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# Yet Another Revised Ranger (YARR)v0.1 The core goal of this project is to rectify the poor design choices of the default PHB ranger and better achieve the fantasy associated with the class. In doing so, there are two options: Scrap the Ranger as presented altogether - subclasses included - or use the PHB Ranger as a framework while maintaining compatibility with existing subclasses. Personally, I think that both approaches have value. Specifically, while I would have built the Ranger differently were I the designer for 5e, I appreciate the value of the existing subclasses - especially those from various supplements - and wish to maintain them. As a result, this project does not choose one of these options, but rather explores both. I present to you YARR (Yet another Ranger Redesign) - a project consisting of two Ranger options: A distinct purely martial ranger which reflects the core fantasy of a rugged survivalist with mastery over hunting, ambushes, mobile combat, and generally unconventional combat; and a nature-based half-caster which is fully compatible with existing ranger content, but better captures the aforementioned feel. > ##### Design Notes > This is very much an in-progress experiement, so keep that in mind. It is technically playable as of now, but I would like all of you to think of this as a proof of concept more than anything - a test of the waters to see if people agree with my perspective, and if necessary how I might be able to change it to better resonate with a larger audience. > > To that end, here are some opening notes: > * Ignore the introduction's mention of a half caster variant. That's still going to be a part of this, but isn't necessary for this proof of concept on just the martial version. (Until then check out u/LaserLlama's Alternate Ranger, a solid variant that was recently posted on r/UnearthedArcana. It inspired me to reopen this long-dead project, and my half caster will likely closely resemble theirs) > * Play this if you like, but in critiquing it please keep in mind that it isn't yet in a stage meant for rigorous testing > * If possible please focus on the overall design direction and feature placement moreso than crunch. Numbers are easy to fix, but for now I want to make sure I'm working in the right direction. (Though I don't exactly think the numbers are wildly unbalanced.) > * Only one subclass is currently playable: The Beast Master. I think it's a very important one to nail down, so I'm starting there. > > That's all, thanks for reading this little intro page. Warnings aside, I do hope you enjoy the product. \pagebreakNum
##### Ranger | Level | Proficiency Bonus | Features | Wanderer Specialties | Hunter's Prey Dice | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Hunter's Prey, Nature Guide | — | 1d6 | | 2nd | +2 | Fighting Style, Wanderer Specialization | 2 | 1d6 | | 3rd | +2 | Favored Terrain, Ranger Conclave | 2 | 1d6 | | 4th | +2 | Ability Score Improvement | 3 | 1d6 | | 5th | +3 | Extra Attack | 3 | 1d8 | | 6th | +3 | Stalker, Nature Guide | 3 | 1d8 | | 7th | +3 | Evasion, Ranger Conclave Feature | 4 | 1d8 | | 8th | +3 | Ability Score Improvement | 4 | 1d8 | | 9th | +4 | Strider | 4 | 1d10 | | 10th | +4 | Ability Score Improvement | 5 | 1d10 | | 11th | +4 | Favored Terrain, Ranger Conclave Feature | 5 | 1d10 | | 12th | +4 | Ability Score Improvement | 5 | 1d10 | | 13th | +5 | Rugged Survivalist | 6 | 1d12 | | 14th | +5 | Vanish | 6 | 1d12 | | 15th | +5 | Favored Terrain, Ranger Conclave Feature | 6 | 1d12 | | 16th | +5 | Ability Score Improvement | 7 | 1d12 | | 17th | +6 | Unflinching Resolve | 7 | 2d6 | | 18th | +6 | Feral Senses | 7 | 2d6 | | 19th | +6 | Ability Score Improvement | 8 | 2d6 | | 20th | +6 | Predator's Bite | 8 | 2d6 |
## Class Features As a ranger, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d12 per ranger level - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* two shortswords or *(b)* two simple weapons - *(a)* a dungeoneer's pack of *(b)* an explorer's pack - A longbow and a quiver of 20 arrows > ##### Design Notes: D12 Hit die > I felt it appropriate to give this design a very strong hit die to reflect the ranger's survivability - a core element of the fantasy this class is meant to capture. I don't feel this will overshadow barbarians as rangers will still need to spread stats to Wisdom and, more importantly, can't as easily attain an AC over 20. Not to mention that barbarians get broader resistances though rages. > > Speaking of rangers needing Wisdom, this class no doubt needs to place more emphasis on the value of wisdom as a stat - something I plan to add in the second pass. \pagebreakNum ### Hunter's Prey As a bonus action you can apply a mark to a creature that you can see within 120 feet of you. The mark lasts for one hour or until you dismiss it (no action required). Only one creature can be marked in this way at a time. Whenever you hit a marked creature with a weapon attack you can roll 1d6 and add it to the damage of the attack. The amount of extra damage you deal increases at certain levels in this class, as shown in the ranger table. Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find or track a marked creature. