The Revised Beast Master - A Ranger Archetype

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Beast Master

The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast.

Ranger Level Feature
3rd Ranger's Companion, Beast Master Magic
7th Exceptional Training
11th Bestial Fury
15th Share Spells

Beast Master Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger Level Spell
3rd Animal Friendship
5th Locate Animals or Plants
9th Conjure Animals
13th Dominate Beast
17th Awaken

Ranger's Companion

Beginning at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that has a challenge rating equal to 1/4 or lower. You can add your proficiency bonus to any ability check or saving throw that the beast makes, as well as its AC and damage rolls, and the beast uses your spell attack modifier for its attack rolls. Its hit point maximum equals the hit point number in its stat block or 5 + five times your ranger level, whichever is higher, and the beast has a number of Hit Dice (d8s) equal to your ranger level, and like any creature, it can spend Hit Dice during a short rest to regain hit points. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the dodge action, unless you take a bonus action on your turn to command it to take another action. The action can be one on its stat block or some other action. You can also sacrifice one of your attacks when you take the attack action to command the beast to take the attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Otherwise, as part of a long rest, you can call forth your beast's spirit and use your magic to create a new body for it. You can return your beast companion to life in this manner, even if you do not possess any part of its body. You can also bond with another eligible beast as part of a long rest, replacing your old companion with your new one.

Primal Companion

Instead of bonding with a mundane beast, you can magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.


Beast of the Land

Medium beast


  • Armor Class 13 + PB
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak
  • Challenge –– PB equals your proficiency bonus

Charge. If the Beast moves at least 20 feet straight toward a target and then hits it with a maul 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.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 PB slashing damage.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training

Beginning at 7th level, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Beast of the Sea

Medium beast


  • Armor Class 13 + PB
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak
  • Challenge –– PB equals your proficiency bonus

Amphibious. The beast can breath both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.

d6 Personality Traits
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay alert so others can sleep.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends' needs before my own in all things.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the attack action, the beast can make two attacks, or take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if it is within 30 feet of you.


Beast of the Sky

Medium beast


  • Armor Class 13 + PB
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak
  • Challenge –– PB equals your proficiency bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

d6 Flaws
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a bellyrub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.