Beast Master
The Nexu hides in the bush, waiting for its prey to walk unknowingly ever closer. The prey, a Duros thug walking the perimeter of his camp. Not much to look at really, a couple tents and a land speeder. Quickly the Nexu pounces on its target catching its prey unawares. Meanwhile the Wookie beast master wanders into camp from the other flank. The other thugs react to the scream of their man. But too late for the ambush has already commenced, and from behind the Wookie fires twice with his boltcaster striking the remaining thugs down. The element of surprise finishes this fight before it started.
With a screech, a Hawk-bat dives down towards a group of Trandoshans, a beeping heard from its back. In a moment, the sound of explosions and the smell of sulfur fills the air. The Hawk-bat returns to their Twi'lek master, who only observes with a smile. These slavers have learned their lesson. Nature will not stand idle against those who would exploit it.
Beast masters stand at the crossroads of nature and civilization. Creatures of nature are more than just beasts to be kept in a cage or pampered like nobility. They are able to be trained and disciplined, just as any other sentient creature in the galaxy.
Genetic Engineering
Through genetic manipulation a beast master has learned to coax their tames to extremes. Be it increasing the overall strength and speed of a tame or through the bond they form from birth with them, creatures show absolute loyalty to their masters.
For some, the bond between a creature and nature is enough. For others, they realize the untapped potential the wilds may hold. Through the use of genetic manipulation, selective breeding or a multitude of other ways, beasts of the natural world can become creatures of unimaginable versatility, particularly in the dance of warfare.
Animal Taming
Many beast masters travel the stars in search for the next rare tame. Some tames are found even amongst the stars themselves. A true master aims to collect them all.
How they tame these creatures vary from master to master. Some prefer the lighter touch of rewards and positive reinforcement, others take to harsh punishments to drill obedience into their beast, while some skip this process entirely by training a beast from birth. Regardless of how one goes about taming their beast, there's no denying it is a necessity to maintain authority over the beast.
Creating a Beast Master
While creating your beast master, think about how it is you came to be with your companion or what gave you the initial interest to pursue geneticism? Were you working for a big firm that went under after the Empire took over? Perhaps you worked in the business of taming and trading beasts to wealthy clients. What are you and your beasts greatest strengths and weaknesses? What separates you from all of the rest?
Quick build
You can make a beast master quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the scientist background.
Beast Master
| Level | Proficiency Bonus | Features | Tech Powers Known | Tech Points | Max Power Level | Gene Die |
|---|---|---|---|---|---|---|
| 1st | +2 | Beast Companion | - | - | - | - |
| 2nd | +2 | Gene Therapy, Techcasting | 6 | 3 | 1st | d4 |
| 3rd | +2 | Genus Feature | 7 | 4 | 2nd | d4 |
| 4th | +2 | Ability Score Increase | 8 | 6 | 2nd | d4 |
| 5th | +3 | Master's Command | 9 | 7 | 2nd | d6 |
| 6th | +3 | Beast Master School | 10 | 9 | 3rd | d6 |
| 7th | +3 | Genus Feature | 12 | 10 | 3rd | d6 |
| 8th | +3 | Ability Score Improvement | 13 | 12 | 3rd | d6 |
| 9th | +4 | - | 14 | 13 | 4th | d8 |
| 10th | +4 | Genus Feature | 15 | 15 | 4th | d8 |
| 11th | +4 | Additional School | 16 | 16 | 5th | d8 |
| 12th | +4 | Ability Score Increase | 17 | 18 | 5th | d8 |
| 13th | +5 | - | 18 | 19 | 5th | d10 |
| 14th | +5 | School Improvement, Subclass Feature | 19 | 21 | 6th | d10 |
| 15th | +5 | - | 20 | 22 | 6th | d10 |
| 16th | +5 | Ability Score Improvement | 21 | 24 | 6th | d10 |
| 17th | +6 | - | 22 | 25 | 7th | d12 |
| 18th | +6 | Master's Remedy | 23 | 27 | 7th | d12 |
| 19th | +6 | Ability Score Improvement | 24 | 28 | 7th | d12 |
| 20th | +6 | Master's Call | 25 | 30 | 7th | d12 |
Class Features
As a beast master, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Beast Master level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Beast Master level after first
Proficiencies
- Armor: Light armor
- Weapons: Simple blasters, simple vibroweapons
- Tools: Geneticist's implements and one of your choice
- Saving Throws: Intelligence, Wisdom
- Skills: Choose three from Animal Handling, Investigation, Medicine, Nature, Perception, Survival, and Technology
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple vibroweapon or (b) a simple blaster and two power cells
- (a) an explorer’s pack or (b) a technologist's pack
- A combat suit and a wristpad
Variant: starting wealth
In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
| Class | Funds |
|---|---|
| Beast Master | 6d4 x 100 cr |
Beast Companion
Beginning at 1st level, you learn to capitalize on a primal attunement in nature to forge a powerful bond with your own beast companion.