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you take a short or long rest. ### Nature Guide At 1st level you gain proficiency in survival and can add double your proficiency bonus to checks made using that skill. You can also choose one other skill you are proficient in, and which is on the ranger skill list, to gain this benefit. At 6th level you select one more skill you are proficient in from the ranger skill list to gain this benefit, and you can add your proficiency bonus to your initiative rolls. > ##### Design Notes: Level 1 > Hunter's Prey is the replacement for the Hunter's Mark spell, which many feel should have been a class feature from the start. Oddly enough this version is compatible with the spell as it requires no concentration. Is that a bad thing? That remains to be seen. Personally I think it's fine. > >In general Hunter's Prey is meant to be a scaling damage boost similar in design to the paladin's Divine Smite, but based on a more consistent, reliable application at generally lower damage - and also with the added caveat of affecting only one target at a time. Honestly it might still be weak if that's our comparison point, but I'm not here for balance - I'm here for proof of concept. > >It's a short rest ability because the limit on uses isn't meant to stop a Ranger from using it all the time; rather it's meant to make them be somewhat considerate about who they place it on. They'll have multiple per combat, but in a large encounter they need to be discerning with targets. > > Nature's Guide is a expertise for ranger skills specifically. I kind of also wanted to add the Alert feat's "can't be surprised" clause to the level 6 version, but that's lame for obvious reasons. At the same time, though, doesn't it fit? It's a hard call. In general the "ranger expertise" flavor should be maintained, but the specifics need work. ### Fighting Style At 2nd level, you adopt a signature style of fighting. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later 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. #### Druidic Warrior You learn two cantrips of your choice from the druid spell list. Your spellcasting ability for these spells is Wisdom. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of an attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Wanderer Specialization Your instincts have been refined through effort and experience. You know how to handle a wide array of unique situations - from traversing difficult terrain to confronting dangerous enemies. At 2nd level, you gain two wanderer specialties of your choice. Some of these specialties represent special skills or talents, while others represent acquired familiarity with a specific type of terrain or situation. Try to choose specialties which reflect your character’s individual quirks or experiences. Your specialty options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional specialties of your choice, as shown in the Wanderer Specialties column of the Ranger table. Additionally, when you gain a level in this class, you can choose one of the specialties you know and replace it with another specialty you could learn at that level. ### Favored Terrain You are especially familiar with certain kinds of terrain, making you an expert at dealing with challenges unique to that environment. At 3rd level you choose one type of favored terrain from the options detailed at the end of the class description. You gain an additional favored terrain at 11th level in this class, and one more at 15th level. > ##### Design Notes: Favored Terrain > This one is a reflection of the customization aspect of this class. Originally these were options under the "Wanderer Specialization" feature, but it was suggested to me that they should be limited individually so as to prevent oversaturation of resistances (which many of these grant) and I could just about squeeze them in here. My one issue is getting them at level 3 when you should by all rights start with one, but it's kind of hard to displace either of the level 1 features. \pagebreakNum ### Ability Score Improvement When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. > ##### Design Notes: ASI > Nothing special here other than an extra one. I figure a full martial like them can get as many as a Rogue, especially given how conducive the class is to skills and feats. I'm down for any potential replacement ideas though. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Stalker Starting at 6th level, you can use the Hide action as a bonus action and you can attempt to hide even when you are only lightly obscured. