rudy
2016-08-12, 01:12 PM
We all know that the beastmaster is sub-par in many ways. My big problem, in particular, is that it's silly, in the sense that your animal companion is actually less capable of acting independently than a normal member of its species. Certainly this is done for balance reasons, but it still grates.
My proposed solution is to combine three overarching changes:
1. Give the animal companion more freedom to act independently in combat.
2. Make the animal companion's attacks somewhat less powerful.
3. Make the animal companion more survivable.
In lieu of the first change, the second becomes necessary to maintain balance in the archetype. Details are below, but this is primarily accomplished by not adding your proficiency bonus on top of the animal's, and instead having a slower advancing bonus that the animal uses.
Other changes include making the creature smarter as you level, allowing it to act more strategically, and allowing you to have higher CR creatures, or advance the CR of your existing companion.
This is a hard thing to balance due to the action economy of having what is essentially an additional party member, albeit one that is notably weaker. It may be too powerful as is, but that's one of the reasons I'd love to hear any feedback or suggestions.
Ranger Level
CR & Size Limit
Min Int & Cha
AC Bonus
Special
3rd-6th
¼; medium
3
+0
Life Line, Caring Master, Saves, Proficiency Bonus, Aggression
7th-10th
½; medium
5
+1
Beast Trainer, Exceptional Training, Independence
11th-14th
1; large
7
+2
Understanding, Bestial Fury
15th-17th
2; large
7
+3
Share Spells
18th
3; large
7
+4
-
Note: Does not add your proficiency bonus to anything.
Min Int & Cha: If your animal companion has intelligence or charisma less than this, they are increased to the listed values.
AC Bonus: The listed value is added to the animal's natural armor class.
Life Line: Your animal companion can make death saving throws. Additionally, your animal companion has hit points equal to the maximum hp of a creature of its type, plus twice your ranger level.
Caring Master: Your animal companion receives a number of d6 hit dice equal to your ranger level. These do not affect the creature’s hit points, but can be “spent” by the creature to heal during a rest.
Saves: Your animal companion gains proficiency in Strength saving throws, as well as either Dexterity or Constitution saving throws, determined by which score is higher. If both are equal, you may choose. The animal companion will add their default +2 proficiency bonus to those saves.
Aggression: Given no commands, the creature will act to defend itself and you. If you command it to attack, it will continue attacking the same creature until its target is dead, you flee the battle, or it is commanded otherwise. If its target is downed, it will revert to its default behavior of defending itself and you, until given further direction. Unless commanded, the creature will not take the Dash, Disengage, Dodge or Help actions. The creature uses multiattack wherever possible in place of single attacks if it has that ability.
Beast Trainer: Upon reaching level 7 the maximum allowed CR of your chosen animal companion increases. At this point you may either choose to seek out a newer, more powerful animal companion, or “train” your existing one to increase its abilities. In the latter case, for every “step” in CR that you bring up the creature (¼ > ½ > 1 > 2 > 3) do the following:
Increase its Strength, Dexterity, Constitution and Wisdom by 2 points, adjusting all statistics accordingly.
Give it one additional hit die of whatever kind it has, increasing its hit points accordingly.
Exceptional Training: You can use a bonus action to command the beast to take the Dash, Disengage, Dodge or Help actions.
Independence: Being more clever than another animal of its kind, your companion is capable of understanding more complex commands, such as “Attack all of those creatures”, or “Stay here and attack those who approach”. It is also capable of taking the Dash and Disengage actions on its own.
Understanding: At level 11, your creature is capable of understanding one language that you speak at a reasonably fluent level (though it cannot speak it). You can coordinate and discuss complex plans with the creature before battle begins, and give it much more complex instructions that before. The creature is capable of taking any of the standard actions available to it without being commanded in the midst of battle.
Bestial Fury: Your companion can attack far more furiously before with your direction. Whenever you command it to Attack using your action, it can do one additional attack on top of its standard attacks, whether or not it is using Multiattack.
Share Spells: Standard
A lot of these ideas were adapted from here (https://www.reddit.com/r/boh5e/comments/3zklkk/ranger_redux_fixes_for_the_ranger_class_by_usmyris/), with bits and pieces from other places.
