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Ranger |
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Ranger: Hunter Archetype: Beast Master |
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Your form a special bond with a creature that assists you in
battle. |
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Beast Master Features |
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Animal Companion You obtain an
animal companion that accompanies you on your adventures and is trained to
fight alongside you. You and your animal
companion understand each other regardless of language and you have an
instinctive bond with it that allows you to fight as a seamless unit. The following rules
apply to your animal companion: •
The animal companion uses a template
from one of the great beast spirits available to the druid, and it gains two
of the wild trait options available to that template. When you reach 10th and
14th level in this class, your animal companion gains one additional wild
trait from the options available to its great wild spirit - for a total of
three at 10th level and four at 14th level. •
You can increase the animal
companion’s Strength or Dexterity score (your choice when you obtain the
animal companion) by an amount equal to your Wisdom modifier. •
The animal companion is friendly to
you and your companions, and it obeys your commands. •
The animal companion has a number of
hit points equal to 10 + 5 per druid level you have, and it has a number of
Hit Dice [d8] equal to your druid level. •
The animal companion has proficiency
in Constitution or Wisdom saving throws (your choice when you obtain the
animal companion). In combat, the
animal companion shares your initiative count and you take your turns
simultaneously. As an action on its turn, the animal companion can use one of
its attacks. The animal companion can also use one of these attacks as a
reaction on its own when another creature provokes an opportunity attack. In
addition, the animal companion can use an action to dash, dodge, disengage or
help. The DM may allow the animal companion to take other actions that make
sense, such as action required to interact with certain objects. On you turn, you
can use an action or a bonus action to draw on your bond with the animal
companion: •
Quick Cue. You
can use a bonus action to allow the animal companion to use any of its
available bonus actions. •
Wild Attack. You
can use an action to have the animal companion attack twice instead of once
using any of its attack. Special attacks (such as those granted by wild
traits) can only be used once per turn each. You can obtain a
new animal companion by spending 8 hours meditating and contacting a great
beast spirit. If your animal companion dies, you cannot obtain a new
companion in this way before 1 week has passed. You can at any time replace
or obtain a new animal companion by spending one hour bonding with a beast
that can see and hear you that isn’t hostile to you (the DM should use any of
the great beast templates to represent this animal companion). You cannot
have more than one animal companion at any one time. Ranger Companion Your animal
companion gains additional benefits against your favoured enemies: •
The animal companion can add 1d6
to damage rolls with melee attacks against your favoured enemies. •
The animal companion can add your
Wisdom modifier to saving throws against your favoured enemies. •
When one of your favoured enemies
hit your animal companion with a melee or ranged attack, you can use a
reaction to give the animal companion resistance to damage from the
triggering attack. Primal Companion Beginning at
10th level, your form a strong magical connection with your animal companion,
granting it the following benefits: •
When you cast a spell on yourself,
your animal companion can also benefit from the spell’s effect if it is
within 30 feet of you. •
Your animal companion gains a
bonus equal to your Wisdom modifier to its armour class and damage
rolls. •
When you use an action to allow
the animal companion to attack twice instead of once, you can also make a
melee or ranged attack on your turn. |