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. In addition you and a number of creatures up to your wisdom modifier who you guide are able to use stealth when traveling at a normal pace. > ##### Design Notes: Stalker > Look at this lump sum of traits. I don't regret it though. If anything it's not quite enough to capture the idealized image of this class, but even I have my limits. In essence this combines several PHB ranger traits - including the original contents of the very underwhelming 14th level feature "Vanish", which I reworked to be more appropriate for that level. ### Evasion Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. > ##### Design Notes: Evasion > This felt right, given the nature of the ranger. Dodging spell effects is right up their alley. That said, it's already a feature-rich class, so I'm still thinking on this. Another possibility is to make this a specialty option (Prerequisite: 7th level), to reduce bloat but still offer this in the class. I lean toward keeping it, but I'm biased toward letting rangers be strong in all sorts of ways so feedback is very much welcome. ### Ranger Conclave At 3rd level, you train to emulate the abilities and ideals of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Strider At 9th level your speed increases by 10 feet and moving through nonmagical difficult terrain costs you no extra movement. In addition, you have advantage on saving throws against magical effects which impede movement, such as the entangle spell. > ##### Design Notes: Strider > Basically this is the same as the 8th level PHB feature, but with an added speed boost (the same boost a Monk has by this level). Rangers ought to be fast, right? ### Rugged Survivalist Starting at 13th level your body has acclimated to the demands and stresses of survival in extreme environments, and you can keep moving when others’ bodies fail. Whenever you complete a short rest, you can reduce your level of exhaustion by one. In addition, whenever you take a short rest you gain a number of temporary hit points equal to a roll of your Hunter’s Prey dice plus your Wisdom modifier. These temporary hit points are lost when you take a long rest if you still have them. > ##### Design Notes: Rugged Survivalist > And finally here's something totally new. This here is one of the main pillars of the idea of the "Ranger" that exists in my head: They just keep going. They shrug off wounds and exhaustion alike and with unrivaled tenacity pursue their goals. If a barbarian is a wall that cannot be toppled without being worn down, the ranger is one which cannot be worn down without being toppled. They will carefully, cleverly, and ferociously hunt their prey until they kill it or die trying. > > Balance-wise I think it's interesting to think about. The first clause is strong, but comes up rarely enough so as not to be overpowered. Is an average of 11.5 temp hp per rest really that big? No. If anything I could go bigger. As per usual I'm always open to advice - but start with whether you think this is the right direction at all before getting into the crunch of it. \pagebreakNum ### Vanish At level 14 your instincts allow you to respond with preternatural speed whenever a fight breaks out. You are able to reposition yourself or become hidden at a moment’s notice - always entering combat on your terms. When you roll for initiative you can immediately use your reaction to move up to your speed and take the Dash or Hide action. > ##### Design Notes: Vanish > I'm proud of this one. It's very much like a more sensible concept for Ambuscade from that old UA. I feel it might come a bit too late though - and I would also like to offer more options for the action, if there are any good ideas. > > Anyway, the core idea here is that you can use this to enter a battle on your terms, as long as you aren't surprised. Coupled with stalker you could effectively disappear in an instant, living up to the name. Alternatively you can reposition or charge at an enemy. ### Unflinching Resolve Starting at 17th level your sheer willpower allows you to force your body to move in any conditions. You cannot be frightened, paralyzed, or stunned. > ##### Design Notes: Unflinching Resolve > You know that tenacity I waxed poetic about in my notes for Rugged Survivalist? How they "just keep going"? Yeah. That. ### Feral Senses At 18th level you gain preternatural senses that help you perceive the world in ways beyond the scope of sight. You have blindsight out to 30 feet as long as you aren’t deafened. In addition you have advantage on Wisdom (Perception) checks which rely on hearing or smell. > ##### Design Notes: Feral Senses > I think making this blindsight simplifies it a lot - especially in how it interacts with invisibility and such. The one problem is this no longer lets you shoot arrows at unseen targets from far away. > > I added the second sentence entirely for flavor because why not be more like a wolf? Though maybe it should also have keen vision and just make it all Perception checks. ### Predator's Bite At 20th level you have become an unparalleled hunter, able to efficiently and reliably dispatch your prey. Whenever you hit a target marked by your Hunter’s Prey feature with a weapon attack, you can add your Wisdom modifier to the damage of the attack. > ##### Design Notes: Predator's Bite > This is... kind of lame. I mean, for one thing, I could just up the Hunter's Prey dice if all I was after was a DPR boost. This should probably be some sort of 1/rest ability or an augment to accuracy - or even minor CC effects on hit. Level 20 abilities are always hard to design. In my opinion balance isn't the point - the point is to be fun and exciting. ## Favored Terrains #### Swamp Dweller You are unaffected by difficult terrain. When you reach 9th level this extends to difficult terrain created by magical effects. In addition, you cannot become lost by nonmagical means in a swamp, bog, or marsh. #### Tundra Drifter You cannot become