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NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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Alternative Beast Master: Beta 0.1
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<blockquote data-quote="Xeviat" data-source="post: 6730682" data-attributes="member: 57494"><p><span style="font-size: 12px"><strong>Call Companion</strong></span></p><p><span style="font-size: 10px"><em>1st-levelenchantment (ritual)</em></span></p><p><span style="font-size: 10px"><strong>CastingTime</strong>1 hour</span></p><p><span style="font-size: 10px"><strong>Range</strong>10 feet</span></p><p><span style="font-size: 10px"><strong>Components:</strong>V, S, M (an object that is enticing to the beast you are calling)</span></p><p><span style="font-size: 10px"><strong>Duration:</strong>Instantaneous</span></p><p></p><p></p><p><span style="font-size: 10px">Youcall upon the spirits of nature to bring to you a beast companion,bonded to you. It can be any beast of CR 0 that is not a swarm. If aspecific beast you wish to bond with is already present, this spellbinds you together. The companion has the statistics of a typicalmember of it's kind, except its Intelligence becomes 6, and it gainsthe ability to understand one language of your choice that you speak.Additionally, your companion can communicate with you as if you wereaffected by the <em>speakwith animals</em>spell.</span></p><p><span style="font-size: 10px">Yourcompanion acts independently of you, but it always obeys yourcommands. In combat, it acts on your initiative. A beast companioncan't attack, but it can take other actions as normal. If you areunconscious or not otherwise present to give it commands, it may takeits action, including to attack, normally.</span></p><p><span style="font-size: 10px">Whenthe companion drops to 0 hit points, it automatically stabilizes,though track death saves if it is attacked while at 0 hit points.</span></p><p><span style="font-size: 10px">Whilewithin 30 feet of your companion, you can make any spell you castthat targets only you also target your companion. While within 1 mileof your companion, you share an empathic bond, knowing what the otheris feeling and its general state of being (healthy, sick, injured,dying, or dead).</span></p><p><span style="font-size: 10px">Youcan't have more than one companion at a time. As an action, you candismiss your companion, returning it to the wild. If you later recastthis spell, you can choose whether or not to call back the same beastor a new beast.</span></p><p><span style="font-size: 10px">Ifyour companion dies, you can also cast this spell to bring it back tolife, even if its body had been destroyed. The spirits of naturerestore its body and bring it back to you.</span></p><p></p><p></p><p><span style="font-size: 12px"><strong>Beast Master</strong></span></p><p></p><p></p><p><span style="font-size: 10px">Masterof Beasts</span></p><p><span style="font-size: 10px">At3rd level, you gain a deep bond with all animals. You can cast cast<em>speak with animals</em> onyourself at will as a 1st-level spell, without expending a spellslot.</span></p><p></p><p></p><p><span style="font-size: 10px">EnhancedCompanion</span></p><p><span style="font-size: 10px">At3rd level, you learn the <em>call companion</em>spell and can cast it as a ritual. The spell doesn't count againstyour number of spells known.</span></p><p><span style="font-size: 10px">Whenyou cast the spell, you can choose one of the normal companions orone of the companion animals below. These companion animals are meantto represent a group of animals; the dog could be a wolf or amastiff, the cat a panther or a cougar, etc.</span></p><p><span style="font-size: 10px">Addyour proficiency bonus to the beast's AC, attack rolls, damage rolls,effect DCs, and saving throws, as well as to skills it is proficientin. It has a number of hit dice equal to it's base hit dice or theRanger's level, whichever is higher.</span></p><p><span style="font-size: 10px">Additionally,when you take the Attack action, you can forgo one of your ownattacks to allow your companion to make one attack of its own.</span></p><p></p><p></p><p><span style="font-size: 10px">Companion'sDefense</span></p><p><span style="font-size: 10px">At7th level, your companion gains one of the following features of yourchoice.</span></p><p><span style="font-size: 10px"><strong>Evasion.</strong>Your companion can nimbly dodge out of the way of certain areaeffects, such as a red dragon's fiery breath or a <em>lightningbolt</em>spell. When your companion is subjected to an effect that allows itto make a Dexterity saving throw to take only half damage, it insteadtakes no damage if it succeeds on the saving throw, and only halfdamage if it fails.</span></p><p><span style="font-size: 10px"><strong>Interpose.</strong>When a creature your companion can see attacks a target other than itthat is within 5 feet of it, it can use its reaction to imposedisadvantage on the attack roll.</span></p><p></p><p></p><p><span style="font-size: 10px">EnhancedCompanion</span></p><p><span style="font-size: 10px">At11th level, your companion gains one of the following features ofyour choice.</span></p><p><span style="font-size: 10px"><strong>Bestial Fury.</strong>Your beast companion can make two attacks when you command it to usethe attack action. You can still only expend one </span></p><p><span style="font-size: 10px"><strong>Dire Beast.</strong>When you cast <em>callcompanion</em>,you can choose from new, larger companions, seen below (they are notready, but they include large versions of the companions below, aswell as additional companions like horses). Alternatively, you cancast <em>callcompanion</em>to transform your beast companion into an enhanced version of itself,rather than getting a new companion.</span></p><p></p><p></p><p><span style="font-size: 10px">SuperiorCompanion's Defense</span></p><p><span style="font-size: 10px">At15th level, your companion gains one of the following features ofyour choice.</span></p><p><span style="font-size: 10px"><strong>UncannyDodge.</strong>When your companion is hit by an attack from an attacker that it cansee, it can use its reaction to halve the damage against it.</span></p><p><span style="font-size: 10px"><strong>Interpose.</strong>Any creature within 5 feet of your companion that's hostile to youhas disadvantage on attack rolls against targets other than yourcompanion or another character with a similar feature. An enemy isimmune to this effect if it can't see or hear your companion, or ifit can't be frightened. Additionally, if an affected attack stillhits its target, the companion can use a reaction to take the effectof the hit instead.</span></p></blockquote><p></p>
