[PEACH] My take on Beastmaster Ranger

I'd like to know what you think about it, expecially if you see any bug, loophole or broken mechanics. Sorry for bad english, not a native speaker,

BeastMaster



Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Any effect that allows a Saving Throw uses your spell DC or it's normal DC, whichever is higher.Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though [Removed: it doesn’t take an action unless you command it to.],unless you command it to do otherwise, it takes the Dodge Action.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, [R: Dodge,] or Help action. [R: Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.] When you take the Attack Action you may forego one (and only one) of your attacks to verbally command the beast to make one attack. If you're holding a single weapon, you can then make an attack as a bonus action, but you don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. If you are incapacitated or unconscious, the Beast tries to take you out of the harm's way or defends you as the best as it can, even to death at DM discretion.


Exceptional [R: Training] Teamwork
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, [R: Dodge,] or Help action on its turn.On any of your turn when you don't attack, you can use a bonus action to take the Dash, Disengage or Help action.


Bestial Fury
Startingat 11th level, your beast companion can make two attacks when you command it to use the Attack Action. At 20th level you may forego both your attacks to make a total of 4 attacks with your Beast.


Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.




House Rule Analysis


Ranger's Companion.
The changes in this Feature solve the main problems with the whole sub-class:
- DC change make beast's special attacks relevant even at higher level (as an example,
wolf's bite trip effect).
-Gives the beast a default state, instead of drooling around the battlefield. As a nice side
effect it gives more survivability to a defensive pet.
-The change to the type of action helps the Beast Master overall DPR output, allowing for
the off-hand attack along with Beast's attack. Archery and Duelist styles are covered too
by the “Extra Bonus Attack” clause.
-Finally, last sentence gives the pet an Auto-pilot for the most dire situations.


Exceptional Training.
The change gives high versatility to the team at the cost of the damage output. Like leaving the Beast to tank something while you retreat. Or help the beast to hit something. Anyway, is not much more powerful than Rogue's “Cunning Action”.


Bestial Fury
With the action type changes in Ranger's Companion Feature, it is a third attack like that of the Fighter, plain and simple. Then why not give it a fourth at 20thLevel (when only awesomeness counts)


Share Spell
Not changed, even though I think it is a bit lame as a 15thLevel Feature.


Addendum


I think it can be adapted easily to be a “Circle Of The Fang” Druid Sub-class.


-Move Ranger's Companion to 2ndLevel.
- Add Beast Attack Command as a Bonus Action usable after a “Cast a Spell”
Action. Leaving the “forego one of you attacks” clause cover use while wild shaped.
- Remove the “extra bonus attack” clause.
-Replace Exceptional Teamwork with, at 6thlevel, the ability to deliver touch spells through
companion.
-Move Share Spells to 10thLevel.
- At 14thlevel, the Beast can use wild shape with the same limitations as you.You and your
companion have different timers for that Feature.


This sub-class should work as a middle ground between Land and Moon Druids, and should feel like a Classic Druid.

EDIT: if i've written too much of original text of the book, let me know i'll modify it.
 
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I like the spell DC fix you included there. I did my own tweaking with the beast master, but went in a different direction. I made commanding your beast to be a bonus action rather than an action, and allowed you to choose higher CR beast companions as you advance in level. If a high level Ranger can't eventually ride a rhino into battle, then what good is he?
 

I made commanding your beast to be a bonus action rather than an action, and allowed you to choose higher CR beast companions as you advance in level. If a high level Ranger can't eventually ride a rhino into battle, then what good is he?

I did those changes with the BFF type of companion, the one you take from 1st to 20th level and mourn it twelve sessions when it dies :P
I think companions with higher CR can be handled by the DM, maybe as a reward for some quest...
To balance that reward mechanically, you could consider the attacks of the beast and compare them with the attack they substitute. so you may compare the new, shiny companion to a new, shiny weapon. something like

CR 1/4 (wolf) = standard
CR 1/2 (Worg) = weapon +1
CR 1 (dire wolf) = +2
CR 2 (allosaur) = +3

In this model (with or without the higher companions) the only problem that remains is mundane weapon resistance of the enemies. It can be patched with a Magic Collar +1, but i think it lacks elegance as a solution.

For the Action type, i think that using bonus actions cuts out Two-weapon fighting from the viable builds. IMHO, the attack substitution mechanic works better in that regard. I'm happy to discuss it, anyway :)

My main concern is to make it mechanically balanced with other options, while keeping its flavor intact.
 

Well just like with every other class, the economy of actions will always come into play. But IMO, if you are concerned about a TWF build, beastmaster is not really the archetype for you since the Hunter and Deepstalker are much more about the martial aspects of the ranger.

But I don't think the CR should be handled by the DM as a reward similar to magic weapons. It just doesn't quite fit in the same way, from my perspective. Strengthening bonds with various creatures is an aspect of the class itself, and should not rely on story rewards to be able to achieve.

