Cobrakun
2015-02-14, 09:37 PM
Here is my Beastmaster Class that I thought of using in one of my campaigns. I'm not very good at balancing classes so some input would be great. Thanks again and enjoy.
BeastMaster
Like Seriously, its exactly as it sounds. A beast master. Like take the Ranger’s Beastmaster archetype, and shove it. Should I go on?
Hit Points
Hit Dice: 1d8 per Beastmaster level
Hit Points at 1st Level: 1d8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution Modifier per beastmaster level after 1st
Proficiencies
Armor: Light and Medium Armor
Weapons: Simple and Martial Weapons, Net
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three from Animal Handling, Nature, Survival, Medicine, Insight, Athletics and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a)Studded Leather or (b)Scale Mail
(a)One martial weapon and a net or (b)two simple weapons and a net
(a)Crossbow with 20 bolts or (b)longbow with 20 arrows
- an explorer's or dungeoneer's pack
Features
Creature Affinity
Beginning at 1st level, you have significant experience tracking, studying, and even hunting a certain type of creature. At level 1, you have an affinity to beasts. At level 6 and again at level 14, you may choose one additional creature to add to your creature affinity list: Plants, Fey, Monstrosities, and Aberrations.
You have advantage on Wisdom checks (Survival) to track any creature on your creature affinity list as well as advantage on Intelligence checks to recall information on them. By spending 1 round observing a creature on your list, you know the remaining Hit Points the creature has.
In addition, you may choose to learn a language of a creature on your list, if they know a language.
Tame Creature
At 2nd level, you can attempt to make a creature on your creature affinity list your companion. The creature can be a CR no greater than your Beastmaster level divided by 3 rounded up (max: CR 7). As an action you can attempt to tame the creature. The creature must make a Wisdom saving throw using your Taming DC (8+proficiency+wisdom modifier or 8+animal handling modifier). Creatures that are hostile towards you roll with advantage unless they are restrained or severely injured (less than ¼ health). On a successful save, you tame the creature and it becomes your companion whereas on a failed save, the creature does not become your companion and is immune to Tame Creature for 24 hours.
Add your proficiency bonus to your tamed creature’s AC, attack rolls, damage rolls, as well as any saving throws or skills it is proficient in. Its hit point maximum equals its normal hit points or four times your beastmaster level, whichever is higher. The creature retains all features outlined in the Monster Manual except legendary and lair actions.
The new creature can understand any language you know, however it can only speak in its original language if it has the ability to do so. The creature attempts to obey your commands as best as it can. It takes as turn on your initiative, but does not use an action unless you command it to do so. Although you can command it to move without using an action. You can use your action to command it to attack, dash, disengage, dodge or help. However, if your creature does not take an action on its turn, you can use a bonus action to dash, disengage, dodge or use the help action.
You may only tame a creature on your creature affinity list and may only have 1 creature tamed at a time. If you attempt to tame another creature, the original bond is broken and the DM can choose the actions of the creature.
BeastMaster Archetype
At level 3, you may choose one of the following Beastmaster Archetypes: Master of the Wild, Master of Many, and Master of Dragons.
Ability Score Improvement
When you reach 4th level and additionally at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2 or two ability scores by 1.
Extra Attack
Beginning a 5th level, you can attack twice whenever you take the attack action. When you take the attack action, you can take one attack action and grant your tamed creature your other attack.
EDIT: Arcane Training Removed, Unfettered Movement Added
At level 6, your creature(s) no longer take movement penalties moving through nonmagical difficult terrain. In addition, any damage that they could take from nonmagical difficult terrain is reduced to 0.
Quickness
At level 10, your creature can attempt to avoid harmful area of effect damage that require a Dexterity saving throw. If your creature succeeds, instead of taking half-damage on a successful save, it takes no damage on a successful save and only half on an unsuccessful one.
Unchained
At level 14, you allow your tamed creature to attack completely. When you choose to use your action to order your creature to attack, the creature can utilize its full attack, such as multiattack.
Feral Senses
At 18th level, you gain prenatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it does not impose disadvantage on attack rolls. Additionally, you aware of any invisible creature within 30 feet of you as long as it is not in total cover and you are neither blinded nor deafened.
Symbiosis
At 20th level, you and your creature(s) have developed a telepathic bond, and will now fight with you following your will. When you roll initiative, have your creature(s) roll it’s initiative (Dexterity modifier + your proficiency bonus) and add it to the initiative count. On the creature(s)’s turn, it can move and act on its own requiring no action of the beastmaster. The creature(s) are controlled by the Beastmaster and act accordingly.
Beastmaster Archetypes
Master of the Wild
Like it doesn't get as cool stuff as Master of Dragons but like extra crit, thats not bad
Invoke Fury
Starting when you take this feature at level three, you can tap your creature’s fury when attacking enemies. One per day, you can use your bonus action to put your creature under the effect of Rage, found in the Barbarian class features. As long as your creature attacks or is attacked each round, the creature has advantage on strength saving throws and checks, when your creature attacks the damage for strength based attacks is increased by +2 increasing to +3 at level 9 and to +4 at level 16. In addition, the creature has resistance to bludgeoning, piercing and slashing damage. This condition lasts for a maximum of 1 minute.