EDIT: Nerfed proficiency bonus a bit.
My proposed solution is to combine three overarching changes:
1. Give the animal companion more freedom to act independently in combat.
2. Make the animal companion's attacks somewhat less powerful.
3. Make the animal companion more survivable.
In lieu of the first change, the second becomes necessary to maintain balance in the archetype. Details are below, but this is primarily accomplished by not adding your proficiency bonus on top of the animal's, and instead having a slower advancing bonus that the animal uses.
Other changes include making the creature smarter as you level, allowing it to act more strategically, and allowing you to have higher CR creatures, or advance the CR of your existing companion.
This is a hard thing to balance due to the action economy of having what is essentially an additional party member, albeit one that is notably weaker. It may be too powerful as is, but that's one of the reasons I'd love to hear any feedback or suggestions.
Ranger Level
CR & Size Limit
Min Int & Cha
AC Bonus
Special
3rd-6th
¼; medium
3
+0
Life Line, Caring Master, Saves, Proficiency Bonus, Aggression
7th-10th
½; medium
5
+1
Beast Trainer, Exceptional Training, Independence
11th-14th
1; large
7
+2
Understanding, Bestial Fury
15th-17th
2; large
7
+3
Share Spells
18th
3; large
7
+4
-
Note: Does not add your proficiency bonus to anything.
Min Int & Cha: If your animal companion has intelligence or charisma less than this, they are increased to the listed values.
AC Bonus: The listed value is added to the animal's natural armor class.
Life Line: Your animal companion can make death saving throws. Additionally, your animal companion has hit points equal to the maximum hp of a creature of its type, plus twice your ranger level.
Caring Master: Your animal companion receives a number of d6 hit dice equal to your ranger level. These do not affect the creature’s hit points, but can be “spent” by the creature to heal during a rest.
Saves: Your animal companion gains proficiency in Strength saving throws, as well as either Dexterity or Constitution saving throws, determined by which score is higher. If both are equal, you may choose. The animal companion will add their default +2 proficiency bonus to those saves.
Aggression: Given no commands, the creature will act to defend itself and you. If you command it to attack, it will continue attacking the same creature until its target is dead, you flee the battle, or it is commanded otherwise. If its target is downed, it will revert to its default behavior of defending itself and you, until given further direction. Unless commanded, the creature will not take the Dash, Disengage, Dodge or Help actions. The creature uses multiattack wherever possible in place of single attacks if it has that ability.
Beast Trainer: Upon reaching level 7 the maximum allowed CR of your chosen animal companion increases. At this point you may either choose to seek out a newer, more powerful animal companion, or “train” your existing one to increase its abilities. In the latter case, for every “step” in CR that you bring up the creature (¼ > ½ > 1 > 2 > 3) do the following:
Increase its Strength, Dexterity, Constitution and Wisdom by 2 points, adjusting all statistics accordingly.
Give it one additional hit die of whatever kind it has, increasing its hit points accordingly.
Exceptional Training: You can use a bonus action to command the beast to take the Dash, Disengage, Dodge or Help actions.
Independence: Being more clever than another animal of its kind, your companion is capable of understanding more complex commands, such as “Attack all of those creatures”, or “Stay here and attack those who approach”. It is also capable of taking the Dash and Disengage actions on its own.
Understanding: At level 11, your creature is capable of understanding one language that you speak at a reasonably fluent level (though it cannot speak it). You can coordinate and discuss complex plans with the creature before battle begins, and give it much more complex instructions that before. The creature is capable of taking any of the standard actions available to it without being commanded in the midst of battle.
Bestial Fury: Your companion can attack far more furiously before with your direction. Whenever you command it to Attack using your action, it can do one additional attack on top of its standard attacks, whether or not it is using Multiattack.
Share Spells: Standard
A lot of these ideas were adapted from here (https://www.reddit.com/r/boh5e/comments/3zklkk/ranger_redux_fixes_for_the_ranger_class_by_usmyris/), with bits and pieces from other places.
EDIT: Nerfed proficiency bonus a bit.