As for the sacrifice of an attack to command your beast, it just doesn't make sense to me. The creature has a mind and acts on its own. Through your bond and training, it should be able to not only follow your commands, but anticipate your commands to act synergistically with you in the fight. An attack dog doesn't need a command to make an attack when it perceives it's master to be in danger, but through commands it can be directed more efficiently towards a desired effect.

As for the balance, IMO it remains balanced mechanically compared to other classes by allowing it a bonus action. It is little different than allowing a bonus action to attack with a second weapon, or other class abilities to use bonus actions for Help, Dodge, Dash, ect (see Monk and Rogue).

Here was my write-up with the fixes. I'd be interested to know what you think. ^_^

Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

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 bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

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

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

Exceptional Beast Companion
You may choose a beast that is no larger than Large and that has a challenge rating of 1 or lower.

Bestial Fury
Starting at 11th level, when you command you beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action.

Superior Beast Companion
You may choose a beast that is no larger than Huge and that has up to a challenge rating equal to your level divided by 5, rounded down.
 

Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

I'm gonna use this part. I thought about it but forgot to write it, so i'm gonna copy/paste it :P
Your 7th and 15th level features are simple and elegant, i approve. Allowing for Multiattack may be a problem only after Superior Beast Companion, but last levels are made for being awesome, so it's fine.

I'm not completely sold on bonus action for attacks. With Archery, Defense and Duelist styles gives an extra attack, bringing it on par with the Hunter Subclass, but gives absolutely nothing for dual wielders. I'd like to find a solution for this.

For the rest, i like it :)
 

I'm not completely sold on bonus action for attacks. With Archery, Defense and Duelist styles gives an extra attack, bringing it on par with the Hunter Subclass, but gives absolutely nothing for dual wielders. I'd like to find a solution for this.

Well, a higher level TWP could ride his beast companion into battle. I like to imagine a TWF ranger riding a rhino into battle, using the free action to direct his companion's movement, making an attack, and then deciding whether the bonus action is better spent using his second weapon or his rhino's horn. ^_^

But once again, it's about choice and economy of action. It would seem broken to me to allow a ranger to get a free Attack or Help from the companion by making it a free action, but it also seems too much to expect the ranger to use an action to direct his beast companion. So splitting the difference, the bonus action seemed to be the best bet.

EDIT: Also, I can't take credit for the part that you quoted in your post. That was part of the ability that was added in the PHB errata.
 
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it is not a free attack. What i've written is that you sacrifice one of your attacks to make an attack for your pet. help, disengage and dash are still an action to command. at 11th, you sacrifice 1 attack to make 2 attacks with beast.

Did they do an errata? i've missed it :P
 

it is not a free attack. What i've written is that you sacrifice one of your attacks to make an attack for your pet. help, disengage and dash are still an action to command. at 11th, you sacrifice 1 attack to make 2 attacks with beast.

Sorry, wasn't commenting on your adjustment, was walking you through my thought process in implementing my design. But speaking of your design, I can see where you're going with it. In a sense you're wanting to exchange one of your attacks for your beast to attack. In essence, it seems achieve the same effect as using a bonus action. But the execution you suggest seems a bit more complicated. If you haven't yet gotten extra attack yet, you still need to choose between whether you make an attack or your pet. And then there is a different mechanic altogether if you wanna use your pet to Help, Dash, Dodge, or Disengage, which are actually more costly than attacking alone. IMO, by simply stating you use a bonus action for all of it, it simplifies and streamlines the process. You still give up an attack to use your pet, but it's in the form of the bonus action rather than an attack as part of the attack action. All the options to use your pet require the same resource (the bonus action).

I just feel like a animal that you've trained and share a special bond with is not just an animal, but an autonomous extension of you.

Did they do an errata? i've missed it :P

Yep. You can find that right here: http://dnd.wizards.com/articles/features/ph_errata
 

Over the last year and a half the main complaints and table variance about Beast Master fall into 3 categories IMO:

1) Action Economy
1a) Verisimilitude problems
  • Animal Companion feels like a unresponsive robot - only acting when commanded. Has less autonomy than Mounts, Summons, or Animated creatures.
  • Both Ranger and Animal Companion can't Dash or run away (Disengage) at the same time until 7th during Encounter action management.
  • Medium sized characters can't have a Animal Companion as a mount. Medium sized Animal Companions as Mounts (for small races) have restricted action economy.

1b) DPR problems
  • Beastmaster DPR is lower than Hunter DPR.
  • Feats like Sharpshooter, Crossbow Expert, Polearm Mastery, and Great Weapon Mastery decrease the value of Animal Companion attacks. Bonus action attack styles do not interface well with Animal Companion attacks.
  • High Rolled stats and focused ASIs decrease the relative value of Companion attacks.
  • Attack Save DCs don't scale which decreases the value of companion attacks
  • Companion can't leverage Hunter's Mark with attacks
  • Companion attacks don't scale to match possible magical weapon attacks in the Paragon or higher tier

2) Features which don't do anything or counter abilities
2a) Bonus to Proficient Saves (no beasts have a proficient save)
2b) Hunter's Mark (Share Spells doesn't effect Hunter's Mark which is a key damage add for all Rangers)
2c) Verbal cues for animal direction negate the Stealth features of the class.

