D&D 5E Beast Master Ranger Revamp

Zelc

First Post
I think the Ranger is the clunkiest class in the PHB, and the Beast Master is no exception. It strains credulity that the animal companion can't act unless directed with an action, while a simple pet or summoned creature would. However, if the animal companion could act, it would be a huge increase in the Ranger's DPR at level 3. A comparable level 3 class feature, the Champion Fighter's Improved Critical, only increases his DPR by a bit under 5%. Usually classes get a big DPR ability at level 11, such as the Fighter's 3rd attack or a Paladin's Improved Divine Smite.

I think I've found a way to resolve the issue. Suppose we restrict the Ranger's level 3 pet to a CR 1/8 or lower pet and it doesn't add the Ranger's proficiency bonus to attack or damage rolls. The best the Ranger can do for damage is a Mastiff, with only a +3 to hit and 1d6+1 damage on a hit (does force a DC11 Strength save to avoid being knocked prone). It can also use the Help action to boost the Ranger's DPR. Now we can let the beast companion act independently without shooting the Ranger's DPR through the roof at level 3.

At level 11, we can give the Ranger a damage boost by increasing the pet to a CR 1/4 pet and adding the Ranger's proficiency bonus to attack and damage rolls. Maybe also have an option to keep his level 3 pet and boost its stats.

I also want to give the Beast Master a way to heal his pet. I don't think the pet heals at all except through magic?

So a revised Beast Master would look something like this:

Ranger's Companion (changes only)
Beast companion can only be up to 1/8 CR. Proficiency bonus does not apply to attack and damage rolls.
Commanding the beast companion takes only a bonus action. If you don't command it on a turn, it'll carry out its last command as best it can. In addition to commanding it to take a certain action, you can command it to guard a creature it can sense, stay in a certain spot, run away, hide, or attempt to find someone it had previously been trained to recognize.

Lifelink
At 3rd level, you can use a bonus action to expend one spell slot to heal your beast companion for 1d8 hit points per level of the spell slot expended. If this would heal your beast companion above its hit point maximum, your beast companion gains the excess healing as temporary hit points which last until you take a long rest. Additionally, when you expend a hit die to heal, your animal companion is healed by the same amount.

Mindlink (replaces level 7 ability)
At 7th level, you can use your action and expend a 2nd level spell slot to jump inside the mind of your beast companion within 60 ft. You can use your beast companion's senses. You can also telepathically give it commands as with the Ranger's Companion ability. This lasts as long as you can concentrate, up to 1 minute.
Expending a 3rd level spell slot increases the range to 1 mile and the duration to 1 hour.
Expending a 4th level spell slot increases the range to 10 miles and the duration to 1 day.

Improved Ranger's Companion (replaces level 11 ability)
At the 11th level, the beast companion can be up to CR 1/4, and you can add your proficiency bonus to its attack and damage rolls.

Any thoughts, especially on the Mindlink ability? Any other thoughts on ways to let the Ranger's beast companion act independently without a huge increase in the Ranger's DPR at level 3?
 

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Beast Master is nearly unplayably bad. Find familiar, Pact of the Chain or even buying a mastiff are nearly as good or better than a whole subclass.
 

I think the Ranger is the clunkiest class in the PHB, and the Beast Master is no exception. It strains credulity that the animal companion can't act unless directed with an action, while a simple pet or summoned creature would. However, if the animal companion could act, it would be a huge increase in the Ranger's DPR at level 3. A comparable level 3 class feature, the Champion Fighter's Improved Critical, only increases his DPR by a bit under 5%. Usually classes get a big DPR ability at level 11, such as the Fighter's 3rd attack or a Paladin's Improved Divine Smite.

I think I've found a way to resolve the issue. Suppose we restrict the Ranger's level 3 pet to a CR 1/8 or lower pet and it doesn't add the Ranger's proficiency bonus to attack or damage rolls. The best the Ranger can do for damage is a Mastiff, with only a +3 to hit and 1d6+1 damage on a hit (does force a DC11 Strength save to avoid being knocked prone). It can also use the Help action to boost the Ranger's DPR. Now we can let the beast companion act independently without shooting the Ranger's DPR through the roof at level 3.

At level 11, we can give the Ranger a damage boost by increasing the pet to a CR 1/4 pet and adding the Ranger's proficiency bonus to attack and damage rolls. Maybe also have an option to keep his level 3 pet and boost its stats.

I also want to give the Beast Master a way to heal his pet. I don't think the pet heals at all except through magic?

So a revised Beast Master would look something like this:

Ranger's Companion (changes only)
Beast companion can only be up to 1/8 CR. Proficiency bonus does not apply to attack and damage rolls.
Commanding the beast companion takes only a bonus action. If you don't command it on a turn, it'll carry out its last command as best it can. In addition to commanding it to take a certain action, you can command it to guard a creature it can sense, stay in a certain spot, run away, hide, or attempt to find someone it had previously been trained to recognize.

Lifelink
At 3rd level, you can use a bonus action to expend one spell slot to heal your beast companion for 1d8 hit points per level of the spell slot expended. If this would heal your beast companion above its hit point maximum, your beast companion gains the excess healing as temporary hit points which last until you take a long rest. Additionally, when you expend a hit die to heal, your animal companion is healed by the same amount.

