Beast Master v2.2.1 #
Primal Companion (1) #
- You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, Beast of the Sky. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
- The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
- The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only Action it takes is the Dodge Action unless you take a Bonus Action to command it to take an Action in its stat block or some other Action. You can also sacrifice one of your Attacks when you take the Attack Action to command the beast to take the Beast’s Strike Action. If you become Incapacitated, the beast acts on its own and isn’t limited to the Dodge Action.
- Restoring or Replacing the Beast. If the beast has died within the last hour, you can use your Action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
- Whenever you complete a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Beast Master Magic (1) #
- You learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. Each spell counts as a Ranger spell for you, and it doesn’t count against the number of Ranger spells you prepare.
Beast Master Spells table #
Ranger Level |
Spells |
1st |
Beast Bond |
5th |
Aid |
9th |
Aura of Vitality |
13th |
Guardian of Nature |
17th |
Far Step |
Empowered Marks (3) #
- When you reach 3rd Level in this subclass, you gain the following two Empowered Mark options.
Savage Mark #
- When your Primal Companion beast hits a Creature marked by your Hunter’s Mark feature you can activate this Empowered Mark to bolster your Primal Companion beast’s ferocity. For 1 minute your Primal Companion beast’s Speed increases by 30 feet, it regains Hit Points equal to half the damage it deals on its turns, and it gains advantage on Strength and Dexterity Saving Throws.
Bonded Mark #
- When your Primal Companion beast hits another Creature with an Attack, you can activate your Hunter’s Mark feature targeting that Creature without expending a use.
Exceptional Training (7) #
- When you take a Bonus Action to command your Primal Companion beast to take an Action, you can also command it to take the Dash, Disengage, Dodge, or Help Action using its Bonus Action.
- In addition, whenever it hits with an Attack Roll and deals damage, it can deal your choice of Force Damage or its normal Damage Type.
Bestial Fury (11) #
- When you command your Primal Companion beast to take the Beast’s Strike Action, the beast can use it twice.
- Additionally your Primal Companion gains the benefit of your Hunter’s Mark.
Share Spells (15) #
- When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
- Additionally when you affect your Primal Companion in this way you both gain Temporary Hit Points equal to half your Ranger Level.