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<blockquote data-quote="MostlyHarmless42" data-source="post: 7624538" data-attributes="member: 6845520"><p>It is indeed a potent class feature, but there are numerous balancing factors to consider. I've ran a game with a revised beastmaster, and while her damage was certainly respectable, I found it not uncommon that she or the party cleric/paladin would often end up spending a few spell slots to heal her pet between combats. Its health is decent but if I really wished to kill it I could have easily and had no qualms about doing so because she could bring it back with a ritual. Even so, I often found them loath to let it actually drop because in large part it ended up becoming almost another party member of sorts that I and the ranger took turns roleplaying as appropriate. Related note: I had her pet act on her turn to keep her from feeling like she took too much time at the table in combat, but you can rule as you wish.</p><p></p><p>As for the druid? They've less health/ ac, no fighting style, and lesser weapon proficiencies than a ranger, so at best we're talking a d8 weapon. I'd wager their damage to be no worse in theory that any barbarian/fighter/ranger with heavy weapons or a bow/crossbow with appropriate feats, and even if feats arent allowed, give them a magic weapon that deals extra damage dice and if fear the druid will fall behind without their spells to make up.</p><p></p><p>And even if you just use the players handbook beastmaster, its problem has never been damage, it's that the pet dies past 6th level too easily because monsters start dropping random fireballs and it has not enough short rest healing dice between combatsto keep it alive. THAT was the real buff from the revised ranger pet.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7624538, member: 6845520"] It is indeed a potent class feature, but there are numerous balancing factors to consider. I've ran a game with a revised beastmaster, and while her damage was certainly respectable, I found it not uncommon that she or the party cleric/paladin would often end up spending a few spell slots to heal her pet between combats. Its health is decent but if I really wished to kill it I could have easily and had no qualms about doing so because she could bring it back with a ritual. Even so, I often found them loath to let it actually drop because in large part it ended up becoming almost another party member of sorts that I and the ranger took turns roleplaying as appropriate. Related note: I had her pet act on her turn to keep her from feeling like she took too much time at the table in combat, but you can rule as you wish. As for the druid? They've less health/ ac, no fighting style, and lesser weapon proficiencies than a ranger, so at best we're talking a d8 weapon. I'd wager their damage to be no worse in theory that any barbarian/fighter/ranger with heavy weapons or a bow/crossbow with appropriate feats, and even if feats arent allowed, give them a magic weapon that deals extra damage dice and if fear the druid will fall behind without their spells to make up. And even if you just use the players handbook beastmaster, its problem has never been damage, it's that the pet dies past 6th level too easily because monsters start dropping random fireballs and it has not enough short rest healing dice between combatsto keep it alive. THAT was the real buff from the revised ranger pet. [/QUOTE]
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