Beast Master Conclave

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Beast Companion

At 3rd level, you gain an animal companion that accompanies you on your adventures and is trained to fight along you. It is friendly to you and your companions, and it obeys your commands. Choose one of the game statistics bloc presented below to represent a companion that is either agile, robust, flying, or one that you can ride. Then, select one of the animal presented for each stat bloc. In combat, your companion shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. Your companion has a number of Hit Dice equal to your level in this class, and can spend Hit Dice during a short rest to regain hit points. Like other creatures, it regains half its total Hit Dice on a long rest. If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend one of your ranger’s spell slots. The beast companion returns to life after 1 minute with half its hit points restored.

When your animal companion is not wearing armor, its Armor Class is 10 + its Dexterity modifier + its Constitution modifer.

Your animal companion grows stronger as you gain levels in this class. The following numbers increase by 1 when your proficiency bonus increases by 1:

  • The companion’s unarmored defense AC
  • The companion’s skill and saving throw bonuses
  • The companion’s bonuses to hit and damage
  • The companion’s the DC to resist abilities requiring a saving throw

Tandem Fighting (Variant Exceptional Training)

Starting at 7th level, your companion can take the Help action on its turn instead of the Dodge action when you do not use your bonus action to command it otherwise. In addition, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Animal Companion (new)

When you reach 11th level, your animal companion acquires new traits and special abilities, as presented in the animal special traits below.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.


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Agile Companion

You’ve trained a fast and agile beast such as a hound, a wolf, or a panther as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.


Agile Companion

Medium beast, unaligned


  • Armor Class 15 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + five times your ranger level. The companion's Hit Dice are d8.
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 15 (+5) 6 (-2)

  • Saving Throws Str +3, Dex +5
  • Skills Athletics +3, Perception +4
  • Senses Passive Perception 14
  • Languages Understands your verbal commands

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the companion’s unarmored defense AC, its skill and saving throw bonuses, its bonuses to hit and damage, and the DC to resist effects requiring a saving throw.

Keen Hearing and Smell. The companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.


Hound

Your hound companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Trip. If the companion hits it with a bite attack, the target must succeed on a DC 11 Strength saving throw or be knocked prone.

Superior Smell. When the companion attacks a creature it can't see, its inability to see it doesn't impose disadvantage on its attack rolls against it.

The companion is also aware of the location of any invisible creature within 30 feet of it, provided that the creature isn't hidden from the companion and the companion can use its sense of smell.

Guard. When you reach 11th level, when the hound companion uses the deflect attack reaction to impose disadvantage on an attack roll, it can also make a bite attack against the attacker as part of the same reaction.

Wolf

Your wolf companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Bonus Skill. The companion is proficient in Dexterity (Stealth), with a skill modifier of +5.

Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of the companion’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Increased Size. When you reach 11th level, your companion’s size increases to large and the damage of its bite attack increases to 2d6 + 3 piercing damage.

Ability Score Improvement. Also at 11th level, your companion’s Strength score increases by 4 for a total of 16 (+3 ability modifier).

Panther

Your panther companion’s primary attack is a Claws attack and it deals slashing damage. Your companion also gains the following traits:

Pounce. If the companion moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, it can make a bite attack against it as a follow-up attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target you can see. Hit: 1d8 + 3 piercing damage.

Increased Size. When you reach 11th level, your panther companion’s size increases to large and the damage of its claws and bite attacks increase to 1d8 + 3 slashing damage and 1d10 + 3 piercing damage respectively.

Ability Score Improvement. Also at 11th level, your companion’s Strength score increases by 4 for a total of 16 (+3 ability modifier).

Robust Companion

You’ve trained a strong and sturdy beast such as a bear, a boar, or a giant badger as your faithful companion. Use the game statistics included in the stat bloc below and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.


Robust Companion

Medium beast, unaligned


  • Armor Class 14 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + six times your ranger level. The companion's Hit Dice are d10.
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 6 (-2)

  • Saving Throws Str +4, Con +5
  • Skills Athletics +4, Perception +3
  • Senses Passive Perception 13
  • Languages Understands your verbal commands

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the companion’s unarmored defense AC, its skill and saving throw bonuses, its bonuses to hit and damage, and the DC to resist effects requiring a saving throw.

Keen Smell. The companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d8 + 2 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.


Bear

Your bear companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Claws (Action). Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 2d6 + 2 slashing damage.

Increased Size. When you reach 11th level, your bear companion’s size becomes large.

Multiattack (Action). Also at 11th level, your companion makes two attacks: one with its bite and one with its claws.

Boar

Your boar companion’s primary attack is a Tusk attack and it deals slashing damage. Your companion also gains the following traits:

Charge. If the companion moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 1d8 slashing damage, and must succeed on a DC 12 Strength saving throw or be knocked prone.

Increased Size. When you reach 11th level, your companion’s size becomes large, and the extra damage dealt by its charge action increases to 2d8.

Relentless (Recharges after a Short or Long Rest).

Also at 11th level, when your companion is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Giant Badger

Your giant badger companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Burrow. The companion has a burrow speed of 10 ft.

Darkvision. The companion has Darkvision up to a distance of 60 ft.

Rage (Recharges after a Short or Long Rest). When the companion is reduced to half its maximum hit points or less within 5 feet of an enemy creature, it flies into a frenzied rage. The rage lasts for 1 minute, until it’s incapacitated, until all enemy creatures are defeated, or until you spend an action calming it, whichever comes first.

While raging, the companion gains immunity to the frightened condition and deals an extra 1d4 + 2 slashing damage on a successful bite attack. You cannot command your companion to take any action other than the Dash and Attack actions while it rages.

Damage Resistance. When you reach 11th level, your companion gains resistance to bludgeoning, piercing, and slashing damage while it rages, and its extra damage increases to 2d4 + 2 slashing damage.

Winged Companion

You’ve trained a bird of prey or a great flying beast such as an eagle, a hawk, or an owl as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.


Wigned Companion

Small beast, unaligned


  • Armor Class 14 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + four times your ranger level. The companion's Hit Dice are d6.
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 19 (+3) 10 (+0) 3 (-4) 17 (+3) 6 (-2)

  • Saving Throws Dex +6, Wis +5
  • Skills Acrobatics +6, Perception +5
  • Senses Passive Perception 15
  • Languages Understands your verbal commands

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the companion’s unarmored defense AC, its skill and saving throw bonuses, its bonuses to hit and damage, and the DC to resist effects requiring a saving throw.

Evasion. When the companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeed on the saving throw, and only half damage if it fails.

Keen Sight. The companion has advantage on Wisdom (Perception) checks that rely on sight.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1d4 + 4 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.

Eagle

Your eagle companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Ability Score Improvement. The companion’s Strength score increases by 4 for a total of 10 (+0 ability modifier).

Beak (Action). Melee Weapon Attack: +6 to hit, reach 5ft., one target you can see. Hit: 1d6 + 4 piercing damage.

Increased Size. When you reach 11th level, your companion’s size increases to medium and its talons and beak attack damage increases to 1d6 + 4 piercing damage and 1d8 + 4 slashing damage respectively.

Ability Score Improvement. Also at 11th level, the companion’s Strength score increases by 4 for a total of 14 (+2 ability modifier).

Snatch. From 11th level, if the companion moves at least 20 feet straight toward a target and then hits it with a talons attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be grappled by the companion. The companion can snatch and carry a grappled creature if its size is medium or smaller.

The companion can ascend vertically by one foot for every horizontal foot travelled while carrying a creature. If the carried creature’s size is medium, flying counts as difficult terrain for the companion (every foot of movement in difficult terrain costs 1 extra foot) and the creature must be dropped at the end of the companion’s turn, or it falls.

Hawk

Your hawk companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Superior Speed. The companion’s fly speed is 80 ft.

Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of the companion’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Supreme Speed. When you reach 11th level, your companion’s fly speed increase to 100 ft.

Swooping Attack. Also at 11th level, your companion can deal an extra 2d6 damage to one creature if it has advanatge on the attack roll, moves at least 40ft. straight toward the target creature, and then hits it with hits a talons attack on the same turn. If the attack is successful, the companion does not provoke opportunity attacks from the target when it flies out of its reach.

The extra damage dealt by the companions swooping attack increases by 1d6 every time your proficiency bonus increases by 1.

Owl

Your owl companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Darkvision. Your companion has darkvision up to a distance of 120 ft.

Bonus Skill. The companion is proficient in Dexterity (Stealth), with a skill modifier of +5.

Silent Glider. The companion emits no sound and cannot be detected through hearing.

Flyby. The companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Blinding Attack (Recharges after a Short or Long Rest). At 11th level, when the owl companion hits a creature with a talons attack, the targeted creature must succeed on a DC 14 Dexterity saving throw or be blinded for 1 minute. The companion cannot use this ability if the target creature has no discernible eyes, is wearing a closed-face helmet, or isn’t relying on biological eyes to see.

Riding Companion

You’ve trained a mighty steed such as a horse, an elk, or a large flightless bird known as the axe beak, as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.


Riding Companion

Large beast, unaligned


  • Armor Class 13 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + five times your ranger level. The companion’s Hit Dice are d8.
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) (+0) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +5, Perception +3
  • Senses Passive Perception 13
  • Languages Understands your verbal commands

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the companion’s unarmored defense AC, its skill and saving throw bonuses, its bonuses to hit and damage, and the DC to resist effects requiring a saving throw.

Keen Hearing. The companion has advantage on Wisdom (Perception) checks that rely on hearing.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d4 + 3 damage.

Reactions

Rear. The companion imposes disadvantage on the attack roll of one creature it can see, provided the attack roll is a melee attack made against its rider.



Horse

Your eagle companion’s primary attack is a Hooves attack and deals bludgeoning damage. Your companion also gains the following traits:

Trampling Charge. If the horse companion moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone and take an additional 2d4 +3 bludgeoning damage.

Improved Damage. When you reach 11th level, your horse companion’s hooves attack damage increase to 2d6 + 3 bludgeoning damage.

Elk

Your elk companion’s primary attack is a hooves attack and deals bludgeoning damage. Your companion also gains the following traits:

Charge (Action). If the elk companion moves at least 20 feet straight toward a target, it can make a special ram attack instead of using its hooves. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d6 + 3 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Graceful Stride. When you reach 11th level, moving through nonmagical difficult terrain costs no extra movement for the elk companion. In addition, the companion has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Forceful Leap (Recharges after a Short or Long Rest). Also at 11th level, when you use your bonus action to command your companion to take the Dash action, the elk companion can move through the space of any number of creatures of size medium or smaller, and its movement doesn’t provoke opportunity attacks for the rest of the turn. Every creature through which space the companion has moved must make a DC 13 Strength saving throw or be knocked prone and take 2d4 + 3 bludgeoning damage.

The companion cannot finish its movement in another creature’s space.

Axe Beak

Your axe beak companion’s primary attack is a beak attack and it deals slashing damage. Your companion also gains the following traits:

Wing Flap (Action, Recharges after a Short or Long Rest). The axe beak companion uses its wings to make a melee attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., all targets within reach. Hit: 2d4 + 3 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Improved Damage. When you reach 11th level, your axe beak companion’s beak and wing flap attacks damage increase to 2d6 + 3.

Improved Critical. Also at 11th level, the axe beak companion beak attacks score a critical hit on a roll of 19 or 20.