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.
Animal Companion
When you choose this archetype at 3rd level, you encounter a beast that you establish a bond with, turning it into your beast companion. Choose one of the following companion types, your beast gains the associated stat block. Choose a stat block appropriate for bonded beast:
The following rules apply to your beast companion:
- Issuing Commands. In combat, your beast companion acts during your turn. Its can understand your words and commands, though you have no special ability to understand it in return. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use 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.
- Acting Independently. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself, and taking any action of its choice. It never requires your command to use its reaction, such as when making an opportunity attack.
- Skills. Your beast companion has proficiency in two skills of your choice from: Animal Handling, Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Survival.
- Rest. Your beast companion regains the same amount of hit points as you whenever it takes a rest alongside you.
Choosing Another Companion
You can bond with another beast by spending 8 hours in the wilderness after which you obtain a new companion, choosing another stat block of your choice. If you already have a bonded beast from this feature, that bond is broken. Your previously bonded beast may still regard you with affection (depending on how you treated it), and might even allow itself to become domesticated, but it will no longer follow you or fight for your interests.
Finding an Animal |
Let your GM know that you plan on choosing this archetype, and the kind of animal you'd like to bond with. They can help create the circumstances for your desired beast to become availably immediately upon choosing this archetype. You can work with your GM to determine the foundation of your bond with your beast companion. You might have had a hand in saving the beast's life or aiding it in some important way, or perhaps your own development now allows you to connect on a deeper level with a previously established pet, developing it into a powerful companion. |
Primal Affinity
At 3rd level, you can ascribe an animal characteristic to your beast companion. Choose one feature from the options below for your beast companion (some options are restricted to certain stat blocks).
- Blood Frenzy (Aquatic only). The beast has advantage on attack rolls against any creature that doesn't have all its hit points.
- Beast of Burden (Mammal, Aquatic, and Reptiles only). The beast is considered to be a Large animal for the purpose of determining its carrying capacity and can be ridden as a steed.
- Brave. The beast has advantage on Wisdom saving throws against being frightened.
- Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 1d6 damage of the attack's type. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
- Flyby (Avian only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Keen Hearing. The beast has advantage on Wisdom (Perception) checks that rely on hearing.
- Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.
- Keen Smell (Mammal and Reptile only). The beast has advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on smell.
- Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Rampage. When the beast reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to move up to half its speed and make another attack.
- Reckless. At the start of its turn, the beast can gain advantage on all attack rolls until the end of its next turn, but attack rolls against it also have advantage until the start of its next turn.
- Spider Climb (Insects and Reptiles only). The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Sure-Footed. The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- Swift. The beast's base speed is increased by 10.
- Venomous (Insects, Aquatic, and Reptiles only). The beast deals additional poison damage equal to your proficiency bonus when it hits a creature with a melee attack.
You can select additional characteristcs for your beast companion as you gain levels in this class. Each feature can only be selected once.
If you bond with a different beast, your original beast loses all its Primal Affinity features. You can immediately assign an equivalent number of compatible animal characteristics to your new beast companion.
Expanded Maneuver List
Also at 3rd level, you learn additional maneuvers when you reach certain levels in this class, as shown in the Hunter Maneuvers table.
Hunter Maneuvers
Shared Instincts
At 6th level, you can add your proficiency bonus to any saving throw that your beast companion makes.
In addition, you choose another characteristic for your beast companion from the Primal Affinity feature.
Bestial Fury
Beginning at 10th level, when you command your beast companion to take the Attack action, the beast can make two attacks. Also, whenever your beast companion deals damage, you can infuse their strikes with primal energy, dealing your choice of acid, cold, fire, lightning, or thunder damage or the attack's normal damage type.
In addition, you choose another characteristic for your beast companion from the Primal Affinity feature.
Primal Bond
By 14th level, you have remarkable synergy with your beast companion. You gain the following benefits:
- When your beast companion hits a creature with an attack, you have advantage on attack rolls against the same creature until the end of the turn.
- When you and your beast companion make a saving throw against the same effect on a turn, both of you have advantage.
In addition, you choose another characteristic for your beast companion from the Primal Affinity feature.
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