Hunter, Beast Master
Hit Points
Hit Dice: d8 per Hunter, Beast Master level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
A handler of animals mundane and sometimes exotic. The beast master knows how to whisper creature down, bending them to their will and fighting alongside them as loyal companions. A Beast master emphases either hunting a quarry, excelling in mounted combat or in commanding a pack of beasts. Where other adventures rely on just themselves, the beast master knows the value of teamwork with their companions who may become beloved mascots for the party.
Class Features
Lv3. Beast Master Companion(s)
The beast master may choose to make a single beast or number of beasts under their husbandry trained companions
acting as the beast masters faithful mounts, or to fight alongside them.
Training a creature to be your companion is a time consuming ritual with an indeterminate length. Every day, the beast
master may attempt an animal handling roll to make a specific creature their companion. The DC or which is equal to 10
plus the creatures CR rating as determined by your GM. Once the beast master achieves 1 success check, the creature will
become indifferent to the beast master. Once the beast master achieves 3 successful checks they are considered to have
tamed the beast to be their companion.
A beast master may never have more CRs worth of companions than their own level, but may posses multiple
companions if they wish. If and when a companion dies or is released back to the wild the beast master may tame further
beasts as their companions.
Companion creatures uses its monster template as determined by your GM, but never adds less than your proficiency
bonus on its attack, skill or save checks and otherwise acts as an NPC under the control of the player, who chooses how
the creature acts in a given circumstance.
For 1 action point the beast master may give a single or group of companions a simple command up to 5 words in length.
Including the attack, dash, disengage, dodge and help action. With the companions acting immediately after the player on
the same initiative. Where a beast master has multiple companions they choose the order their companions act in, but a
companion must use all of its actions before selecting the next companion to act.
The beast master is responsible for their companions upkeep and health who consume rations and sustenance as any
other party members depending on their size. Beast rations cost half as much as normal rations when bought in a
settlement;
- Tiny ¼ Ration per day
- Small ½ Ration per day
- Medium 1 Ration per day
- Large 2 Rations per day
- Giant 4 Rations per day
Lv.4 Beast Wrestler
You do not suffer disadvantage when attempting to grapple non-humanoid creatures, and have advantage to escape
grapples from non-humanoid creatures on your turn. When you are grappled by a creature you may use your reaction to
make a single attack at disadvantage.
Lv.6 Man & Beast
Adventuring with their animal companion both man and beast become more together than they would on their own. The
beast master picks a single form of bond to foster with their companions conferring its benefits;
Hawker
- Your companion may track a known visible creature that you have identified to it without error so long as that creature is within 5miles of your current position. If the creature leaves this radius you or your companion will otherwise need to pick up the trail again from the point it left this radius.
- You may use the attack action while riding a flying mount.
- When you command your companion to scout for danger by air your companion has 20 passive perception to spot creatures within 1mile of their location.
Packmaster
- When you command your companion to guard a location, object or person your companion(s) will fight loyally
to the death to protect it unless otherwise scared, lured or commanded away from their ward.
- You may add +1 to intimidation rolls for each companion you have following you at that are present.
- You may command your companion(s) to grapple a foe as part of an attack action. If your companion succeeds
on their attack the creature is grappled until the beginning of the companions next turn.
- When you command your companion to disengage, your companion may also take a free move action.
Rider
- When riding your companion, melee attack rolls made against you by creatures smaller than your mount have
disadvantage.
- When riding your companion, when you ready an attack to strike a foe as you ride past on your companions
turn, you may add +15 damage to melee attacks that hit so long as your companion moves at least 30ft in a
straight line on their turn. (You May not attack from flying mounts)
- You may dismount from your companion for 1 action point from your companions turn.
- When your mount is attacked in melee you may use your reaction to force the attack to target you instead, giving
the attack disadvantage.
Lv. 9 Flanker
When one of your companions fights within 10ft of an ally, both gain a +1 Dodge bonus from each others aid.
Lv.11 Shot in the Crowd
When you make a ranged attack into a melee between an ally and a hostile foe, so long as you are within the first range
increment of your ranged weapon you do not suffer disadvantage to hit the hostile target.