Ranger Archetype
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Beast Master features
| Ranger Level | Features |
|---|---|
| 3rd | Beast Companion |
| 7th | Battle Companion |
| 11th | Superior Companion |
| 15th | Greater Companion |
Beast Companion
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 is no larger than Medium size and that has a challenge rating of ¼ or lower (Appendix D of the Players Handbook presents statistics for the hawk, mastif and panther as examples). Add your proficiency bonus to the beast’s AC and attack rolls, as well as to any saving throws and skills it is proficient in. The beast’s hit points are as set out in it’s stat block, or, if the amount is higher, three times your ranger level if it can fly, or four times your ranger level if it cannot. It can regain hit points after a short or long rest just like a character can.
The beast obeys your commands as best it can. It takes it’s turn on your initiative. It can move and use it’s reaction on its own. It will move to where you direct it verbally without you using an action. It will dodge unless you are incapacitated, in which case it will act to protect you. You may use your bonus action to command it to take any other action that it is capable of taking, such as attack, dash, disengage, help, etc.
To acquire the beast you just need to announce which kind of beast you would like and you will find it 1d20 hours later, though the Dungeon Master may reduce the time if the animal is common in the area, or lengthen the time if the animal is foreign.
Battle Companion
From 7th level the beast’s hit point maximum is equal to four times your ranger level if it can fly, or five times your ranger level if it cannot. Additionally, it gains the ability to make death saving throws when it is reduced to 0 hit points just like a player character, giving it a chance to stabilise instead of dying.
Superior Companion
At 11th level you may choose a beast that has a challenge rating of ½ or lower and the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Greater Companion
At 15th level you may choose a beast that is up to Large size and has a challenge rating of 1 or lower. Additionally, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.