Beast Master

(Revised)

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.

Beast Master Spells

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 Spell 3rd Heroism 5th Enlarge/Reduce 9th Life Transference* 13th Charm Monster* 17th Awaken

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you.

Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Alternatively you may use one of the stat blocks below for either the Beast of Air, or the Beast of Earth, and determine the beast's appearance yourself.

Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point equal its normal maximum or your ranger level multipled by the sum of the beast’s Constitution modifier + your Wisdom modifier + five, whichever is higher. The beast has a number of Hit Dice d6's equal to your ranger level.

The beast obeys your commands as best as it can. In combat, the beast shares your initiative count, but it 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 one of the actions in its stat block or the Dash, Disengage, or Help action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.



























Beast of the Air

small beast, neutral

Armor class 13

Hit points 21 (4d8 + 3)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA 6(-2) 16 (+3) 13 (+1) 3 (-5) 14 (+2) 6 (-2)

Saving Throws Dex +4 , Wis +3

Skills Perception +3 , Stealth +4

Senses darkvision 60 ft. , passive Perception 14





Flyby The beast doesn’t provoke opportunity attacks when

it flies out of an enemy’s reach.

Actions

Attack Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 3. Pick a damage type of slashing, piercing, or bludgening when you make the beast bond.

Beast of the Earth

medium beast, neutral

Armor class 12

Hit Points 24 (5d8 + 2)

Speed 40 ft., climb or swim 40 ft. (your choice when you

bond with the beast)

STR DEX CON INT WIS CHA 14(+2) 14 (+2) 14 (+2) 3 (-5) 14 (+2) 6 (-2)

Saving Throws Con +3 , Wis +3

Skills Perception +3 , Stealth +3

Senses darkvision 60 ft. , passive Perception 14





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

Actions

Attack Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 2. Pick a damage type of slashing, piercing, or bludgening when you make the beast bond.