Create your beast companion as detailed in the Companions section of the Customization Options document for Expanded Content.
In addition to its traits and features, your beast companion gains additional benefits while it is bonded to you:
At 2nd level, your beast gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each beast trait in excess of your proficiency bonus, your tech point maximum is reduced by 2.
Techcasting
At 2nd level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.
Tech powers known
You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the beast master table. You may not learn a tech power of a level higher than your Max Power Level.
Tech points
You have a number of tech points equal to your beast master level x 1.5, as shown in the Tech Points column of the beast master table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power Level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beast Master table. You may only cast tech powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.
Techcasting ability
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your intelligence modifier
Tech attack modifier = your proficiency bonus + your intelligence modifier
Techcasting Focus
You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a tech focus for your tech powers.
Gene Therapy
Also at 2nd level, your experience in geneticism allows you to harness the energy throughout a creatures body. You learn two effects: Shared Hide and Neuron Accelerant. Each effect costs 1 tech point and uses a d4, which changes as you gain beast master levels, as shown in the gene die column of the beast master table. You can only use each effect once per round.
Neuron Accelerant
When an ally you can see fails a saving throw, you may roll a gene die and add it to the result as a reaction, potentially turning a failure into a success.
Beast Master Genus
Starting at 3rd level, you begin to focus on a specific beast master genus, which is detailed at the end of the class description. Your genus grants you features at 3rd level and again at 7th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
Master's Command
At 5th level, when you take the Attack action on your turn, you can make two Attacks as part of the Attack action. When you take the attack action, you may instead give up one or both attacks to command your beast to attack that many times instead.
You may use this ability a number of times equal to your proficiency bonus as seen on the Beast Master table. You gain these uses back on a long rest.
Beast Master School
Beginning at 6th level, you adopt a school of thought that will shape your beast master's approach. You gain an additional school at 11th level. Each school may be taken once each.
School of the Adaptation
When you adopt this school of thought, you modify your Shared Hide ability. When you grant temporary hit points through Shared Hide, you may spend two additional tech points to grant resistance to the triggering damage type. This resistance does not include the triggering damage. This effect lasts until the start of your next turn.
At 14th level, this resistance extends to the triggering damage as well.
School of the Fighter
Conflict is natural in the animal kingdom and you embrace it. When you adopt this School of thought, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.
When you reach 14th level, you learn the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another fighting style of your choice.
School of the Versatile
When you adopt this school of thought, you gain proficiency in one tool and one language of your choice. In addition, you may substitute your Wisdom in place of your Intelligence for techcasting and your beast master features.
At 14th level, If a creature you are giving the Help action to succeeds in their check because of your advantage, they gain temporary hit points equal to half of your beast master level. These temporary hitpoints stack with any temporary hitpoints they may already have. A creature who gains temporary hitpoints in this way cannot do so again in this manner until the creature takes a short rest.
