The Beastmaster Class
| undefined | Proficiency Bonus | Primal Exploits | Features |
|---|---|---|---|
| 1 | +2 | 0 | Wild Companion, Natural Language |
| 2 | +2 | 3 | Primal Exploits |
| 3 | +2 | 3 | Subclass I, Master Caregiver |
| 4 | +2 | 3 | ASI |
| 5 | +3 | 3 | Beyond Instinct I, Companion Enhancement I |
| 6 | +3 | 5 | Faithful Companion, Rejuvenating Ferocity |
| 7 | +3 | 5 | Subclass II |
| 8 | +3 | 5 | ASI |
| 9 | +4 | 5 | Mystic Connection |
| 10 | +4 | 7 | Beyond Instinct II, Loyal Companion |
| 11 | +4 | 7 | Companion Enhancement II, Subclass III |
| 12 | +4 | 7 | ASI |
Basic Stats:
Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Beastmaster Level
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Nets, and 2 Martial Weapons of your choice (1 Melee and 1 Ranged)
Tools: None
Saves: Proficiency with Strength, Wisdom
Skills: Proficiency with Animal Handling and choose 2 from Athletics, Intimidation, Nature, Perception, Survival, and Warfare
Languages: Beast Speech
Simple Light Armor or Simple Medium Armor
a Net and a Simple Weapon
a Martial Weapon or a Buckler/Shield
a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
You gain a Companion from the List of your Choice. Each one is unique and should be treated as a part of the character itself, and each option is up to GM approval to play in the campaign as some may be more or less appropriate. Your connection with this Creature transcends normal abilities and allows connection to its Soul. This allows you to garner a power called Ferocity which generates every turn and allows you to access more powerful abilities that the Companion normally would do randomly
Companion Rules
Each Companion has its own set of statistics along with specific Saves and Skills that utilize the same Proficiency Bonus as yours labeled as (PB)
The main effectiveness in combat comes from its Signature Attack which the basic form costs no Ferocity. Your Companion gains additional abilities when you reach Lv.1, 3, and 5 in this Class. These Exploits cost Ferocity and that can enhance its abilities or its Signature Attack. If a Signature Attack has an AoE or other effect which would hit you, ignore that effect for your Character
If your companion has been lost, you can spend 1 minute meditating on your companion’s spirit The companion then regains all their hit points and returns to life if they were dead, and you gain one level of Exhaustion
Companion Combat - Your Companion takes its turn during your turn and has its own set of an Action, Bonus Action, and a Movement Action
At the Start of your Turn your Companion immediately gains Ferocity equal to 1d4 + the number of Dangerous Creatures adjacent to it
If your Companion starts its Turn with 10 or more Ferocity instead of rolling for Ferocity they enter a Rampage (see below)
Ferocity is a resource which only accrues during combat and is utilized via Exploits (gained at Lv.2) which each can have its own Action dependent on the Exploit
Rampage Rules
It moves to the nearest Creature and attacks with their Signature Attack
Damage Dealt in a Rampage has a Base Damage equal to half their Ferocity
If there are an equal number of allies and enemies equidistant the Beastmaster can roll a Luck Check. On a 1-3 it attacks an ally while on 4-6 it attacks an enemy
If the Companion does not Attack with its Action it must Dash towards its target
At the end of their turn their Ferocity goes to 0 and the Rampage ends
Companion Replacement
If you increase another Wild animal to the level of Friendship you can spend a Long Rest switching that Creature to your Companion as long as they are adjacent to you during that period
Natural Language
This Feature improves your Beast Speech to Natural Speech, allowing you to converse with wild Monstrosities and Primordials in basic ideas and more complex subjects with Beasts
The awareness and knowledge of these Creatures is based on their Intelligence and the GM, with more complicated ideas or instructions. Creatures that are not the Companion are also limited by their Attitude toward the PC in regards to how much they’re willing to understand
You utilize Animal Handling Checks with all Creatures of these types in replace of a Charisma Check if you are required to make one
Primal Exploits
Primal Exploits - You can channel your Companion’s Ferocity with this Feature
You learn 3 exploits at this Level and gain 2 additional options at 6th and 10th Levels