Aspect of the Beast
At 7th level, your bond with your beast allows you to gain similar features. Choose one feature of your creature (such as damage resistance/immunity, breath weapon or magical ability), with the exception of spellcasting and multiattack, and add it to your character. When you tame a new beast, you lose this feature but can choose a new feature from the new creature
Beast’s Fury
At level 11, when you and/or your creature attack, consider any rolls 19-20 as a critical hit.
Beast’s Rage
At level 17, when you or your creature scores a critical hit, add an additional damage die when determining damage.
Master of Many
Like whats more awesome than controlling 3 owlbears, oh right a f’ing dragon
Pack Tactics
When choosing this archetype at 3rd level, you can increase the number of creatures you can tame and control by 1, and another at 13th level (Max: 3). The added CR value of the creatures cannot exceed your beastmaster level divided by 3, rounded up (Max: CR 7)
Tactical Advantage
Starting at level 7, as long as one of your tamed creatures is within 5 feet of you, you deal an additional 2d6 damage to one creature on each of your turns. The additional damage increases to 3d6 at level 11 and to 4d6 at level 17.
Elusive
At level 11, your intense training has allowed your creature(s) to become very light on their feet. No attack roll has advantage against them as long as you, the beastmaster, are not incapacitated.
Muster the Horde
At level 17, you can choose one target for all of your creatures to attack. Your creature(s) move immediately to the designated target with their max movement speed. All attacks of opportunity against them are made with disadvantage. Your creatures’ attacks deal an additional 1d8 damage until the target is dead, incapacitated or called off. This feature is only available once per long rest.
Master of Dragons
You get a f’ing dragon, what more do you want from me
Draconic Affinity
When you choose this archetype at level 3, you add the Dragon type to your creature affinity list as well as Draconic to your languages
Draconic Resistance
Starting at level 7 and you have tamed a dragon, you gain resistance according to its damage type
Flight of the Ancients
At level 11 and if you have tamed a dragon, your dragon trusts you enough to transport you places quickly. As long as you have trained a Wyvern or a Young dragon, you and up to three companions can fly throughout the world.
Dragon Mastery
At level 17, you’ve studied dragons enough to allow you tame even the most deadly of dragons. You have advantage on taming checks for dragons. In addition, you can tame any dragon up to the Young age.
BeastMaster
Like Seriously, its exactly as it sounds. A beast master. Like take the Ranger’s Beastmaster archetype, and shove it. Should I go on?
Hit Points
Hit Dice: 1d8 per Beastmaster level
Hit Points at 1st Level: 1d8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution Modifier per beastmaster level after 1st
Proficiencies
Armor: Light and Medium Armor
Weapons: Simple and Martial Weapons, Net
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three from Animal Handling, Nature, Survival, Medicine, Insight, Athletics and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a)Studded Leather or (b)Scale Mail
(a)One martial weapon and a net or (b)two simple weapons and a net
(a)Crossbow with 20 bolts or (b)longbow with 20 arrows
- an explorer's or dungeoneer's pack
Features
Creature Affinity
Beginning at 1st level, you have significant experience tracking, studying, and even hunting a certain type of creature. At level 1, you have an affinity to beasts. At level 6 and again at level 14, you may choose one additional creature to add to your creature affinity list: Plants, Fey, Monstrosities, and Aberrations.
You have advantage on Wisdom checks (Survival) to track any creature on your creature affinity list as well as advantage on Intelligence checks to recall information on them. By spending 1 round observing a creature on your list, you know the remaining Hit Points the creature has.
In addition, you may choose to learn a language of a creature on your list, if they know a language.
Tame Creature
At 2nd level, you can attempt to make a creature on your creature affinity list your companion. The creature can be a CR no greater than your Beastmaster level divided by 3 rounded up (max: CR 7). As an action you can attempt to tame the creature. The creature must make a Wisdom saving throw using your Taming DC (8+proficiency+wisdom modifier or 8+animal handling modifier). Creatures that are hostile towards you roll with advantage unless they are restrained or severely injured (less than ¼ health). On a successful save, you tame the creature and it becomes your companion whereas on a failed save, the creature does not become your companion and is immune to Tame Creature for 24 hours.
Add your proficiency bonus to your tamed creature’s AC, attack rolls, damage rolls, as well as any saving throws or skills it is proficient in. Its hit point maximum equals its normal hit points or four times your beastmaster level, whichever is higher. The creature retains all features outlined in the Monster Manual except legendary and lair actions.
