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View Full Version : D&D 5e/Next 5e BeastMaster Redux *Fix*



FenrirHatiSkoll
2016-03-14, 04:37 PM
Beast Master Redux

I’ve seen a lot of fixes for the Fifth-Edition’s BeastMaster, most just give additional attack, damage, health or other abilities, and while they might fix the problem for some they seem to lack uniqueness. It feels like you're hauling around a slightly buffed wild animal. My idea is reminiscent of the 4e Beast Master, instead of picking up a random creature and buffing it, You get one of 8 pre-made creatures, each with it’s own unique abilities.

So without further ado, the Beast Master (Redux):

Ranger’s Companion

At 3rd level you gain a beast companion that accompanies and fights alongside you. Choose one of the following Companions:

Bear

Types: Brown, Black, Polar, or Panda.

Size - Large
AC - 10+Prof.
HP - 5xRanger Level
Hit Dice - d10
Speed - 40, Climb 30
Abilities:
Str - 16 Dex - 12 Con - 16 Int - 3 Wis - 12 Cha - 6
Skills - Perception: Wis.+Prof.
Feats:
Kean Smell - Advantage on Perc. checks based on smell
Attack (Claw or Bite):
Str+Prof. to hit
Hit: 1d10+Str+Prof. slashing/piercing damage
Special - Taunt: When the bear hits a creature, you may choose to have the bear taunt the creature, causing the creature to have disadvantage on attacks on targets other than the bear

Boar

Types: Longtusk, Razorback. May also be a ram or similar creature.

Size - Medium
AC - 11+Prof.
HP - 4xRanger Level
Hit Dice - d8
Speed - 40
Abilities:
Str - 16 Dex - 14 Con - 14 Int - 3 Wis - 12 Cha - 6
Skills - N/A
Feats:
Charge - If the boar moves at least 20 feet before making a tusk attack, it deals an extra 1d8 slashing damage, and the target must succeed a DC 13+Prof. Strength saving throw or be knocked prone.
Relentless - The first time the boar is reduced to below 1 HP but not killed outright it instead drops to 1 HP, the boar then cannot use this ability again until it finishes a short or long rest.
Attack (Tusk):
Str+Prof. to hit
Hit: 1d8+Str+Prof. slashing damage
Special - Guardian: When a creature hits you, your boar may move 30 feet and make a tusk attack against your attacker, on a hit the boar pushes the attacker a number of feet equal to the damage dealt. The boar may only use this once per short or long rest.

Cat

Type: Lion, Panther, Cheetah, Jaguar, or Tiger

Size - Medium
AC - 12+Prof.
HP - 4xRanger Level
Hit Dice - d8
Speed - 50
Abilities:
Str - 12 Dex - 16 Con - 14 Int - 3 Wis - 14 Cha - 6
Skills - Perception: Wis+Prof.
Stealth: Dex+Prof.
Feats:
Darkvision - 60 feet
Pounce - If the cat moves at least 20 feet before making an attack, it deals an extra 1d6 slashing or piercing damage, and the target must succeed a DC 13+Prof. Strength saving throw or be knocked prone.
Kean Smell - Advantage on Perc. checks based on smell
Attack (Claw or Bite):
Dex+Prof. to hit
Hit: 1d6+Dex+Prof. slashing/piercing damage
Special - Surprise: When your cat makes a pounce attack out of hiding, the attack deals an extra number of d6’s equal to your Prof. After using this ability you need to finish a short rest before using it again.

Hawk

Types: Hawk, Falcon, Crow

Size - Small
AC - 13+Prof.
HP - 3xRanger Level
Hit Dice - d6
Speed - 10, 60 Fly
Abilities:
Str - 10 Dex - 18 Con - 12 Int - 3 Wis - 16 Cha - 6
Skills - Perception: Wis+Prof.
Feats:
Kean Sight - Advantage on Perc. checks based on sight.
Fly by - Your hawk does not provoke opportunity attacks by moving away from creatures.
Attack (Claws):
Dex+Prof. to hit
Hit: 1d4+Dex+Prof. slashing damage
Special - See as One: While your hawk is in flight you may use your action to see through it’s eyes, the range at which you can use this ability is a number of miles equal to your level divided by 2. When you gain share spells at level 15 you may cast Hunter’s mark as if it origanates from the hawk.

