Ranger: Beast Master
Original Source: Player's Handbook
Beast Master Magic
3rd-level Beast Master feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | find familiar |
5th | find steed |
9th | haste |
13th | find greater steed |
17th | awaken |
Ranger's Companion
3rd-level Beast Master feature
At 3rd level, you gain a trusty companion to accompany you on your travels. Choose one of the following options:
Animal Companion
You learn to use your magic to create a powerful bond with a creature of the natural world.
Over the course of a long rest, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might allow you to befriend different creatures, based on the surrounding terrain and on what types of creatures would logically be present in the area. Typically, those creatures must be no larger than Large size, and of CR equal to 1 or lower. At the end of the 8 hours, your animal companion appears. You can have only one animal companion at a time.
When you cast find steed or find greater steed, you may form this bond with your animal companion.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
If your animal companion is ever slain, the magical bond you share allows you to attempt to return it to life. As an action, you call forth your companion's spirit and spend 2 mana to attempt to restore it with a Quick Resurrection Challenge. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Primal Companion
When you finish a long rest, 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. 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. As an action, you can dismiss the beast to a harmless demiplane as long as you are within 30 feet of it, or resummon it in a space within 5 feet of you.
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. If you are incapacitated, or not present, 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 spend 2 mana. 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.
Companion's Bond
3rd-level Beast Master feature
Your companion gains a variety of benefits while it is linked to you.
- Your companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus in several places. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls, as well as to all ability checks and saving throws it makes.
- You can sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action.
- If you chose Know Your Enemy at 1st level, your companion gains the benefits of your Favored Enemy feature, your Greater Favored Enemy feature at 6th level, and your Superior Favored Enemy feature at 14th level. It uses the favored enemies you selected for those features.
- If you chose Foehammer, your companion gains the benefit as well.
If you chose Animal Companion, it also changes in the following ways:
- The animal companion loses its Multiattack action, if it has one.
- The animal companion has a number of hit dice equal to your character level, and gains an additional hit die and increases its hit points accordingly when you gain a level.
- Whenever you gain the Ability Score Improvement class feature, your animal companion does as well. It cannot gain feats from this ability.
Exceptional Training
7th-level Beast Master feature
Your companion's rigorous training has enabled them to master the battlefield. It gains the following benefits:
- Improved Companion. Your companion can take the Dash, Disengage, Dodge, or Help action as a bonus action on its turn.
- Inspired Saving Throws. While your companion can see you, it has Advantage on all saving throws.
- Magical Attacks. The companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
11th-level Beast Master feature
When you command your companion to take the Attack action, it can make two attacks.
Share Spells
15th-level Beast Master feature
As in the Player's Handbook