Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Primal Companion
At 3rd level, you magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky, which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block, such as a tiger for beast of the land, a dolphin for beast of the sea, or an eagle for beast of the sky.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take an action listed in its stat block, or the dash, disengage, or help actions. You can also sacrifice one of your attacks when you take the Attack action to command the beast to use an action listed in its stat block. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Beast of the Land Stats
Size: Medium
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + 7 times your ranger level. (The beast has a number of d8 hit dice equal to your ranger level)
Speed: 40ft, climb 40ft
Str: 14 (+2), Dex: 14 (+2), Con: 15 (+2), Int: 8 (-1), Wis: 14 (+2), Cha: 11 (+0)
Senses: darkvision 60ft, passive perception 12
Languages: understands the languages you speak, but cannot speak.
Charge: If the beast moves at least 20 feet straight line toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Damage: 1d8 + your spellcasting ability modifier + PB slashing damage.
Beast of the Sea Stats
Size: Medium
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + 7 times your ranger level. (The beast has a number of d8 hit dice equal to your ranger level)
Speed: 5ft, swim 60ft
Str: 14 (+2), Dex: 14 (+2), Con: 15 (+2), Int: 8 (-1), Wis: 14 (+2), Cha: 11 (+0)
Senses: darkvision 60ft, passive perception 12
Languages: understands the languages you speak, but cannot speak.
Amphibious: The creature can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Damage: 1d6 + your spellcasting ability modifier + PB piercing or bludgeoning damage, your choice, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, your beast cannot use this attack on any other targets except for the grappled one.
Beast of the Sky Stats
Size: Small
Armor Class: 14 + PB (natural armor)
Hit Points: 4 + 5 times your ranger level. (The beast has a number of d6 hit dice equal to your ranger level)
Speed: 10ft, fly 60ft
Str: 6 (-2), Dex: 16 (+3), Con: 13 (+1), Int: 8 (-1), Wis: 16 (+3), Cha: 11 (+0)
Senses: darkvision 60ft, passive perception 13
Languages: understands the languages you speak, but cannot speak.
Flyby: The creaturedoes not provoke attacks of opportunity.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Damage: 1d4 + your spellcasting ability modifier + PB slashing damage. Once per round when you hit with this attack, you can choose to have the attack also reduce the enemies AC by 1 until the start of your next turn.
Exceptional Training
Beginning at 7th level, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to make an attack, the beast can make two attacks. You can only use this once per round.
Share Spells
Beginning at 15th level, when you or an ally casts a spell targeting yourself or your beast, you can choose to have it affect both of you if you are within 30 feet of each other.