[QUOTE="Xeviat, post: 6730682, member: 57494"] [SIZE=3][B]Call Companion[/B][/SIZE] [SIZE=2][I]1st-levelenchantment (ritual)[/I][/SIZE] [SIZE=2][B]CastingTime[/B]1 hour[/SIZE] [SIZE=2][B]Range[/B]10 feet[/SIZE] [SIZE=2][B]Components:[/B]V, S, M (an object that is enticing to the beast you are calling)[/SIZE] [SIZE=2][B]Duration:[/B]Instantaneous[/SIZE] [SIZE=2]Youcall upon the spirits of nature to bring to you a beast companion,bonded to you. It can be any beast of CR 0 that is not a swarm. If aspecific beast you wish to bond with is already present, this spellbinds you together. The companion has the statistics of a typicalmember of it's kind, except its Intelligence becomes 6, and it gainsthe ability to understand one language of your choice that you speak.Additionally, your companion can communicate with you as if you wereaffected by the [I]speakwith animals[/I]spell.[/SIZE] [SIZE=2]Yourcompanion acts independently of you, but it always obeys yourcommands. In combat, it acts on your initiative. A beast companioncan't attack, but it can take other actions as normal. If you areunconscious or not otherwise present to give it commands, it may takeits action, including to attack, normally.[/SIZE] [SIZE=2]Whenthe companion drops to 0 hit points, it automatically stabilizes,though track death saves if it is attacked while at 0 hit points.[/SIZE] [SIZE=2]Whilewithin 30 feet of your companion, you can make any spell you castthat targets only you also target your companion. While within 1 mileof your companion, you share an empathic bond, knowing what the otheris feeling and its general state of being (healthy, sick, injured,dying, or dead).[/SIZE] [SIZE=2]Youcan't have more than one companion at a time. As an action, you candismiss your companion, returning it to the wild. If you later recastthis spell, you can choose whether or not to call back the same beastor a new beast.[/SIZE] [SIZE=2]Ifyour companion dies, you can also cast this spell to bring it back tolife, even if its body had been destroyed. The spirits of naturerestore its body and bring it back to you.[/SIZE] [SIZE=3][B]Beast Master[/B][/SIZE] [SIZE=2]Masterof Beasts[/SIZE] [SIZE=2]At3rd level, you gain a deep bond with all animals. You can cast cast[I]speak with animals[/I] onyourself at will as a 1st-level spell, without expending a spellslot.[/SIZE] [SIZE=2]EnhancedCompanion[/SIZE] [SIZE=2]At3rd level, you learn the [I]call companion[/I]spell and can cast it as a ritual. The spell doesn't count againstyour number of spells known.[/SIZE] [SIZE=2]Whenyou cast the spell, you can choose one of the normal companions orone of the companion animals below. These companion animals are meantto represent a group of animals; the dog could be a wolf or amastiff, the cat a panther or a cougar, etc.[/SIZE] [SIZE=2]Addyour proficiency bonus to the beast's AC, attack rolls, damage rolls,effect DCs, and saving throws, as well as to skills it is proficientin. It has a number of hit dice equal to it's base hit dice or theRanger's level, whichever is higher.[/SIZE] [SIZE=2]Additionally,when you take the Attack action, you can forgo one of your ownattacks to allow your companion to make one attack of its own.[/SIZE] [SIZE=2]Companion'sDefense[/SIZE] [SIZE=2]At7th level, your companion gains one of the following features of yourchoice.[/SIZE] [SIZE=2][B]Evasion.[/B]Your companion can nimbly dodge out of the way of certain areaeffects, such as a red dragon's fiery breath or a [I]lightningbolt[/I]spell. When your companion is subjected to an effect that allows itto make a Dexterity saving throw to take only half damage, it insteadtakes no damage if it succeeds on the saving throw, and only halfdamage if it fails.[/SIZE] [SIZE=2][B]Interpose.[/B]When a creature your companion can see attacks a target other than itthat is within 5 feet of it, it can use its reaction to imposedisadvantage on the attack roll.[/SIZE] [SIZE=2]EnhancedCompanion[/SIZE] [SIZE=2]At11th level, your companion gains one of the following features ofyour choice.[/SIZE] [SIZE=2][B]Bestial Fury.[/B]Your beast companion can make two attacks when you command it to usethe attack action. You can still only expend one [/SIZE] [SIZE=2][B]Dire Beast.[/B]When you cast [I]callcompanion[/I],you can choose from new, larger companions, seen below (they are notready, but they include large versions of the companions below, aswell as additional companions like horses). Alternatively, you cancast [I]callcompanion[/I]to transform your beast companion into an enhanced version of itself,rather than getting a new companion.[/SIZE] [SIZE=2]SuperiorCompanion's Defense[/SIZE] [SIZE=2]At15th level, your companion gains one of the following features ofyour choice.[/SIZE] [SIZE=2][B]UncannyDodge.[/B]When your companion is hit by an attack from an attacker that it cansee, it can use its reaction to halve the damage against it.[/SIZE] [SIZE=2][B]Interpose.[/B]Any creature within 5 feet of your companion that's hostile to youhas disadvantage on attack rolls against targets other than yourcompanion or another character with a similar feature. An enemy isimmune to this effect if it can't see or hear your companion, or ifit can't be frightened. Additionally, if an affected attack stillhits its target, the companion can use a reaction to take the effectof the hit instead.[/SIZE] [/QUOTE]
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