Beast Master

The Beast Master treads the line between society and wilderness. Both mediary and protector, Beast Masters answer a calling to maintain a balance between the two. Beast Masters become attuned with their companion animals on a spiritual level making them both master scouts and terrors on the field of battle.

Beast Master Magic

Starting at 3rd level, when you reach certain levels you learn additional spells. These spells can only be cast on a beast. To this effect, the range of Crusader's Mantle effectively becomes touch for you. These spells count as Ranger spells but do not count against the number of Ranger spells you know.

3rd - Animal Friendship

5th - Warding Bond

9th - Crusader's Mantle

13th - Death Ward

17th - Holy Weapon

Beast Bond

At 3rd level, Beast Masters gain the ability to build exceptional bonds with the animals they meet. To begin building the bond, you cast Animal Friendship on a beast of CR 1/2 or lower. The spell automatically success against that creature.

Before the spell ends, you must spend 1 hour performing the bonding ritual. The ritual consumes 10 gp worth of charcoal, incense and herbs and bonds their spirit to yours. You can understand your bonded companions as though you cast the Speak with Animals spell. They consider you a favored ally however can not aid you in combat unless trained to do so.

You may maintain a number of bonded companions equal to your Wisdom modifier and the types of beasts you can bond with increases to CR 1 at 7th level, CR 2 at 12th and CR 3 at 17th. The types of companions you might find are limited by your environment, campaign and your DMs discretion. Make sure you consult your DM to find out how you might go about locating such creatures.

Beast Tamer

Once per day you may spend a short rest teaching a bonded companion a command. Commands should be single words, sounds and/or gestures which link to a single action. You might teach a companion 'fetch' to have them bring you an object, a whistle to come to you or press a finger to your lips to stealth.

Beasts of Battle

Additionally at 3rd level, one companion to whom you've taught at least 3 commands can be trained to aid you in battle. Your companion takes its turn as a part of yours. As a bonus action, you can issue commands to your companion. Using your bonus action in this way allows your companion to move up to their movement speed and take any action a creature could normally take in combat so long as they know the appropriate command. Your companion cannot benefit from the multi attack feature.

Your companion's attack bonus, attack damage and the damage of their special features are limited by your training. Their attack bonus is equal to your proficiency bonus + your Wisdom modifier and their attack damage and feature damage is 1d4 + your Wisdom modifier. Your companion's damage dice increases based on that companion's CR. CR 1: 1d6; CR 2: 1d8; CR 3: 2d8. Additionally, your companion's HP cannot exceed half your own.

Bonded Spirit

Beginning at 7th level you gain several benefits:

You can use the bonding ritual on a bonded companion that has died within the last 24 hours. That companion returns to life with 1 hit point

You can communicate commands to your bonded companions telepathically so long as they are within 100 feet of you

As an action, you can expend a spell slot of 1st level or higher and touch a bonded companion to restore it's hit points by 2d6 per spell level level + your Wisdom modifier

Beasts of War

Begining at 11th level, you learn to train a second bonded companion for combat. The combined CR of those creatures cannot exceed your maximum CR for a single companion. In combat, when you spend your bonus action commanding your companions, you can issue separate commands to each companion.

Additionally, those companions gain the following benefits: