The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Beastmaster 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's Companion

Starting at 3rd level when you choose this subclass, you gain a beast companion. This beast can be either an existing beast, or one summoned to you through a special ritual during a long rest, but upon becoming your companion, gains a magical bond with you that grants it special powers. Your beast can have the general appearance of any beast, but it's stats are determined by the stat block below and the traits selected.

Beast Companion Medium beast, unaligned Armor Class 10 + its Dexterity + its Proficiency.

10 + its Dexterity + its Proficiency. Hit Points 5 + ([Beast's Constitution Modifier + 5] * Ranger Level)

5 + ([Beast's Constitution Modifier + 5] * Ranger Level) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 6 (-2) Skills Athletics +4 (Proficiency), Perception +2 (Proficiency)

Athletics +4 (Proficiency), Perception +2 (Proficiency) Senses passive perception 12

passive perception 12 Languages Understands ranger’s languages, but cannot speak Actions Attack. Natural Weapon: +4(Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) __

You can add two of the following traits to the stat block:

Amphibious

Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.

Blindsight

Your Companion gains a Blindsight of 10 feet.

Tunneling

Your Companion gains a barrowing speed equal to half it's movement speed. It can choose to leave a tunnel behind when it barrows or not.

Charge

If your Companion moves at least 20 feet straight toward a target, it can use its action to shove a creature within 5 feet of it. At level 11, it can shove the target as a bonus action.

Flying: Prerequisite: selected beasts appearance must have have wings.

Your Companion's size is Small, and it gains a flying speed equal to its movement speed.

Keen Senses:

Your companion can add twice their proficiency in the Perception skill.

Massive: Incompatible with Flying.

Your Companion's size is Large, and it's Natural Weapon becomes 2d6 + it's Strength.

Pack Tactics:

Your Companion has advantage on an Attack roll against a creature if at least one of the your Companion's allies is within 5 feet of the creature and the ally isn't Incapacitated.