Lizard

Type: Alligator, Crocodile, Komodo Dragon

Size - Medium
AC - 14+Prof.
HP - 4xRanger Level
Hit Dice - d8
Speed - 30, 40 Swim
Abilities:
Str - 16 Dex - 16 Con - 14 Int - 3 Wis - 10 Cha - 6
Skills - Stlth: Dex+Prof.
Feats:
Hold Breath - The crocodile can hold it’s breath for 15 minutes.
Attack (Bite):
Str+Prof. to hit
Hit: 1d8+Str+Prof. piercing damage
Special - Hard to Kill: Un-naturally tough scales increases it’s AC by 2 (already calculated)

Serpent

Type: Bermese, Boa, Reticulated

Size - Medium
AC - 12+Prof.
HP - 4xRanger Level
Hit Dice - d8
Speed - 30, 30 Swim
Abilities:
Str - 16 Dex - 16 Con - 14 Int - 3 Wis - 10 Cha - 6
Skills - Stlth: Dex+Prof.
Feats:
Blindsight - 10 feet
Attack (Bite):
Dex+Prof. to hit
Hit: 1d8+Dex+Prof. piercing damage
Constrict: Dex+Prof. to hit
Hit: 6 (ld8 + 2) bludgeoning damage, and the target is grappled. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Special - Lightning Reflexes: While your snake is within 15 feet of you, you have advantage on Initiative rolls

Spider

Type: Tarantula, Black Widow, Brown Recluse
Size - Medium
AC - 11+Prof.
HP - 3xRanger Level
Hit Dice - d6
Speed - 30, 30 Climb
Abilities:
Str - 16 Dex - 14 Con - 12 Int - 3 Wis - 12 Cha - 6
Skills - Stlth: Dex+Prof.
Feats:
Blindsight - 10 feet
Spider Climb - The spider may climb up-side down without making an ability check.
Web Sense - While in contact with a web the spider knows the location of all other creature in contact with the web.
Web walker - The spider ignores movement restrictions from webs.
Attack (Bite):
Str+Prof. to hit
Hit: 1d6+Str+Prof. piercing damage and the creature must make a DC 11+Prof. On a failed save the creature takes 2d8 poison damage and is poisoned for 1 hour.
Special - Web works: the spider is capable of producing 25 square feet of web per long rest, as an action the spider may use 5 square feet of web to create a web trap, anyone who steps into the web is restrained until they succeed on a DC 12+Prof Strength saving throw.

Wolf

Type: Grey, Red, or Arctic

Size - Medium
AC - 12+Prof.
HP - 4xRanger Level
Hit Dice - d8
Speed - 40
Abilities:
Str - 12 Dex - 16 Con - 14 Int - 3 Wis - 14 Cha - 6
Skills - Stlth: Dex+Prof.
Feats:
Kean Hearing and Smell: Advantage on Perc. checks that rely on Hearing or smell.
Pack Tactics:
Attack (Bite):
Str+Prof. to hit
Hit: 1d8+Str+Prof. piercing damage
Special - The Strength of the Wolf: Allies within 10 feet of the wolf deal +1 damage per hit.


The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

lf the beast dies, you can obtain another one by spending 8 hours magicaily bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Whenever you gain access to an ABI you may increase one ability score of your beast by 1 point.


Other than this the Beastmaster is the same as before.


Any suggestions and changes are greatly appreciated.

MasterMercury
2016-03-24, 10:36 PM
You still haven't fixed the main complaint of the class, that the pet takes up an action in order to attack. All you did was specify a few animals available to the beast master, and alter the stats a bit. Am I missing something?

DanyBallon
2016-03-31, 09:16 AM
You still haven't fixed the main complaint of the class, that the pet takes up an action in order to attack. All you did was specify a few animals available to the beast master, and alter the stats a bit. Am I missing something?

The real issue is not that the companion use an action to attack. It is well balanced this way. The issue is that if you don't use a action to give the companion a comand, it stand idle doing nothing.

An easy fix would be to allow the companion to act on its own initiative count and be free to use the dash, hide and dodge action without any commands, and still requires the ranger to spend an action to let it use the attack, disengage and help action.

At 7th level, the ranger would be able to use a bonus action to tell the companion to take the disengage and help actions.

Now no more idling companion and the balance is kept.