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Rebecca
June 15th, 2018, 20:39
Note that none of the following content has been tested, it might be underpowered or overpowered, if you wish to use it speak to your DM and understand that fixes might have to be made if it turns out to be too powerfull

Without further ado, a better beast master

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.

Ranger's Companion
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 and that has a challenge rating of 1/4 or lower, 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. Its hit point maximum equals its normal maximum, every time you level up you add the average of it's health die+it's Con modifier to it's HP

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action (no action required by you).

If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Like any creature, the beast can spend hit dice during a short rest.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

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At 7th level, you gain a feature granted to you by your Ranger Archetype.

Additional Beast

You have trained another, small creature to aid you, Choose a beast that is no larger than Small and that has a challenge rating of 0, it cannot attack but can be used to scout or distract, it gains no health but you may add your proficiency bonus to it's AC, you can communicate with your beasts at a rudimentary level, they understand your words but must make a Wisdom or Intelligence check to comprehend more intricate orders, your beasts can answer yes or no questions fairly easily and you can usually gain extra information based on it's behavior (a frightened beast, for example, likely encountered a dangerous creature or was attacked).

If you know the beast sense spell, you can see through your beasts eyes if you send it to scout, and you may cast it as a ritual once per day.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

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At 11th level, you gain a feature granted to you by your Ranger Archetype.

Bestial Fury
When you command the beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action.

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At 15th level, you gain a feature granted to you by your Ranger Archetype.

Advanced Training

Your large beast gains a bonus action which it can use to execute the Dash, Disengage or Dodge action.

Your small beast gains a +3 bonus to it's Intelligence and Wisdom, if you know the speak with animals spell and you cast it you can telepathically communicate with your small beast and the duration increases to 1 hour.