[Homebrew 5e] Beastmaster variant and new Archtype(Requesting Feedback)

Ugganaut

First Post
I'm currently playing in a campaign based in Luskan, and the DM has offered for us to make up a second character, as there are only two PC's. I wanted to make up a Ranger/Rogue, who specialized in ambush tactics, and had his faithful Blue Heeler(dog), preferrably no spells. I like the PBH Ranger, UA Ranger, and Ranger without spells options that have been presented so far, and I also love the Assassinate ability in Rogue, but couldn't find a combination I was happy with. The Ambuscade/Assassinate combination was what I was going for, without the rest of the Assassin stuff, but that is unbalancing for our campaign, and Beast Master archetype was not what I was after at all. So I thought I'd try making up a variant Beast Ally Ranger using the ones provided, and creating a sneaky ambush style archetype to go with it.

I'd really appreciate some feedback on balance and flavor, as obviously I haven't play tested this at all.

Design notes
Class: Started with the PBH Ranger.
* I like the flavor of the Natural Explorer and Favored Enemy, but wanted it to be animal related instead of terrain related. So made up Favored Ally to replace them both, removing things terrain specific like
"Difficult terrain doesn’t slow your group’s travel", " Your group can’t become lost except by magical means", and kept the survival stuff that an animal companion could help with like foraging and tracking. Although I've added various species for a broader appeal, its mainly based on canines for my purposes(as seen in the 10th level improvement. Substitute different creatures to suit the other species types).
Not sure if Favored Ally should replace both, or just Natural Explorer.
* Companion is supposed to be for out of combat purposes, but you can't keep them out of combat. So instead I gave them plenty of ways to stay safe. The most help they'll be in combat, is the bonus action Help at level 6, although it does use the bonus action that might normally be for off-hand attack, Hide, or later in the class, Dash and Disengage. It can also be handy if you are restrained and your companion isn't, letting you use your actions to give it commands, although only if it can see or hear you. Adds enough to make it useful, but nothing overpowered in my opinion.
* Ranger without Spells - This is almost a straight copy/paste from the article. Modified Call Natures Ally to fit this class specifically.
* Ghost Step - Decided to beef up Vanish, it seemed a bit lacking compared to PBH. Also seemed to fit. This isn't till lvl 14, so added the Hide to Stalker early on, but leaving Ghost Step still useful to a Stalker.
Stalker Archetype: Overall, it's the Assassinate feature, the toned down Ambuscade feature, Alertness feat, and restricted Hunter Defensive Tactics, spread out, with a Thief sneak to top it off. Without the large sneak attack/Ambuscade, or the Colossus Slayer once per turn, was hoping to make it strong, but not too strong. Hoping its comparable to Hunter overall - Better at surprise, but weaker vs Hunter in long battles.
Ambuscade: The idea seemed to be, to go first and hit hard. Started with the "go first" with the large initiative boost to almost guarantee you'd go first, but without the extra turn. Being able to quickly hide seemed important to an ambush style class in combat, not just before combat.
Strike First, Strike Hard: Next was the "hit hard" part, a bit further down the progression. This gives an extra attack, but not an extra turn. Still takes advantage of the auto-crit in surprise, but can't double up on any sneak attack. Can however take advantage of an extra Superiority dice.
Battle Awareness: Most of it so far was top heavy on that surprise round, so needed something to level it out afterward. Using the defensive Hunter theme as the base, but as there's no Colossus Slayer going on, beefed it up a bit, adding the remainder of Alertness. He has mastered the ambush, and how to avoid an ambush.
Supreme Sneak: Straight from Thief, fit the sneaky ambush theme. A Thief would get it much sooner, didn't want to overshadow another class.


[h=3]Variant Ranger[/h] - Beastmaster
Level
Prof
Class Features
1+2Favored Ally*
2+2Fighting Style, Combat Superiority
3+2Ranger Archetype [Hunter, Stalker*], Poultices
4+2Ability Score Improvement
5+3Extra Attack
6+3Favored Ally improvement
7+3Ranger Archetype Feature
8+3Ability Score Improvement, Lands Stride
9+4Natural Anti-Venom
10+4Favored Ally improvement, Hide in Plain Sight
11+4Ranger Archetype Feature
12+4Ability Score Improvement
13+5Call Favored Ally
14+5Favored Ally improvement, Ghost Step
15+5Ranger Archetype Feature
16+5Ability Score Improvement
17+6
18+6Feral Senses
19+6Ability Score Improvement
20+6Foe Slayer (any enemy adjacent to a Favored Ally)
New Class Feature*
Favored Ally:
Choose one of the following natural Beast species[Canine, Feline, Avian, Reptile, Aquatic].
You have advantage on Wisdom{Animal Handling} checks when interacting with your Favored Ally.
Companion: You can have a small or larger Favored Ally serve as a companion, whose CR is above 0, but does not exceed 1/8. It requires one month to train a new companion. It's hit dice are maximized when calculated hit points. Your companion acts on your turn, and uses your actions except when noted below.
You have the following advantages, when you and your Companion can see or hear each other.
• You have advantage on Wisdom{Survival} checks for foraging and tracking.
• You can command a Companion to move up to its speed on your turn, without the use of an action.
• As a free action, you can command a Companion to take the Disengage or Dodge action.
• When an attacker your Companion can see hits it with an attack, it can use its reaction(not yours) to halve the attack’s damage against it.
At 6th level:
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• When you forage, you find twice as much food as you normally would.
• As a bonus action, you can command your Companion to take the Help action. If it is using the Help action to aid an attack, it can be up to 30ft away(barking or screeching to distract).
• When your Companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds the saving throw, and only half damage if it fails.
• Your Companion can now be up to CR 1/4.
At 10th level:
• While traveling with only your Companion(s), you can move stealthily at a normal pace, using your Stealth modifier.
• Your Companion can now be up to CR 1. You can have multiple Companions, as long as the total does not exceed CR1.
[Canine] You can also add Blink Dog or Direwolf to your Favored Ally list. (add options for other species)
At 14th level: Companion limit CR2.

Combat Superiority (Ranger without Spells)
Maneuvers. You learn two maneuvers of your choice at 2nd level, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Call Favored Ally
Starting at 13th level, you can call natural creatures to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
Using the Favored Ally guidelines(CR limit), these creatures can serve as Companions.
After 1 hour, any of these beasts you don't take on as Companions, return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

Ghost Step
Starting at 14th level, you can use the Hide, Dash or Disengage action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

[h=3]Stalker - New Ranger Archetype (Sneaky ambush style)[/h]Ambuscade: Starting at 3rd level, you gain the following benefits -
• You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
• You gain a +10 bonus to initiative rolls,
• You can take the Hide action as a bonus action.
Strike First, Strike Hard: Starting at 7th level, you gain the following benefits -
• If you take the Attack action against a creature that hasn’t taken a turn in the combat yet, you can make one extra attack against that creature. You can only gain one extra attack per turn with this feature.
• Any hit you score against a creature that is surprised is a critical hit.
Battle Awareness: Starting at 11th level, you gain the following benefits -
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
• Opportunity attacks against you are made with disadvantage.
• You can’t be surprised while you are conscious.
Supreme Sneak: Starting at 15th level, you have advantage on a Dexterity(Stealth) check if you move no more than half your speed on the same turn.

Its a first draft on my first attempt, be gentle :P
 
Last edited:

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