You can replace 1 choice every time you gain a Level in this Class (Exploits that have a level restriction is based on your Beastmaster Level)
You can only apply 1 Exploit per Turn
Primal Exploit DC = 8 + your Animal Handling Bonus
Master Caregiver - You gain Expertise with Animal Handling
ASI
Increase one Attribute by +2 or two Attributes by +2 or gain a Feat
Beyond Instinct I - You teach more tenacity and versatility to your Companion
When your Companion gains an additional 1 Ferocity at the start of their turn
You can grant your Proficiency Bonus to your Companion to one Save and Skill of your Choice
A Physical Skill utilizes the Strength or Dexterity (your choice) regardless of Skill
A Mental Skill utilizes Wisdom regardless of Skill
Companion Enhancement I - Select a bonus below to grant your Companion
Your Companion’s Signature Attack increases by an additional Damage Die
Your Companion gains Resistance to 1 Damage Type of your Choice (or Immunity if it is already Resistant)
Your Companion’s Signature Attack is treated as Magical for Ignoring Resistances
Your Companion’s HP per Level increases by 2
Your Companion gains Proficiency with 1 Skill and 1 Save of your Choice or gain Expertise with 1 Skill or Save they’re already Proficient in
Faithful Companion - Your preternatural connection to your Companion Grows
You can command your Companion as a Free Action
When your Companion is within 10m and enters a Rampage you can select the first Creature it targets
Rejuvenating Ferocity
You can utilize your Bonus Action to reduce your Companion’s Ferocity to 0 and increase your Companion’s HP by an amount equal to the Ferocity expended. You can utilize this Feature a number of times per Long Rest equal to your Wisdom Modifier
Primal Strike
Once per turn you can activate your primal connection when you or your Companion deal Damage with a Melee Attack. You can deal an additional 1d8 Elemental Damage between (Acid, Cold, Fire, Lightning, Poison, or Thunder)
Mystic Connection
Your Companion’s Connection grants them a natural talent that can be found in the Companion List. If you gain a new Companion their Mystic Connection replaces your current Companion’s
Beyond Instinct II
Your Ferocity gain increases from an additional 1 to 3
Your Companion gains an additional Skill and Save
Loyal Companion
You and your Companion are Immune to the Charmed, Confused, Dazed, and Frightened Conditions when within 10m of each other
Companion Enhancement II - Select an additional bonus below to grant your Companion
Your Companion’s Signature Attack increases by an additional Damage Die
Your Companion gains Resistance to 1 Damage Type of your Choice (or Immunity if it is already Resistant)
Your Companion’s Signature Attack is treated as Magical for Ignoring Resistances
Your Companion’s HP per Level increases by 2
Your Companion gains Proficiency with 1 Skill and 1 Save of your Choice or gain Expertise with 1 Skill or Save they’re already Proficient in
Subclass - Pick a type of style for you to specialize in as you increase in experience, with some Rangers becoming extremely adept at striking down foes one at a time while others seeks Beastial companions or becoming a vicious ambush predator
Ferocious Bond - Let Instinct Overwhelm you and your Companion
Ferocious Features I
Frenzied Charge - You follow your Companion’s lead eagerly
Whenever your Companion enters a Rampage you can use your Reaction to take the Dash Action. If you end this Movement adjacent to a Hostile Creature you can make a Melee Attack against it with Advantage
Fury of the Wise
You gain Proficiency with the Intimidation Skill (or a different Charisma Skill if you’re already Proficient)
Ferocious Features II
Energizing Rampage
When your Companion ends their Rampage they drop to 4 Ferocity instead of 0
Any Opportunity Attacks made against you when you utilize your Ferocious Charge are made at Disadvantage. And on a Hit you have Resistance to that Damage
Ferocious Features III
Beyond Fierce
When your Companion hits with its Signature Attack during a Rampage it deals additional Damage equal to its current Ferocity
You and your Companion have count as Flanking when you target the same adjacent Creature
Hunter’s Bond - Your Bond focuses to chasing and hunting down enemies
Hunter’s Features I
Chosen Quarry I
You and your Companion can single out a Creature. Whenever your Companion starts its turn not in a Rampage you can spend 4 Ferocity to mark a Creature it can see within 30m. For the next minute it becomes your Quarry and grants the following benefits
