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A player in my game really wanted a ranger character with a big furry companion that was durable, large-sized, rideable, and independent. Examples from fiction and media we discussed included Mowgli and Baloo (The Jungle Book), Lyra and Iorek Byrnison (The Golden Compass / Northern Lights), Neytiri and the thanator (James Cameron’s Avatar), and Beast Hunters in the World of Warcraft.
We iterated a couple ideas as a group and finally landed on something that felt right for the player, passed the scrutiny of myself and my two fellow DMs and long-time gamers, and was vetted thru spreadsheets to yield a damage output just slightly better than a Hunter Ranger.
I thought others might have friends or kids who'd enjoy using our adaptation for their own games, so here it is! Cheers!
Beast Master Ranger Spell-less variant
This is a variant for players who like the concept of a ranger character with a big furry companion that is durable, rideable and independent. Examples from fiction and media include: Mowgli and Baloo (The Jungle Book). Lyra and Iorek Byrnison (The Golden Compass / Northern Lights). Neytiri and the thanator (James Cameron’s Avatar). Beast Hunters in the World of Warcraft.
This variant is for 3rd level characters, and entails the following changes:
1. No Spellcasting
Lose the Spellcasting trait.
2. Beast Companion
Choose a beast of CR 1/4 or less as normal, except its size is increased to Large and its Hit Dice are d10s. At your GM’s discretion, when you reach 5th level as a ranger, you may upgrade its stats to a CR 1/2 beast like the black bear. When you reach 9th level, you may upgrade its stats to a CR 1 beast like the brown bear.
You can command your Beast Companion without using any of your actions of any kind.
Its hit points equal the hit points of the beast’s stat block or 1/2 your hit points (rounded down), whichever is greater.
3. Herbalism
Gain proficiency with the herbalism kit.
4. Primeval Awareness
Primeval Awareness requires a short rest to recharge (instead of requiring expending spell slots). It lasts for 1 minute. At 5th level it lasts for 2 minutes, at 9th level for 3 minutes, at 13th level for 4 minutes, and at 17th level for 5 minutes.
5. Replace “Exceptional Training” @7th with... "Strider"
Strider
When you roll initiative, and are aware of a threat and are not surprised, you gain a special turn that takes place before other creatures can act. On this turn, either you or your beast companion can take the Dash, Disengage, or Hide action.
6. Share Spells @15th
Beginning at 15th level, when a curative or buffing spell is cast upon you, it also affects your beast companion if the beast is within 30 feet of you.
We iterated a couple ideas as a group and finally landed on something that felt right for the player, passed the scrutiny of myself and my two fellow DMs and long-time gamers, and was vetted thru spreadsheets to yield a damage output just slightly better than a Hunter Ranger.
I thought others might have friends or kids who'd enjoy using our adaptation for their own games, so here it is! Cheers!
Beast Master Ranger Spell-less variant
This is a variant for players who like the concept of a ranger character with a big furry companion that is durable, rideable and independent. Examples from fiction and media include: Mowgli and Baloo (The Jungle Book). Lyra and Iorek Byrnison (The Golden Compass / Northern Lights). Neytiri and the thanator (James Cameron’s Avatar). Beast Hunters in the World of Warcraft.
This variant is for 3rd level characters, and entails the following changes:
1. No Spellcasting
Lose the Spellcasting trait.
2. Beast Companion
Choose a beast of CR 1/4 or less as normal, except its size is increased to Large and its Hit Dice are d10s. At your GM’s discretion, when you reach 5th level as a ranger, you may upgrade its stats to a CR 1/2 beast like the black bear. When you reach 9th level, you may upgrade its stats to a CR 1 beast like the brown bear.
You can command your Beast Companion without using any of your actions of any kind.
Its hit points equal the hit points of the beast’s stat block or 1/2 your hit points (rounded down), whichever is greater.
3. Herbalism
Gain proficiency with the herbalism kit.
4. Primeval Awareness
Primeval Awareness requires a short rest to recharge (instead of requiring expending spell slots). It lasts for 1 minute. At 5th level it lasts for 2 minutes, at 9th level for 3 minutes, at 13th level for 4 minutes, and at 17th level for 5 minutes.
5. Replace “Exceptional Training” @7th with... "Strider"
Strider
When you roll initiative, and are aware of a threat and are not surprised, you gain a special turn that takes place before other creatures can act. On this turn, either you or your beast companion can take the Dash, Disengage, or Hide action.
6. Share Spells @15th
Beginning at 15th level, when a curative or buffing spell is cast upon you, it also affects your beast companion if the beast is within 30 feet of you.
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