Alternate Ranger's Companion - just a few tweaks.

jodyjohnson

Adventurer
1. Scaling
2. Default Actions
3. HD for hit points instead of per Ranger level.
4. Add gestures as a means of direction.
5. Interaction with Hunter's Mark.

Current default as a refresher:
The companion can make perception checks (often with advantage), move, react, 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 you character is down. That's just at 3rd.

All for the price of not making an extra attack some rounds or an extra 1d8 once per turn. And sometimes it can allow you two reaction attacks.

One of the best pets is a Giant Poisonous Snake with an average damage per attack higher than a greatsword and a better attack bonus than available with point buy (+8 attack, 10' reach, 8 (1d4+6) plus DC 11 Con save for 12 (3d6+2) poison, half with a save). AC 16 is pretty respectable with 18 hp. (DM basic rules, p.27 or Appendix A, MM) If I were to use the below version I would change the Giant Poisonous Snake Challenge to ½.

Variant Ranger’s Companion (changes underlined)
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 (add half your proficiency bonus to non-proficient saving throws). The Animal Companion has Hit Dice equal to your Ranger level and its hit point maximum equals the normal average for a creature with those HD 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 a specific action unless you command it to. Under non-direction, it moves where you move and takes the Dash, Dodge or Disengage action as needed to stay with you. On your turn, you can verbally command the beast where to move (no action required by you) or with gestures using your bonus action. You can use your action to verbally or using gestures 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.

Attacks by your animal companion are treated as if they were made by you for purposes of Hunter’s Mark and other similar spells.

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.

At 7th level Ranger you can have a Animal Companion of up to ½ or Large and ¼. At 11th the companion can be Large and Challenge 1. At 15th it can be Challenge 2 of any size.
 

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My goal was to change as little as possible while still addressing some of the more bothersome issues with animal companions.

Your changes as you said, go above and beyond the tweaks here.

I think that the balance is so close that only small changes are required.
1. Bring HD short rest healing up to PC levels.
2. Slight increase for hit points especially as some creatures are low AC, higher Con.
3. Ability to direct the pet when silence is wanted or required.
4. Change the 'doesn't act' language so that the pet doesn't "just stand there" when not directed to act. Create default actions that don't add DPS and allow the companion to keep pace with the Ranger.
5. Enable the main Beastmaster feature to work with one of the key Ranger spells - Hunter's Mark.
6. Allow a mount as a Companion at 7th, and Lions, and Tigers, and Bears (oh my) at higher levels. Right now the only mount companions require a small race Ranger (gnome, halfling).
 

I'm right with you until number 6 on that list. I don't think it's necessary, nor do I think it is balanced, honestly. Small characters have the disadvantage of slower speed, and not being able to use full size weapons like the longbow. That they can ride their companions is a small compensation for that, in my opinion.

I also think the scaling is just fine on the 1/4 CR creatures... They should do as much or more base damage as most characters not using a greatsword or the like, and they seem fine in defenses and abilities. The only other minor changes I might make would be to grant one full saving throw proficiency in a save that the Ranger is proficient in, and to somehow grant a way for the beast's natural attacks to bypass nonmagical weapon resistance and immunity. It would suck to get in a fight late game and not be able to use your companion in the fight just because he can't damage the opponent.

Having said all that, I really love these changes and think they're very positive. Nice.
 

I'm right with you until number 6 on that list. I don't think it's necessary, nor do I think it is balanced, honestly. Small characters have the disadvantage of slower speed, and not being able to use full size weapons like the longbow. That they can ride their companions is a small compensation for that, in my opinion.

I also think the scaling is just fine on the 1/4 CR creatures... They should do as much or more base damage as most characters not using a greatsword or the like, and they seem fine in defenses and abilities. The only other minor changes I might make would be to grant one full saving throw proficiency in a save that the Ranger is proficient in, and to somehow grant a way for the beast's natural attacks to bypass nonmagical weapon resistance and immunity. It would suck to get in a fight late game and not be able to use your companion in the fight just because he can't damage the opponent.

Just to add some clarifications since primarily this about something that is built to fit with my particular set of house rules and campaign preferences.

1. I really like mounts and mounted parties. So anything that helps the party get sturdy steeds is a plus at my table. Generally they have weak attacks. Especially at late heroic tier (7-10th level).
2. I like and use magic items. So the animal companion could really use a natural way to keep pace with some of the magic weapons that start showing up, especially post 10th level. Getting a base attack that's a little more potent helps.
3. For the resistance and Immunity to nonmagical attacks I'd go with the Spell Magic Fang and magic items for beasts.
4. Regarding the Save bonuses, I'm flexible. I do feel that the RAW bonus that has 'no effect' is pretty lame. Whether the bonus is full, half, or just certain saves (from Ranger or a default beast set of saves) doesn't matter much to me, but I would like them to get some increased saves.

Thanks for the feedback.

P.S. my default Mount or Pet rules would be they just get HD equal to party level. I really like a cinematic style where anything important enough to rate "party member" should have enough staying power to not become a liability.
 

P.S. my default Mount or Pet rules would be they just get HD equal to party level. I really like a cinematic style where anything important enough to rate "party member" should have enough staying power to not become a liability.

This is fully supported by the last two editions takes on animal companions. In 4E, the animal had the hp of a monster, which is more than a PC but they had to use the players healing surges. In 3E, the druid's companion started at 2d8 HD, and grew at +1 per 2/3rds level (with its scaling Con bonus, this kept up with PCs).

Either, the pet soaks a bunch of damage and dies, the pet takes no damage and deals damage (and other benefits the whole day), or somewhere in between. It works out to the same as a Cleric using it's spell slots for healing or damage (and the ranger may find itself using its spells to heal the companion if it's really taking a beating).

If it's hp pool is around 5/level, it's comparable to lay on hands. The standard ranger lacks a self heal like lay on hands or second wind, or the barbarian's resistance to damage. The difference is that if the animal drops, the beast master just lost their subclass bonus damage (it would be like if the hunter lost colossus slayer when it's hp dropped below a threshold).

The pet needs player HD.
 

Current thinking is Large pets get -2 less proficiency bonus the balance larger hit dice (+1 hp/HD) and bigger attacks (from one-hander range to two-hander). So the CR scales, but Large adds less proficiency.
 

I think that would work out; it might even make the large companions less powerful. I'd suggest only reducing the proficiency by 1, as 1 CR is only ever going to reduce the attack/ac by 1 (if that).
 

Another thought was a scaling mechanism for lower CRs in addition to larger.

3rd - base CR available 1/4 Medium
7th - base CR 1/2
11th - base CR 1

Then Modify Proficiency up or down depending on how it compares to the base CR of that level.
For each CR bracket lower add 1, for each CR bracket higher subtract 1.
Subtract 1 more for large. Edit: (-2 for Huge at the higher levels) No negative proficiency.

With the added restriction of not having a Companion of higher standard HD.

Boosts the CR 0 and CR 1/8 companion options slightly.
 
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I'm going to work up the numbers on this and possibly add Monstrosities with no special magical attacks that are Beast-like (hippogriffs, griffons, owlbears, etc.).

Maybe at level 11 with an additional -1. Probably just the stuff in the DM Basic rules so I'm not giving anything away.
 

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