You can only have 1 Quarry at a time
You gain a d4 bonus to Attack and Damage Rolls against your Quarry when using Weapon Attacks and Ferocity Actions
You both have Advantage on Saves when caused by your Quarry
Hunter’s Instincts
You gain Proficiency in Survival (or Expertise if you’re already Proficient)
You can utilize your Survival Skill when an Insight Check is required
Hunter’s Features II
Chosen Quarry II - You gain additional Features with your Quarry
You can now have 2 Quarries at a time
The Bonus to your Rolls increase to 1d6
Your Companion’s Signature Attacks gain the benefit from this Feature
Primal Warding
You learn to use primal magic to set traps that are almost invisible. As an Action you select a 4m square of ground centered on a point you can see within 10m. This Trap lasts 8 Hours and you can select any amount of Creatures that won’t trigger it.
Investigation DC to find the trap equals your Exploit Save DC
You can have a number of traps active equal to your Wisdom Modifier
A Creature that walks into this must make a Constitution Save vs your Exploit Save DC, taking 5d6 Poison Damage and being blinded for 1 minute on a Failure, or half Damage and only Blinded for 1 Round on a Success. They repeat this Save at the end of their turns if they Failed.
This alarm being triggered (whether the Creatures succeed or note) causes an alarm to appear in your mind as long as you are within 10km of the trap
Hunter’s Features III
Unstoppable Hunting
When you or your companion observe a Creature for 1 minute before entering combat you can select any 1 Damage Type and grant yourselves Resistance to it for 1 minute after combat begins
You can utilize this Feature once per Short Rest
Combination Fighting - You and your Companion learn additional abilities in combat while within 20m of each other
If one of you is targeted by an Attack the other can use their Reaction to target the Attacker with their Weapon or Signature Attack. If the Attacker is your Quarry you can make 2 Attacks instead
When you take Damage you can use your Reaction to halve the Damage by using your Companion’s instincts
If you both are targeted by an AoE Spell you gain Advantage on the Save
Primordial Bond - Allow the natural magic of the world infuse your bond
Primordial Bond I
Nature Exploits - Unlock additional Primal Exploits with your Ferocity. You can select 1 of these as your Primordial Exploit (that you meet the Requirement for) which you always have and it doesn’t count against your maximum. You can change this selection whenever you gain a Level. You
3rd Level Exploits
Elemental Shield (Reaction) (3 Ferocity)
When a Creature within 10m takes Acid, Cold, Fire, Lightning, or Thunder Damage you can use this Exploit to grant the target Resistance to that Damage type until the end of their next turn
Freezing Strike (Attack) (2 Ferocity)
You active this on a successful attack and deal an additional 1d6 Cold Damage in addition to reducing its Speed by 4m on its next turn
Damage increases by 1d6 at 6th, 9th, and 12th Levels
Sickening Strike (Attack) (2 Ferocity)
You active this on a successful attack and deal an additional 1d6 Poison Damage in addition to making its next Attack Roll with Disadvantage
Damage increases by 1d6 at 6th, 9th, and 12th Levels
6th Level Exploits
Wings When I Need Them (Free Action) (5 Ferocity)
At the start of your turn (and your Companion doesn’t Rampage) you can manifest a spectral bird that lifts you or your Companion into the sky. Whomever you pick gains a 20m Flying Speed until the start of their next turn
Plant Prison (Action) (5 Ferocity)
As an Action target a Creature you can see within 10m, thorny vines erupting from the ground beneath it. It must make a Dexterity Save or be Restrained and take 4d6 Piercing Damage until the start of their next turn. On a Success they only take half damage
Stinging Swarm (Action) (6 Ferocity)
As an Action you summon a swarm of insects to follow a 2m wide and 10m long line emanating out from you. Each Creature it hits must make a Constitution Save, taking 2d6 Poison and 2d6 Piercing Damage on a Failure or half that Damage on a Success
10th Level Exploits
Lava Geyser (Action) (8 Ferocity)
Summon a powerful rush of lava centered on a point on the ground you can see within 20m. The lava fills a 4m radius cylinder that is 4m tall and each Creature within that area must make a Dexterity Save. On a Failure it takes 6d6 Fire Damage and is knocked prone, on a Success it only takes half the Damage.
