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Beast Master Ranger Revamp
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<blockquote data-quote="Zelc" data-source="post: 6357913" data-attributes="member: 40496"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>So a revised Beast Master would look something like this:</p><p></p><p><strong>Ranger's Companion (changes only)</strong></p><p>Beast companion can only be up to 1/8 CR. Proficiency bonus does not apply to attack and damage rolls.</p><p>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.</p><p></p><p><strong>Lifelink</strong></p><p>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.</p><p></p><p><strong>Mindlink (replaces level 7 ability)</strong></p><p>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.</p><p>Expending a 3rd level spell slot increases the range to 1 mile and the duration to 1 hour.</p><p>Expending a 4th level spell slot increases the range to 10 miles and the duration to 1 day.</p><p></p><p><strong>Improved Ranger's Companion (replaces level 11 ability)</strong></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Zelc, post: 6357913, member: 40496"] 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: [b]Ranger's Companion (changes only)[/b] 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. [b]Lifelink[/b] 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. [b]Mindlink (replaces level 7 ability)[/b] 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. [b]Improved Ranger's Companion (replaces level 11 ability)[/b] 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? [/QUOTE]
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