School of the Warlord
When you adopt this school of thought, through your connection with nature, you've attuned to those around you. When you or an ally you can see rolls initiative, as a reaction, you may choose to add your Wisdom modifier to the roll.
At 14th level this school improves, when a hostile creature you see rolls initiative you may instead have them make a Wisdom saving throw contested against your tech save DC. On a failure you may subtract your Wisdom modifier from their initiative roll.
School of the Whisperer
When you adopt this school of thought, you may cast Beast Trick as a Tech Power. This ability still consumes tech points appropriate for the power level. In addition, you may substitute your Charisma in place of your Intelligence for techcasting and your beast master features.
At 14th level, you may cast Dominate Beast as a Tech Power. This ability still consumes tech points appropriate for the power level.
Master's Remedy
At 18th level, you may use your action to grant all allies within 30ft. temporary hitpoints equal to your Gene Die. These temporary hitpoints stack with any temporary hitpoints they may already have.
Once you’ve used this feature, you must finish a short or long rest before you can use it again.
Master's Call
At 20th level, your natural instincts are unbound. Your Charisma, Intelligence or Wisdom score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.
Additionally, when your beast would roll damage for their natural weapon, you may roll an additional die equal to their natural weapon die.
Beast Master Genera
The beast master practices are as vast as the animal kingdom itself. Each genus focuses on maximizing the personal use of a certain creature. Your genus grants you features at 3rd, 7th, 10th, and 14th level.
Ambusher Genus
Those beast master's who choose the ambusher genus focus on tactics revolving around stealth and cunning.
Special Trait
When you choose this Genus at 3rd level your companion gains the Natural Camouflage beast trait. This trait does not contribute to your maximum traits picked.
Gene Therapy
Also when you choose this genus at 3rd level, you gain an additional gene therapy option.
Nexu Accelerant
If your beast is hidden you may use a bonus action to roll a gene die to increase your beast's speed by 5 x the amount rolled until the end of your turn.
During this movement, they may move into the open without revealing themselves if they end their move in a position where their not clearly visible.
Hit and Run
Also when you choose this genus at 3rd level, when your beast attacks a creature from stealth you can choose to make the creature unable to take reactions until the end of your next turn. You may use this ability proficiency times a day and you regain all expended uses on a long rest.
Assassin's Impact
At 7th level, whenever your beast attacks from stealth you may roll the damage twice and choose the higher of the two.
Prowler's Advantage
At 10th level, if you or your companion have advantage on an attack roll against a hostile target while you both are within 5ft of the target, you may add your proficiency to the damage roll made by one of you once per turn.
Pounce
At 14th level, if your beast attacks from stealth within 10ft of its target, your beast gains a special attack. When you take the attack action, you may replace your first attack on your turn with this one, it can leap onto the target causing them to make a strength saving throw or be knocked prone. On a failed save the beast can make a mauling attack, 2d12 kinetic damage.
Cavalier Genus
The way of the steed is one of utmost trust between beast and rider.
Special Trait
When you choose this Genus at 3rd level your companion gains the size medium beast trait and ignores its prerequisites. This trait does not contribute to your maximum traits picked.
Bonus Proficiency
Also when you choose this genus at 3rd level, you gain proficiency in medium armor, heavy armor and martial vibroweapons.
Gene Therapy
Additionally when you choose this genus at 3rd level, you gain an additional gene therapy option.
Droffi Accelerant
Using your beast's reserves you may use your bonus action to have your beast spend a hit die to recover HP.
Jousting
Finally at 3rd level, when you hit a creature with a melee weapon attack while mounted on your beast, you may choose to force the creature to make two saving throws against your tech save DC if the target is mounted, first Strength and then Dexterity. On a failure, a mounted opponent that you can see is thrown from their mount and falls within 5ft of their mount. On a second failure, the target lands prone.
If this attack targets an unmounted foe, they instead make one Strength saving throw against your Tech save DC. On a failure, they are moved 5ft back and knocked prone. You can use this feature a number of times equal to your techcasting modifier. You regain all expended uses on a short rest.
