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druids don't get animal companions?
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<blockquote data-quote="Dausuul" data-source="post: 6675025" data-attributes="member: 58197"><p>Fleshing out my above proposal, here's a beastmaster druid (loosely) based on the necromancer:</p><p></p><p><strong>Circle of Beasts</strong></p><p><strong></strong></p><p><strong>Level 2: Friend to Beasts</strong>. You always have the <em>beast companion</em> spell prepared, and it doesn't count against the number of spells you can prepare each day. In addition, the casting time is reduced to 1 round.</p><p></p><p><strong>Level 6: Strength of the Wild.</strong> Each of your beast companions gains hit points equal to twice the level of the spell slot used to recruit it.</p><p></p><p><strong>Level 10: Fury of the Wild.</strong> Each of your beast companions gets bonus damage on each attack equal to the level of the spell slot used to recruit it.</p><p></p><p><strong>Level 14: Shield of the Wild.</strong> Each of your beast companions adds your proficiency bonus to all of its saving throws.</p><p></p><p>* * *</p><p></p><p><strong>Beast Companion</strong></p><p><strong><em>1st-level enchantment</em></strong></p><p></p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> 60 feet</p><p><strong>Components:</strong> V</p><p><strong>Duration:</strong> Instantaneous (see below)</p><p></p><p>This spell causes one beast with CR 0 to become your loyal companion.</p><p></p><p>On each of your turns, you can use a bonus action to mentally command your beast companion if it is within 60 feet (if you have multiple companions, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the companion will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no command, the companion defends itself and you against hostile creatures. Once given an order, the companion follows it until its task is complete.</p><p></p><p>When you cast this spell, the spell slot used to cast it is permanently lost as long as the companion remains. If your companion dies, or you use an action to release it from service, you regain the spell slot the next time you take a long rest.</p><p></p><p>At Higher Levels: When you cast this spell using a higher-level slot, you can recruit a more powerful companion.</p><p></p><p>2nd level: You can recruit a beast up to CR 1/8.</p><p>3rd level: You can recruit a beast up to CR 1/4.</p><p>4th level: You can recruit a beast up to CR 1/2.</p><p>5th level: You can recruit a beast up to CR 1.</p><p>6th level: You can recruit a beast up to CR 2.</p><p>7th level: You can recruit a beast up to CR 3.</p><p>8th level: You can recruit a beast up to CR 4.</p><p>9th level: You can recruit a beast up to CR 5.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6675025, member: 58197"] Fleshing out my above proposal, here's a beastmaster druid (loosely) based on the necromancer: [B]Circle of Beasts [/B] [B]Level 2: Friend to Beasts[/B]. You always have the [I]beast companion[/I] spell prepared, and it doesn't count against the number of spells you can prepare each day. In addition, the casting time is reduced to 1 round. [B]Level 6: Strength of the Wild.[/B] Each of your beast companions gains hit points equal to twice the level of the spell slot used to recruit it. [B]Level 10: Fury of the Wild.[/B] Each of your beast companions gets bonus damage on each attack equal to the level of the spell slot used to recruit it. [B]Level 14: Shield of the Wild.[/B] Each of your beast companions adds your proficiency bonus to all of its saving throws. * * * [B]Beast Companion [I]1st-level enchantment[/I][/B] [B]Casting Time:[/B] 1 minute [B]Range:[/B] 60 feet [B]Components:[/B] V [B]Duration:[/B] Instantaneous (see below) This spell causes one beast with CR 0 to become your loyal companion. On each of your turns, you can use a bonus action to mentally command your beast companion if it is within 60 feet (if you have multiple companions, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the companion will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no command, the companion defends itself and you against hostile creatures. Once given an order, the companion follows it until its task is complete. When you cast this spell, the spell slot used to cast it is permanently lost as long as the companion remains. If your companion dies, or you use an action to release it from service, you regain the spell slot the next time you take a long rest. At Higher Levels: When you cast this spell using a higher-level slot, you can recruit a more powerful companion. 2nd level: You can recruit a beast up to CR 1/8. 3rd level: You can recruit a beast up to CR 1/4. 4th level: You can recruit a beast up to CR 1/2. 5th level: You can recruit a beast up to CR 1. 6th level: You can recruit a beast up to CR 2. 7th level: You can recruit a beast up to CR 3. 8th level: You can recruit a beast up to CR 4. 9th level: You can recruit a beast up to CR 5. [/QUOTE]
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