3) Animal Companion durability
3a) Many DMs run 0hp = dead for non-characters.
3b) Errata fix many DMs do not allow non-characters to regain HP for HD on a short rest, or heal to full overnight (or whatever the default healing mode for PCs is).
3c) Lack of HD at higher levels for short rest healing (usually 1 to 4 HD).
3d) High HP/low AC creatures get shafted compared to High AC/low HP creatures - Hit Points are normalized to 4*Ranger level.
3e) Confusion about what 'hit point maximum' means.​


My observation is that most fixes focus primarily on the Action Economy with a frequent nod towards trying to normalize DPR with the Hunter subclass.

It also seems like frequently players undervalue the stock benefits of the Animal Companion. The companion can make perception checks (often with advantage), move, react (opportunity attacks), block movement, be a target, heal a limited amount on a short rest, heal to full on a long rest, make death saves, and act as a replacement character any rounds where your character is down.

All that weighted against the Hunter's ability to make an extra attack some rounds or an extra 1d8 once per turn when the situation is right.

Both Bonus action to direct attack, and trading attacks (plus a ranger bonus action attack) tend toward a style where the DPR tries to match the Hunter subclass by gravitating toward big attacks without spending feats or spells.
Assume Point buy attack stat of 16 and 14 casting stat for the ranger and no magic weapons:

For example, Giant Poisonous Snake and Elder.Skywolf system:
3rd: Snake Attack +8 (10' reach) for 8 (1d4+6) plus DC 12 Con save for 10 (3d6) poison, half with a save). +5 Ranger attack (greatsword) 7 (2d6).
5th (attack stat ASI): Snake Attack +9 (10' reach) for 9 (1d4+7) plus DC 13 Con save for 10 (3d6) poison, half with a save). Two +7 Ranger attack (greatsword) 11 (2d6+4) and 7 (2d6).

Hawk Diesel:
3rd: Snake Attack +8 (10' reach) for 8 (1d4+6) plus DC 11 Con save for 10 (3d6) poison, half with a save). +5 Ranger attack (greatsword) 10 (2d6+3).
5th (attack stat ASI): Snake Attack +9 (10' reach) for 9 (1d4+7) plus DC 11 Con save for 10 (3d6) poison, half with a save). Two +7 Ranger attack (greatsword) 11 (2d6+4) and 11 (2d6+4).

Hunter with Hunter's Mark* and Colossus Slayer (Two Hander and 2 weapon style)
2 Hander, 3rd: Bonus to cast or move Hunter's Mark, +5 Ranger attack 13 (3d6+3) Only gets +4 damage (1d8) if someone else has already damaged it.
2 Hander, 5th: Bonus to cast or move Hunter's Mark, two +6 Ranger attack 14 (3d6+4) Only gets +4 damage (1d8) if first hits or someone else has already damaged it.

2 Weapon, 3rd, 1st round: Bonus to cast or move Hunter's Mark, +5 Ranger attack 10 (2d6+3) Only gets +4 damage (1d8) if someone else has already damaged it.
2 Weapon, 3rd, 2nd and following rounds: Two +5 Ranger attack 10 (2d6+3) Only gets +4 damage (1d8) if someone else has already damaged it.
2 Weapon, 5th, 1st round: Bonus to cast or move Hunter's Mark, two +6 Ranger attack 11 (2d6+4) Only gets +4 damage (1d8) if first hits or someone else has already damaged it.
2 Weapon, 5th, 2nd and following: three +6 Ranger attack 11 (2d6+4) Only gets +4 damage (1d8) if first hits or someone else has already damaged it.

Stock PHB Beastmaster (archer or 2 hander)
3rd: Cast or move Hunter's Mark, Snake Attack +8 (10' reach) for 8 (1d4+6) plus DC 11 Con save for 10 (3d6) poison, half with a save) or +5 Ranger attack (greatsword) 13 (3d6+3)/+5 longbow for 10 (1d8+1d6+3).
5th (attack stat ASI): Cast or move Hunter's Mark, Snake Attack +9 (10' reach) for 9 (1d4+7) plus DC 11 Con save for 10 (3d6) poison, half with a save) and one +7 Ranger attack (greatsword) 14 (3d6+4)/+7 Longbow for 11 (1d8+1d6+4). Two +7 Ranger attack (greatsword) 14 (3d6+4)/+7 Longbow for 11 (1d8+1d6+4).

Comparison.JPG

Assuming absolutely everything hits and triggers.
* Hunter's Mark requires maintaining concentration.

Swap Snake for Wolf
Wolf.JPG


Not really exact numbers. Generally pet's have better to hits than the Ranger.
 

Not really exact numbers. Generally pet's have better to hits than the Ranger.

This is a really beautiful breakdown. I just wish I had the brain power at the moment (super stressed with work) to really grasp it. But it seems that you're trying to make the argument that the stock Beastmaster does not need a fix?
 

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