Homebrew Beastmaster Ranger
"The Beastmaster Archetype embodies a friendship between civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike" —PHB pp. 93
This article focuses on revamping the ranger archetype beastmaster. Some elements remain the same while others are edited for this world.
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your journey. Choose a beast no larger than Medium and that has a challenge rating of 1 or lower. Use the beast's original stat block.Traits
At 5th level your companion gains one of the following features of your choice. Charmer: Your companion is extraordinarily friendly. You gain advantage on persuasion, performance, and deception checks against any creature not hostile to you if your companion is present. Applies only to the ranger. Curious: Your companion is curious about the world around you. You gain +3 on investigation checks if your companion helps you. Team Mascot: Your companion is a beacon of hope for your party. Any friendly creature to you within 10 feet of your companion cannot be frightened Wild Beast: Your companion retains its connection to its wild days. Its melee attacks score a critical hit on a roll of 19 or 20.Tiers of Bonding
Your relationship with your beast is one that develops over time. Thus, there are four tiers of bonding you go through. Your beast shares your turn and you can command it with your bonus action and training maneuvers you teach it. It may spend Hit Dice like any other creature on a short rest, the type of die depending on your tier of bondage. Roll a Hit Die for your beast when you level up and add the number plus it's constitution to its max hit points. You may commission armor for the beast to increase it's AC. The type of armor your companion is proficient in is determined by your tier of bonding. Also, roll once on the trait and flaws lists for your companion.Tier 1: Unfamilar
This is the starting tier. You just received your animal and are beginning to train it. At night you must secure it or it will run away. If you fall unconscious or become incapacitated, it will bolt. The beast cannot learn maneuvers and cannot attack in combat. It uses a d4 for Hit Dice and has the same number as you. They are separate from your own dice. Your beast is not proficient in any armor.Tier 2: Familair
At level 7, you have spent enough time with your beast for it to become fond of you. It will remain with you even if you fall unconscious or become incapacitated, but it will not defend you. Your beast cannot learn maneuvers, but you can use your bonus action to command it to attack as long as it is within 60 feet of you. You can benefit from flanking with your beast. It uses a d6 for Hit Dice. Your beast gains proficiency in light armorTier 3: Loyalty
Starting at 11th level, your bond with your beast is much stronger because of the time you've spent with it. Your beast is more protective of you, seeing you as a part of its pack or herd. It will defend you if you fall unconscious up to the point of losing its own life. It also learns three training maneuvers while you gain 5 training points to use these. Maneuvers and their rules are detailed at the end of the class description. At this tier, your beast uses a d8 for Hit Dice. Your beast gains proficiency in medium armor.Tier 4: Devotion
This tier can be achieved at any level after 11th. It can be achieved when you prove your willingness to sacrifice yourself for its sake. Once this happens narratively, your beast will do everything in its power to rescue you, including risk its own life. You may teach it unlimited training maneuvers by spending 8 hours and 50 gp worth of rare herbs and fine food per maneuver. You are also telepathically bonded and can share emotions or simple images through this link. Your beast uses d10 for Hit Dice at this tier. Your beast gains proficiency in heavy armor.Maneuvers
On your turn, you may expend a training point for your beast to perform a maneuver. Certain criteria must be met for a maneuver to be performed. You receive 5 training points at level 11. You regain your training points at the end of a short or long rest. You gain another training point at 14th level, 16th level, and 18th level. Some maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is equal to 8 plus your proficiency bonus plus your wisdom modifier. The training maneuvers are presented in alphabetical order. Disarm: When your beast hits a creature with an attack, you may spend a training point to force the target to make a strength saving throw against your training save or drop the weapon. Distract: When your beast hits a hostile creature with an attack, you may spend a training point for them to distract it. The next attack on the creature has advantage if it is made by the end of your next turn. Frighten: You may use a bonus action to expend a training point to have your beast frighten a hostile creature. Your beast will roar or make an otherwise intimidating motion. The target must succeed on a wisdom saving throw or be frightened of you and your beast for one minute. Grapple: You may use a bonus action to expend a training point and have your beast attempt to grapple an opponent. The target must make a strength saving throw against your training save or be grappled until they can make the save. Lunge: When you command your beast to attack, you can spend one training point to increase reach for that attack by 5 feet. Pounce: If your beast moves at least 20 feet straight toward a creature and hits with an attack on the same turn, you may spend a training point to force the target to make a strength save against your training DC. If they fail, they are knocked prone and your beast can make one more attack against them. Riposte: When a creature misses you with a melee weapon attack and your beast is within melee range of them, you may spend a training point to have your pet make an attack against them. Stun: When your beast hits a hostile creature with an attack, you may spend a training point to have them stun the creature. It must make a constitution saving throw against your training save or be stunned for one minute. It can spend it's turn repeating the saving throw until it succeeds or the effect wears off. Sweep: When your beast hits a creature with a melee weapon attack, you can spend one training point to damage another creature with the same attack. Choose a creature within 5 feet of the original target and within your beast's melee range. If the original attack roll would hit the second creature, it takes damage equal to the amount the first creature took. Trip: When your beast hits a creature with an attack, you can spend a training point to have them attempt to knock the creature down. If the creature is large or smaller it must make a strength saving throw against your training DC. On a failed save the target is knocked prone.Remove these ads. Join the Worldbuilders Guild




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