Easy_Lee
2015-06-09, 08:06 PM
This is a partial update of the Ranger class and complete overhaul of the Beast Master archetype.
BM Problems this intends to fix:
BM Rangers have to give up their action in order to command the beast
Shared spells come online at 15, which is even later than the paladin Find Steed spell can do the same
Only some BMs can ride their companion
BM companion size can be a problem in small quarters
Beast attributes do not scale
The archetype is too complicated
You add your proficiency to its proficient saving throws, but it's not actually clear what these are for each beast just from reading the archetype.
Rather than having the thing's attack rolls and damage rolls scale properly, you add your proficiency to its native attack rolls and damage rolls, which is odd.
And general problems with swift quiver:
The spell swift quiver is easily stolen by a bard, who acquires it much earlier than a ranger
Swift Quiver only works on bows
It requires concentration, meaning that it doesn't work in combination with similar features.
It can be acquired by a BM for a too-high number of attacks per round
Proposed Update
Extra attack is no longer innate to the ranger class. Each ranger archetype gains an additional feature at level five.
General
Swift quiver removed from spell list. It is now a hunter feature at level 11 (reworked).
Hunter Updates
Level 3: You gain the cantrip Mend Ammunition, allowing you to recover all spent ammunition after a fight.
Level 5: You gain extra attack.
Level 11: In addition to Volley or Whirlwind Attack, any time you make a weapon attack, you may spend your bonus action to make one weapon attack. If you could already make a bonus attack due to another feature, such as from two weapon fighting, then you may add that attack to this bonus action.
Beast Master Overhaul
The beast master's time as a ranger brought out his primal tendencies. As a result, there is a certain bond he shares with animals that he cannot find in humans. He seeks out a beast to be his friend and companion.
Ranger's Companion (3)
You gain the spells Animal Friendship and Speak with Animals from the ranger spell list. If you already have these spells, choose two other spells of 1st level from the ranger spell list. You may now cast Speak with Animals as a ritual, even if you do not have the Ritual Casting feature.
Seek out a beast of no greater size than medium and no greater CR than 1/4. You must spend an eight hour ritual to make this beast your companion. If the beast dies, you may repeat this process.
Make a copy of its statistics from the book which it comes from (such as appendix D of the Player's Handbook). The beast gains the following features:
The companion obeys your every command. In battle, you both act on the same initiative count (whichever one of you rolled higher).
Your companion adds your proficiency bonus to its attack rolls, Unarmored AC, skill checks for its native skills, and also to saving throws which you are proficient in. If any of its abilities have DCs, their DC is replaced by your Spell DC.
Calculate its hit points using its constitution modifier as if it were your level and had a D4 hit die, unless its native HP is higher. This scales up with your ranger level.
Your beast gains ASIs any time you do. It may only spend these on attributes, and it has the same maximums for each attribute as you (normally 20). If your companion dies and you replace it, add these to the new companion.
For the purpose of barding, it has the same armor proficiency as you.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
You are still learning to work together with your companion. You must give verbal commands. If you command it to take the attack action in combat, you may not take the attack action yourself in the same round.
One Mind (5)
You and your companion now think and act as one, and your bond has become magical. You and the companion gain the following benefits:
You now command the companion mentally. As a result, you no longer must give up the ability to attack in the same round as commanding your beast to do so.
You now have a mental connection to your beast. Each of you can freely perceive what the other does, regardless of distance.
Your beast's attacks become magical (treat them as a magic weapon).
As a ritual, you may change the size of your beast to small, medium, or large. Any items, such as equipment, it wears scale to the new size. This does not affect its statistics in any other way.
One Body (7)
Any time your beast takes damage, you may take half of that damage (rounded up) in place of your beast. Your beast may do the same for you.
Any beneficial spell cast upon you or your beast is duplicated on the other (either may choose not to accept the boon).
Coordinated Assault (11)
Any time you or your beast attacks a target, the other may spend a bonus action to make one weapon attack against the same target. Natural weapons count as a weapon.
One Soul (15)
If your beast dies, you may resurrect it, as the spell Resurrection, as an eight hour ritual (this does not require material components). This taxes you greatly; you may not cast spells again until you finish a long rest.
You may cast the spell Awaken on your companion, no components required.
Final Result
The beast acts on its own
The highest number of attacks a BM can make in the same round, barring multiattack from a badger companion, is five. This is exactly the same as what a Hunter could make with Horde Breaker, two weapon fighting, and the updated level 11 benefit.
The companion's attributes scale with yours, and it has your same save proficiencies.
The beast no longer has less of a connection to you than a wizard has with his familiar.
You can Awaken your own beast, Resurrect your own beast, share spells much earlier, and can change your beast's size so that any race of ranger could ride the companion.
No longer required to ride your companion in order for it to have a good chance of survival.
No more silly ACs by putting plate barding on a companion and boosting its AC to 24. Your proficiency is only added to its unarmored AC, which may eventually be higher than what barding can achieve.