Lightning Eruption (Free Action) (7 Ferocity)
When you hit with a Weapon Attack you can use this Exploit to deal an additional 6d6 Lightning Damage plus another 2d6 Lightning Damage to all Creatures within 20m of you
Thunderous Rebuke (Reaction) (7 Ferocity)
When you or your Companion are hit by a Melee Attack you can force it to make a Constitution Save. On a Failure it takes 4d6 Thunder Damage and is pushed 4m. On a Success it takes half Damage and is pushed 2m
Primal Understanding
You gain Proficiency with Nature (or Expertise if you’re already Proficient)
You learn the Primordial and Sylvan Languages
Primordial Bond II
Allied Earth
While in combat your Companion grows plants when walking over fresh ground, forcing all enemies to treat 4m around the Companion as Difficult Terrain
Primordial Bond III
Spirit Stampede
When your Companion enters a Rampage they summon unseen spirits of dead creatures that run alongside them. Each creature of your choice within 10m takes Force Damage equal to their Ferocity
Protector’s Bond
Protector’s Bond I
Beastial Vitality I
Your Connection increases your determination, you and your Companion's HP increases by 3
Defensive Pack
When you and your Companion are both adjacent to a Hostile Creature it has Disadvantage on all Attack Rolls against Creatures other than your pair
Protector’s Bond II
Beastial Vitality II
Your Connection increases your determination, you and your Companion's HP increases by 3
Thickened Hide
Your Base AC increases by 1
Your Companion’s Base AC increases by 2
Protector’s Bond III
Beastial Vitality III
Your Connection increases your determination, you and your Companion's HP increases by 3
Resentful Companion
When a Creature adjacent to your Companion makes an Attack against a Creature other than your Companion can use its Reaction to make an Opportunity Attack against the Attacker by expending 2 Ferocity. On a Hit the Attacker’s Speed is reduced to 0 until the start of their next turn
Quiet Bond
Quiet Bond I
Shadow Form
Once per Short Rest you can enhance your Companion with the power of Shadows. You can use a Bonus Action to active this Aura and for 1 Minute your Companion radiates a 6m sphere of magical darkness that
Quiet Movement
You gain Proficiency in Stealth (or Expertise if you’re already Proficient)
You and your Companion can move at normal Speed when Stealthing
Quiet Bond II
Wandering Mind
You and your Companion reinforces each other’s mentality regularly, granting each other Advantage on all Intelligence and Wisdom Saves when within 20m of each other
Quiet Step
Once per Long Rest you can channel the energy of your bond and move through space without detection. You maintain contact with your Companion for 1 minute chanting a silent spell and at the end of this period you and your Companion can teleport to a point you select within 100m
Quiet Bond III
Synchronized Stealth
You and your Companions can Stealth in tandem, if one takes the Hide Action the other can use their Reaction to Hide. You both gain Advantage on the Roll if you are adjacent spaces
Once per Long Rest you can choose to become Invisible for 1 Round by taking the Hide Action