lost by nonmagical means in a tundra or arctic environment and you always know the direction of the nearest group of prey animals. In addition, you gain resistance to cold damage. #### Desert Wanderer You cannot become lost by nonmagical means in a desert and you always know the direction of the nearest source of freshwater. In addition, you gain resistance to radiant damage. #### Plains Strider Your speed increases by 10 feet and you cannot become lost by nonmagical means when traveling in plains. #### Urban Ranger While in a city you can always find the nearest vendor or artisan of a particular type of wares, provided that one exists. In addition, you gain resistance to piercing damage. #### Mountaineer As a reaction you can grant resistance to damage that you and up to two creatures within 15 feet of you take as a result of falling. In addition you cannot become lost by nonmagical means while in a mountainous region. > ##### Design Notes: Favored Terrains > I like these in theory, but they're certainly hard to design. My main principle is that they do a little something like what the PHB feature does, but with added benefits for each type which make them altogether more interesting (and powerful). > > They're certainly not balanced yet though. It's, as everything, a proof of concept. \pagebreakNum ## Wanderer Specialties #### Iron Stomach You have advantage on saving throws against poison and disease. You are resistant to poison damage. #### Bounty Hunter You gain proficiency in thieves' tools. #### Mariner You gain a swim speed equal to your walking speed. You cannot benefit from this swim speed while wearing heavy armor. #### Climbing Expert You gain a climb speed equal to your walking speed. #### Night Hunter You gain darkvision out to 60 feet. If you already have darkvision the range of your darkvision instead increases by 30 feet. #### Creature of Instinct You have advantage on Wisdom saving throws. #### Caravaneer You gain proficiency in vehicles (land) and can add double your proficiency bonus to checks you make with that skill. In addition you always know the direction of the nearest road and cannot become lost while navigating roads. #### Seafarer You gain proficiency in vehicles (water) and can add double your proficiency bonus to checks you make with that skill. In addition you always know the direction of the nearest coast and cannot become lost while navigating an at sea. #### Trapper You can cast the spell Snare at will. The DC for this spell is equal to 8 + your proficiency bonus + your Wisdom modifier. #### Shared Target When a friendly creature other than yourself within 30 feet hits the target of your Hunter’s Prey feature with a weapon attack, you can use your reaction to let them add your Hunter’s Prey dice to the damage roll of the attack. #### Guardian As a reaction when a friendly creature within 30ft is targeted by an attack, you can expend a use of your Hunter’s Prey feature to make the attacking creature a marked target. As part of the same reaction, you can make a weapon attack against that creature. You can use this feature no more than once per long rest. #### True Shot Once per long rest, when you make a ranged weapon attack, you can roll your Hunter’s Prey dice and add the result to the attack roll. You can do so after rolling but before the outcome has been determined. #### Marksman You have advantage on ranged weapon attack rolls against creatures within the normal range of your weapon. #### Master Archer Prerequisite: archery fighting style You gain a +2 bonus to damage rolls you make with ranged weapons. > ##### Design Notes: Wanderer Specialties > Yes I am aware that there are three highly stackable ranged attack options that shouldn't coexist. > > Moving on, I like these, especially the first few. I like the idea of expanding your repertoire like this, and almost every one could reasonably have a cool story attached to it. All those years with nothing to eat but slightly poisonous mushrooms, your time spent as a privateer, that one time you had to swim for two days and three nights to escape from prison - that kind of thing. > >I am definitely also looking to play around more with Hunter's Prey here. > ##### Overall Design Notes > I'm confident in the direction of this class - this is a good start. I'm also confident that it needs quite a lot of work. Still, I feel this is the most promising direction in which to take a Martial Ranger - one that can really capture the essence of the fantasy. Here are some problems I'm already aware of (other than what's addressed in earlier notes): > * It needs more features which rely on Wisdom. Just flat out - it's not meant to be a caster, but Wisdom is meant to be an essential element of the class design. > * More specialties. This is also obvious, but less urgent as it can be addressed over time. > * The readability needs improving. In fairness in this v0.5 stage I wasn't intending on perfectly revised and edited content so it's not so much a "problem" as it is a goal to keep in mind. \pagebreakNum ## Ranger Conclaves ### Beast Master Conclave #### Primal Companion A small number of special beasts await a Beast Master in the wilds; unique creatures known as Primal Beasts. Starting at 3rd level, you gain a primal beast as a