Master's Flurry
At 7th level, when your beast would take the attack action on your turn, your beast may choose to forgo one or more of their attacks to allow you to attack a number of times equal to the amount of attacks your beast forwent. These attacks are made without the aid of your proficiency bonus.
Battlefield Challenge
At 10th level, as an action, you call forth creatures in range to duel you. You can target a number of creatures equal to your techcasting modifier within 30ft. These creatures that you can see within range must make a Wisdom saving throw. On a failed save, these creatures are drawn to answer your call for carnage. For the duration, they have disadvantage on attack rolls against creatures other than you and your companion while mounted, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power does not restrict the targets movement for that turn.
This ability ends if you attack any other creatures, if you cast a power that targets a hostile creature other than the targets, if a creature friendly to you, excluding your companion while mounted, damages the target or casts a harmful power on it, if you end your turn more than 30 feet away from the target or a minute has passed. You regain the ability to do so after a long rest.
Impale
At 14th level, your mount charges forward at foes unlucky enough to be in its way. As an action, your mount can charge up to double their speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use). On a failed save, each creature takes damage equal to your Strength modifier + a roll of your Gene Die.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Midi-chlorian Genus
Through the Force, you feel the energy coursing through all living things.
Strength Alone
When you choose this Genus at 3rd level, you forgo your companion to gain the following feature. Toughness, your hitpoint maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
Bonus Proficiency
Also when you choose this genus at 3rd level, you gain proficiency in medium armor and simple lightweapons.
Gene Therapy
Additionally when you choose this genus at 3rd level, you gain an additional gene therapy option.
Gackle bat follow up
When an ally within 30ft rolls damage with a weapon attack, using your reaction, the damaged creature gains healing sickness. A creature suffering from healing sickness heals at a slower rate. When an effect restores hit points to the creature, the amount of hit points restored is halved.
Genetic Forcecasting
Finally at 3rd level, your connection with force-sensitive beasts has awakened latent force abilities within you. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the beast master table.
At 8th level, you learn two additional force powers of 1st or 2nd level. At 13th level, you learn two force powers of 1st-3rd level, and at 17th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.
Master's Attack
At 7th level, your Master's Command is replaced. When you make the attack action you may make two attacks on your turn rather than one. You are no longer limited on the amount of uses for this ability.
Ysalamiri Bubble
At 10th level, you may cast force immunity at its base level without expending force points. You have two uses of this feature. You replenish these uses on a long rest. Upon reaching 14th level you gain an additional use of this ability.
Midi-Chlorian Mastery
At 14th level, the Midi-Chlorians flowing through your body empower your connection to the force and the many implements derived from it. Using your bonus action, you may spend 3 tech points to temporarily adopt any Lightsaber form of your choice, detailed in Chapter 6.
Call of the Force
At 20th level, if you don't have a companion, you learn one 7th level force power and may cast it once per long rest.
Overseer Genus
Through flight, many feats become possible that otherwise weren't.
Special Trait
When you choose this Genus at 3rd level, your companion gains the aerial beast trait. This trait does not contribute to your maximum traits picked.
Gene Therapy
Also when you choose this genus at 3rd level, you gain an additional gene therapy option.
Rancor Accelerant
When your beast would deal damage from a grenade, you may double the damage to all structures and constructs in the affected area.
Bomber Bandolier
Additionally at 3rd level, your beast gains a unique bandolier. This bandolier can only be worn by your beast. If your bandolier is destroyed or lost, over the course of an hour you may craft a replacement bandolier by expending 200cr worth of material. This can be done over a short or long rest. This bandolier is designed to hold, arm, and drop grenades while in flight. As an action, your beast may prime and drop one grenade directly below them.
Air Superiority
At 7th level, your creature can take the Help action as a bonus action. Additionally, height is no longer factored into the range required for the Help action. However, your beast must still be within one tile of the target.