BM Problems this intends to fix:
BM Rangers have to give up their action in order to command the beast
Shared spells come online at 15, which is even later than the paladin Find Steed spell can do the same
Only some BMs can ride their companion
BM companion size can be a problem in small quarters
Beast attributes do not scale
The archetype is too complicated
You add your proficiency to its proficient saving throws, but it's not actually clear what these are for each beast just from reading the archetype.
Rather than having the thing's attack rolls and damage rolls scale properly, you add your proficiency to its native attack rolls and damage rolls, which is odd.
And general problems with swift quiver:
The spell swift quiver is easily stolen by a bard, who acquires it much earlier than a ranger
Swift Quiver only works on bows
It requires concentration, meaning that it doesn't work in combination with similar features.
It can be acquired by a BM for a too-high number of attacks per round
Proposed Update
Extra attack is no longer innate to the ranger class. Each ranger archetype gains an additional feature at level five.
General
Swift quiver removed from spell list. It is now a hunter feature at level 11 (reworked).
Hunter Updates
Level 3: You gain the cantrip Mend Ammunition, allowing you to recover all spent ammunition after a fight.
Level 5: You gain extra attack.
Level 11: In addition to Volley or Whirlwind Attack, any time you make a weapon attack, you may spend your bonus action to make one weapon attack. If you could already make a bonus attack due to another feature, such as from two weapon fighting, then you may add that attack to this bonus action.
Beast Master Overhaul
The beast master's time as a ranger brought out his primal tendencies. As a result, there is a certain bond he shares with animals that he cannot find in humans. He seeks out a beast to be his friend and companion.
Ranger's Companion (3)
You gain the spells Animal Friendship and Speak with Animals from the ranger spell list. If you already have these spells, choose two other spells of 1st level from the ranger spell list. You may now cast Speak with Animals as a ritual, even if you do not have the Ritual Casting feature.
Seek out a beast of no greater size than medium and no greater CR than 1/4. You must spend an eight hour ritual to make this beast your companion. If the beast dies, you may repeat this process.
Make a copy of its statistics from the book which it comes from (such as appendix D of the Player's Handbook). The beast gains the following features:
The companion obeys your every command. In battle, you both act on the same initiative count (whichever one of you rolled higher).
Your companion adds your proficiency bonus to its attack rolls, Unarmored AC, skill checks for its native skills, and also to saving throws which you are proficient in. If any of its abilities have DCs, their DC is replaced by your Spell DC.
Calculate its hit points using its constitution modifier as if it were your level and had a D4 hit die, unless its native HP is higher. This scales up with your ranger level.
Your beast gains ASIs any time you do. It may only spend these on attributes, and it has the same maximums for each attribute as you (normally 20). If your companion dies and you replace it, add these to the new companion.
For the purpose of barding, it has the same armor proficiency as you.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
You are still learning to work together with your companion. You must give verbal commands. If you command it to take the attack action in combat, you may not take the attack action yourself in the same round.
One Mind (5)
You and your companion now think and act as one, and your bond has become magical. You and the companion gain the following benefits:
You now command the companion mentally. As a result, you no longer must give up the ability to attack in the same round as commanding your beast to do so.
You now have a mental connection to your beast. Each of you can freely perceive what the other does, regardless of distance.
Your beast's attacks become magical (treat them as a magic weapon).
As a ritual, you may change the size of your beast to small, medium, or large. Any items, such as equipment, it wears scale to the new size. This does not affect its statistics in any other way.
One Body (7)
Any time your beast takes damage, you may take half of that damage (rounded up) in place of your beast. Your beast may do the same for you.
Any beneficial spell cast upon you or your beast is duplicated on the other (either may choose not to accept the boon).
Coordinated Assault (11)
Any time you or your beast attacks a target, the other may spend a bonus action to make one weapon attack against the same target. Natural weapons count as a weapon.
One Soul (15)
If your beast dies, you may resurrect it, as the spell Resurrection, as an eight hour ritual (this does not require material components). This taxes you greatly; you may not cast spells again until you finish a long rest.
You may cast the spell Awaken on your companion, no components required.
Final Result
The beast acts on its own
The highest number of attacks a BM can make in the same round, barring multiattack from a badger companion, is five. This is exactly the same as what a Hunter could make with Horde Breaker, two weapon fighting, and the updated level 11 benefit.
The companion's attributes scale with yours, and it has your same save proficiencies.
The beast no longer has less of a connection to you than a wizard has with his familiar.
You can Awaken your own beast, Resurrect your own beast, share spells much earlier, and can change your beast's size so that any race of ranger could ride the companion.
No longer required to ride your companion in order for it to have a good chance of survival.
No more silly ACs by putting plate barding on a companion and boosting its AC to 24. Your proficiency is only added to its unarmored AC, which may eventually be higher than what barding can achieve.