armor Class 13 (natural armor)
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +4
- Senses passive Perception 14
- Languages Understands the languages you speak
- Pounce. If your companion moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, your companion can make one bite Attack against it as a bonus action.
Actions
Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 2d4 + 2 slashing damage.
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Primal Snake
Medium, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4
- Senses blindsight 10 ft., passive Perception 14
- Languages Understands the languages you speak
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, and the target is grappled (escape DC equal to your spell save DC). Until this grapple ends, the creature is restrained, and your companion can't constrict another target.
Primal Spider
Medium, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Understands the languages you speak
- Spider Climb. Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make ana bility check.
- Web Sense. While in contact with a web, your companion knows the exact location of any other creature in contact with the same web.
- Web Walker. Your companion ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 2d6 poison damage on a failed save, or half as much on a successful one.
Primal Wolf
Medium, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your Ranger level
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4
- Senses passive Perception 14
- Languages Understands the languages you speak
- Keen Hearing and Smell. Your companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics. Your companion has advantage on attack rolls against a creature if at least one of the companion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6 + 2 piercing damage. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or be knocked prone.