Bogey Buster
At 10th level, upon a hostile creature missing an attack of opportunity against your beast, you may use your reaction to select you or an ally within 15ft to make one weapon attack against the triggering hostile. You may use this ability a number of times equal to your techcasting modifier. You regain all expended uses on a long rest.
Bombing run
At 14th level, as an action, your beast may move in a 30ft straight line, arming and dropping three grenades at 3 10ft intervals. You may use this ability once, regaining the use after a long rest.
Subterranean Genus
Everyone looks up and around, but no one's looking down.
Special Trait
When you choose this Genus at 3rd level, your companion gains the burrower beast trait. This trait does not contribute to your maximum traits picked.
Gene Therapy
Also when you choose this genus at 3rd level, you gain an additional gene therapy option.
Greysor Accelerant
When your beast would take the attack action, as a reaction, you may grant them one additional attack and if the attack hits, it uses your Gene die for its damage roll.
Dynamic Entry
Additionally at 3rd level, after resurfacing from a burrow, all creatures within 5 ft must make a Dexterity saving throw (DC = 8 + proficiency bonus + companion's Strength or Dexterity, your choice). On a failed save, the target takes damage equal to a roll of your Gene die. You may use this ability a number of times equal to your techcasting modifier. You regain all expended uses on a long rest.
Ground Superiority
At 7th level, your creature can take the Guard action as a bonus action. Additionally, depth is no longer factored into the range required for the Guard action. However, your beast must still be within 5 ft of the target.
Vitality Dart
At 10th level, while you are within 15 ft of your beast, as a bonus action you shoot them with an enhanced compound. While under the effects of this compound, any kinetic or energy damage your beast takes is reduced by an amount equal to your techcasting modifier. This effect lasts for one minute.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Lylek Entrapment
At 14th level, as an action, if your beast is burrowed and within 5 ft of an enemy, the target must make a Dexterity saving throw (DC = 8 + proficiency bonus + companion's Strength or Dexterity, your choice) or be paralyzed, as they are pulled into the ground by your companion softening the soil beneath them. This effect lasts until the end of their next turn.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Extras
Items
Ring of the Tamer
Equipment (Ring), Prototype
Prerequisite: at least 3 levels in beast master
Requires Attunement
- This item can hold a number of charges equal to half your beast master level (rounded up). When you complete a long rest, this item regains all missing charges. You may consume charges instead of tech points for your gene therapy features.
- When you reach 5th level in beast master, when using your master's command feature, if you give up both of your attacks you may take a second reaction this turn. Midichlorian Genus: When you hit a creature with a weapon attack, you can roll a Gene die and deal additional damage of the same type equal to the amount rolled.
- When you reach 11th level in beast master, you may consume one charge (no action required) to target one friendly creature to convert all temporary hit points into hit points.
- When you reach 17th level in beast master, you may learn an additional school.
Beast Master Defensive Augment
Prerequisite: At least 3 levels in beast master
- Add +1 to your gene dice roll.
Beast Master Offensive Augment
Prerequisite: At least 3 levels in beast master
- When you roll initiative and have no uses of your Master's Command left, you regain one use. Midichlorian Genus: Your genetic forcecasting feature grants you an additional force power.
Beast Master
The inspiration for this class comes from the old Star Wars Galaxies MMO that came out on June 26, 2003. The game was far ahead of its time featuring a fully open world sand box for players to explore. This class aims to bring the nostalgic Beast Master to the game we love so much SW5e.
Hope you all enjoy, may the Force be with you.
Front Cover Art: Dmitry Burmak
Pg2: Raquor'daan Beastmaster, Jacob Atienza
Pg3: Droffi, Al Williamson
Pg4: Krayt Dragon, Wookieepedia
Pg5: Rancor, Wookieepedia
Pg6: Mynock, Wookieepedia
Pg7: Rancor w/ Jedi Rider, Phil Noto
Pg8: Greysor, Wookieepedia
Back Cover Art: Hugh Fleming