Mindlink (replaces level 7 ability)
At 7th level, you can use your action and expend a 2nd level spell slot to jump inside the mind of your beast companion within 60 ft. You can use your beast companion's senses. You can also telepathically give it commands as with the Ranger's Companion ability. This lasts as long as you can concentrate, up to 1 minute.
Expending a 3rd level spell slot increases the range to 1 mile and the duration to 1 hour.
Expending a 4th level spell slot increases the range to 10 miles and the duration to 1 day.

Improved Ranger's Companion (replaces level 11 ability)
At the 11th level, the beast companion can be up to CR 1/4, and you can add your proficiency bonus to its attack and damage rolls.

Any thoughts, especially on the Mindlink ability? Any other thoughts on ways to let the Ranger's beast companion act independently without a huge increase in the Ranger's DPR at level 3?
Losing the proficiency bonus is a bad idea; it removes all scaling from the companion's attack/damage. If an adjustment in this style is necessary, it would be better to replace the companion's bonuses with the ranger's own as they scale.

Mind link seems too close to beast sense, perhaps add a buff to the beast's bonuses or action economy?

The lower cr restriction on the pet seems... maybe unfun? Obviously lower cr beasts could be reskinned, etc... I don't know if that is the right path. Maybe a "kill command" type feature, similar to the Paladin Smite mechanic to turn spell slots into additional pet damage/actions?

This is a difficult problem to fix because the key issues aren't the numbers, it's the feel and quality of life.
 

Beast Master is nearly unplayably bad. Find familiar, Pact of the Chain or even buying a mastiff are nearly as good or better than a whole subclass.

How many BM have you played at your table? Everyone I know, myself included, who have played the BM thinks it's perfectly fine, at least from a balancing perspective. Hardly unplayable.
 

Changing the CR threshold of the beast companion isn't a good solution because many players don't like the idea of changing it's dear pet companion just because you can get a stronger one. This is cruel! :( The beast companion need to, instead, grow stronger alongside with the ranger. That's why they take bonus from the master's proficiency bonus and gain multiattack at 11th level.
 

Some good ideas.

Personally I think that anyone with proficiency in the Animal Handling skill (or is it Handle Animal?) should be qualified to have and use a pet. Whether for small things or big things like combat, depending on the animal of course.

Rangers (and druids one could argue) would therefore be a step above others by default. Being able to do more with any "beast" pets they have. Stack on top of that the Beast Master class features....
 

How many BM have you played at your table? Everyone I know, myself included, who have played the BM thinks it's perfectly fine, at least from a balancing perspective. Hardly unplayable.
Having played one; are you happy with the feel and mechanical execution of the sub-class? I have had multiple players who initially expressed interest in BM turn away due to the action sharing mechanic. Is survivability an issue (for the companion)? What about the decreased benefit of hunter's mark?
 

In my campaigns I changed commanding the companion to a Bonus Action. No one seems to mind the ranger's new freedom to act and I don't find it unbalancing.
 

Having played one; are you happy with the feel and mechanical execution of the sub-class? I have had multiple players who initially expressed interest in BM turn away due to the action sharing mechanic. Is survivability an issue (for the companion)? What about the decreased benefit of hunter's mark?

Action sharing wasn't an issue. Most of the times I would attack, but many times either Spuds McKenzie (my hound) would be a location where I couldn't attack and he could, or that his knockdown attack really came in handy. Having a pet that can attack or help when I wasn't in a position do to so (different location, incapacitated, etc) was a pretty big deal. There was a concern for survivabilty, especially if you get bonded with your pet. But Spuds often took attacks meant for me or another PC, and the hard truth is that Spuds is replaceable. A lot more than my buddies.

As far as hunter's mark? No big deal. I mean, it's not like I was prevented from ever using it or anything. Especially when you get conjure animals. Conjure animals is way better than hunter's mark, IMO.

Basically, the pet option for the BM gave me a lot of flexibility on the battlefield. I could use HM like every other ranger if I wanted, but when I wasn't able to attack the target, Spuds was because Spuds was in the area where he could. Lots of times I had Spuds give advantage to our greatsword wielding PC, or to counter disadvantage.
 

Action sharing wasn't an issue. Most of the times I would attack, but many times either Spuds McKenzie (my hound) would be a location where I couldn't attack and he could, or that his knockdown attack really came in handy. Having a pet that can attack or help when I wasn't in a position do to so (different location, incapacitated, etc) was a pretty big deal. There was a concern for survivabilty, especially if you get bonded with your pet. But Spuds often took attacks meant for me or another PC, and the hard truth is that Spuds is replaceable. A lot more than my buddies.

As far as hunter's mark? No big deal. I mean, it's not like I was prevented from ever using it or anything. Especially when you get conjure animals. Conjure animals is way better than hunter's mark, IMO.

Basically, the pet option for the BM gave me a lot of flexibility on the battlefield. I could use HM like every other ranger if I wanted, but when I wasn't able to attack the target, Spuds was because Spuds was in the area where he could. Lots of times I had Spuds give advantage to our greatsword wielding PC, or to counter disadvantage.
How can you use an action to command Spuds if you are incapacitated or entirely removed from the location? Surely you at least need to be able to vocalize (and he able to hear you)?

I can see where the help action could be useful, but a BM companion seems to occupy more "budget", for lack of better term, than a chain familiar.

I suppose if the BM theme is your only concern the action sharing could be acceptable; and I don't know that it's outright unplayable from a dpr standpoint. I just haven't encountered any players willing to accept the mechanic (even when I've actively encouraged them to do so).
 

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