Yes, this is indeed another Ranger themed thread. Following are my house ruled changes to the Ranger class and Beast Master archetype. I would appreciate any feedback. The Hunter's Mark change is not dependent on the Beast Master archetype changes or vice versa.. and before you ask, yes you can still use the Poisonous Snake's bite for the poison effect, but the bite attack is not a finesse weapon and cannot be used to sneak attack.
Hunter's Mark spell is replaced by two Ranger features:
Hunter’s Mark: At 2nd level, you can use a bonus action to choose a creature you can see within 90 feet and mystically mark it as your quarry. Until the mark is removed, you can use your Hunter’s Quarry feature against the target and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. The mark is removed if the target drops to 0 hit points or you dismiss the mark by using an action. Only one creature can be marked by you at a time.
Hunter’s Quarry: At 2nd level, when you or your beast companion hit a target you marked (with the Hunter’s Mark feature) or a favored enemy with a weapon attack, the creature takes an extra 1d6 damage. You can deal this extra damage only once per turn. This ability’s damage increases by 1d6 when you reach 6th level (2d6) and 14th level (3d6).
Changes specific to the Beast Master archetype:
Beast Master - Ranger’s Companion (Addition / Revised)
Beast Master - Exceptional Training (Revised)
Beginning at 7th Level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dodge or Help action on its turn. In addition, your beast’s attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Note: The changes to the Beast Master archetype are designed to be used in concert with the Twin Strike combat option. This option allows a two-weapon fighting Ranger to use their bonus action to command their beast companion instead of being consumed with an off-hand weapon attack.
Twin Strike (addition to the Combat chapter):
If you have adopted the fighting style Two-Weapon Fighting, you can choose to simultaneous attack with both of your weapons instead of using the Two-Weapon Fighting rules described in (Combat – Page 195). When you use the Attack action to attack with a light melee weapon that you’re holding in one hand, you increase the weapon’s damage die by the damage die of a different light melee weapon that you’re holding in the other hand.
Hunter's Mark spell is replaced by two Ranger features:
Hunter’s Mark: At 2nd level, you can use a bonus action to choose a creature you can see within 90 feet and mystically mark it as your quarry. Until the mark is removed, you can use your Hunter’s Quarry feature against the target and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. The mark is removed if the target drops to 0 hit points or you dismiss the mark by using an action. Only one creature can be marked by you at a time.
Hunter’s Quarry: At 2nd level, when you or your beast companion hit a target you marked (with the Hunter’s Mark feature) or a favored enemy with a weapon attack, the creature takes an extra 1d6 damage. You can deal this extra damage only once per turn. This ability’s damage increases by 1d6 when you reach 6th level (2d6) and 14th level (3d6).
Changes specific to the Beast Master archetype:
Beast Master - Ranger’s Companion (Addition / Revised)
- The beast’s base AC becomes 13 + the beast's Dexterity modifier + your proficiency bonus.
- Your beast’s hit dice are either its normal hit dice or equal to your ranger level, whichever is greater. Your beast can spend one or more Hit Dice to regain hit points at the end of a short rest (see Short Rest page 186).
- You can use your bonus action to command the beast to take the Disengage or Dash action on its turn.
- If you choose a tiny or small beast as your companion, it gains the following abilities:
- Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- The Sneak Attack feature (as described on Page 96), the amount of extra damage increases by 1d6 at 3rd level (2d6) and 11th level (3d6). Your beast’s strike is a finesse weapon.
Beast Master - Exceptional Training (Revised)
Beginning at 7th Level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dodge or Help action on its turn. In addition, your beast’s attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Note: The changes to the Beast Master archetype are designed to be used in concert with the Twin Strike combat option. This option allows a two-weapon fighting Ranger to use their bonus action to command their beast companion instead of being consumed with an off-hand weapon attack.
Twin Strike (addition to the Combat chapter):
If you have adopted the fighting style Two-Weapon Fighting, you can choose to simultaneous attack with both of your weapons instead of using the Two-Weapon Fighting rules described in (Combat – Page 195). When you use the Attack action to attack with a light melee weapon that you’re holding in one hand, you increase the weapon’s damage die by the damage die of a different light melee weapon that you’re holding in the other hand.
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