The new creature can understand any language you know, however it can only speak in its original language if it has the ability to do so. The creature attempts to obey your commands as best as it can. It takes as turn on your initiative, but does not use an action unless you command it to do so. Although you can command it to move without using an action. You can use your action to command it to attack, dash, disengage, dodge or help. However, if your creature does not take an action on its turn, you can use a bonus action to dash, disengage, dodge or use the help action.
You may only tame a creature on your creature affinity list and may only have 1 creature tamed at a time. If you attempt to tame another creature, the original bond is broken and the DM can choose the actions of the creature.
BeastMaster Archetype
At level 3, you may choose one of the following Beastmaster Archetypes: Master of the Wild, Master of Many, and Master of Dragons.
Ability Score Improvement
When you reach 4th level and additionally at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2 or two ability scores by 1.
Extra Attack
Beginning a 5th level, you can attack twice whenever you take the attack action. When you take the attack action, you can take one attack action and grant your tamed creature your other attack.
EDIT: Arcane Training Removed, Unfettered Movement Added
At level 6, your creature(s) no longer take movement penalties moving through nonmagical difficult terrain. In addition, any damage that they could take from nonmagical difficult terrain is reduced to 0.
Quickness
At level 10, your creature can attempt to avoid harmful area of effect damage that require a Dexterity saving throw. If your creature succeeds, instead of taking half-damage on a successful save, it takes no damage on a successful save and only half on an unsuccessful one.
Unchained
At level 14, you allow your tamed creature to attack completely. When you choose to use your action to order your creature to attack, the creature can utilize its full attack, such as multiattack.
Feral Senses
At 18th level, you gain prenatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it does not impose disadvantage on attack rolls. Additionally, you aware of any invisible creature within 30 feet of you as long as it is not in total cover and you are neither blinded nor deafened.
Symbiosis
At 20th level, you and your creature(s) have developed a telepathic bond, and will now fight with you following your will. When you roll initiative, have your creature(s) roll it’s initiative (Dexterity modifier + your proficiency bonus) and add it to the initiative count. On the creature(s)’s turn, it can move and act on its own requiring no action of the beastmaster. The creature(s) are controlled by the Beastmaster and act accordingly.
Beastmaster Archetypes
Master of the Wild
Like it doesn't get as cool stuff as Master of Dragons but like extra crit, thats not bad
Invoke Fury
Starting when you take this feature at level three, you can tap your creature’s fury when attacking enemies. One per day, you can use your bonus action to put your creature under the effect of Rage, found in the Barbarian class features. As long as your creature attacks or is attacked each round, the creature has advantage on strength saving throws and checks, when your creature attacks the damage for strength based attacks is increased by +2 increasing to +3 at level 9 and to +4 at level 16. In addition, the creature has resistance to bludgeoning, piercing and slashing damage. This condition lasts for a maximum of 1 minute.
Aspect of the Beast
At 7th level, your bond with your beast allows you to gain similar features. Choose one feature of your creature (such as damage resistance/immunity, breath weapon or magical ability), with the exception of spellcasting and multiattack, and add it to your character. When you tame a new beast, you lose this feature but can choose a new feature from the new creature
Beast’s Fury
At level 11, when you and/or your creature attack, consider any rolls 19-20 as a critical hit.
Beast’s Rage
At level 17, when you or your creature scores a critical hit, add an additional damage die when determining damage.
Master of Many
Like whats more awesome than controlling 3 owlbears, oh right a f’ing dragon
Pack Tactics
When choosing this archetype at 3rd level, you can increase the number of creatures you can tame and control by 1, and another at 13th level (Max: 3). The added CR value of the creatures cannot exceed your beastmaster level divided by 3, rounded up (Max: CR 7)
Tactical Advantage
Starting at level 7, as long as one of your tamed creatures is within 5 feet of you, you deal an additional 2d6 damage to one creature on each of your turns. The additional damage increases to 3d6 at level 11 and to 4d6 at level 17.
Elusive
At level 11, your intense training has allowed your creature(s) to become very light on their feet. No attack roll has advantage against them as long as you, the beastmaster, are not incapacitated.
Muster the Horde
At level 17, you can choose one target for all of your creatures to attack. Your creature(s) move immediately to the designated target with their max movement speed. All attacks of opportunity against them are made with disadvantage. Your creatures’ attacks deal an additional 1d8 damage until the target is dead, incapacitated or called off. This feature is only available once per long rest.
Master of Dragons
You get a f’ing dragon, what more do you want from me
Draconic Affinity
When you choose this archetype at level 3, you add the Dragon type to your creature affinity list as well as Draconic to your languages
Draconic Resistance
Starting at level 7 and you have tamed a dragon, you gain resistance according to its damage type
Flight of the Ancients
At level 11 and if you have tamed a dragon, your dragon trusts you enough to transport you places quickly. As long as you have trained a Wyvern or a Young dragon, you and up to three companions can fly throughout the world.
Dragon Mastery
At level 17, you’ve studied dragons enough to allow you tame even the most deadly of dragons. You have advantage on taming checks for dragons. In addition, you can tame any dragon up to the Young age.