companion, choosing from one of the options detailed at the end of the subclass. In combat this beast shares your initiative count, but takes its turns immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Hide, Help, or Search action. Your primal beast can communicate with you even if it doesn't speak any languages which you understand. When your primal beast is reduced to 0 hit points you must make death saving throws for it, following the usual rules for death saving throws. At the end of a long rest, you can call out for a new primal beast. If you already have a primal beast from this feature, the first one returns to the wild and is replaced until you call for it again. #### Bestial Fury Starting at 7th level your beast can make two attacks when you command it to take the attack action, instead of one. #### Invigorating Bond Starting at 11th level the bond you share with your primal companion is such that just having you nearby makes it stronger. While your primal beast can see you it has advantage on saving throws, provided that you are conscious. #### Hunting Pack Starting at 15th level, you have advantage on attack rolls against a creature if your primal beast is within 5 feet of that creature and isn’t incapacitated. In addition, when you take the reaction granted by your Vanish class feature your primal beast can use its reaction to gain the same benefit. > ##### Design Notes: Beast Master > * ***Primal Companion:*** I wanted to make sure you could adjust your beast to match a situation, so my solution was to exchange them at long rests. I made it implicit that when you call a beast type that you've had before it's the same one (but it's not explicit, so it can be flavored over). > * ***Bestial Fury:*** A little bland. I was thinking of expanding each beast's stat block to include a special action that you can take with that beast. Some might get multiattack, others might get a special defensive ability - the sky's the limit! > * ***Invigorating Bond:*** Simple but good. Power of friendship. > * ***Hunting Pack:*** You get the Pack Tactics now. Plus it seems natural that when you Vanish from the battlefield your loyal pet can come with you. ___ > ## Flying Beast >*Small beast, neutral* > ___ > - **Armor Class** 13 > - **Hit Points** The beast’s hit points are determined based on your ranger level. It has hit points equal to 4 + its constitution modifier for each level in this class. (the beast has a number of Hit Dice [d6s] equal to your ranger level) > - **Speed** 10 ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|13 (+1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +5, Con +3, Wis +4 > - **Skills** Perception +4, Stealth +5 > - **Senses** darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > ***Flyby.*** The beast doesn't provoke opportunity attacks when it flies out of an enemies reach. > > ***Keen Vision.*** The beast has advantage on Wisdom (Perception) checks that rely on vision. > > ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the beast’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its shred attack. > ### Actions > ***Shred.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 1d6 + 3 slashing damage \pagebreakNum ___ > ## Riding Beast >*Large beast, neutral* > ___ > - **Armor Class** 11 > - **Hit Points** The beast’s hit points are determined based on your ranger level. It has hit points equal to 6 + its constitution modifier for each level in this class. (the beast has a number of Hit Dice [d10s] equal to your ranger level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Str +5, Con +4, Wis +4 > - **Skills** Perception +4, Athletics +5 > - **Senses** passive Perception 14 > - **Languages** understands the languages you speak > ___ > ***Charge.*** If the beast moves at least 20 feet straight toward a target and then hits it with a trample attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the beast’s skill and saving throw bonuses (above), the bonuses to hit and damage of its trample attack, and the DC of its charge saving throw. > ### Actions > ***Trample.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 1d6 + 3 bludgeoning damage ___ > ## Hunting Beast >*Medium beast, neutral* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** The beast’s hit points are determined based on your ranger level. It has hit points equal to 4 + its constitution modifier for each level in this class. (the beast has a number of Hit Dice [d6s] equal to your ranger level) > - **Speed** 10 ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|13 (+1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +5, Con +3, Wis +4 > - **Skills** Perception +4, Stealth +5 > - **Senses** darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > ***Pack Tactics.*** The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5ft. of the creature and the ally isn’t incapacitated. > > ***Keen Hearing and Smell.*** The beast has advantage on Wisdom (Perception) checks that hearing or smell. > > ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the beast’s skill and saving throw bonuses (above), the bonuses to hit and damage of its bite attack, and the DC of its bite attack’s saving throw. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 1d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.