Beast Master Conclave (5A)
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This is a Ranger conclave for 5A.
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.
Source: Player's Handbook
Subclass Features
Primal Companion
This 3rd-level feature replaces the Ranger's Companion feature.
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
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 on your turn to command it to take another action. That action can be one 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 Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Beast of the Land
Medium beast
- Armor Class: 13 + PB (natural armor)
- Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
- Speed: 40 ft., climb 40ft.
STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus (PB): equals your bonus
- Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
- Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
- Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium beast
- Armor Class: 13 + PB (natural armor)
- Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
- Speed: 5 ft., swim 60ft.
STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus (PB): equals your bonus
- Amphibious: The beast can breathe both air and water.
- Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
- Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small beast
- Armor Class: 13 + PB (natural armor)
- Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
- Speed: 10 ft., fly 60ft.
STR 6 (-2) DEX 16 (+3) CON 13 (+1) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus (PB): equals your bonus
- Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
- Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, [This rule is dated as you get a better ability at level 1] the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.