GreenTengu
Adventurer
Animal companion needs to NOT ask players to choose an animal from the Monster Manual. Why is it so difficult for people to not be stupid in this regard? If a significant portion of the class's abilities, particularly their battle capabilities, is going to be derived from this animal and then you give people the "choice" between choosing an animal that has a CR of 0, 1/4 or 1/2-- the ONLY valid choice the player can make is to choose the animal with a CR of 1/2 that has the largest damage die available.
It is like pretending that "unarmed attack" is a valid weapon option for the party's dedicated fighter and that the game is properly designed and balanced to allow for that. Of course not!! The Fighter is given access to martial weapons because they are supposed to USE a martial weapon.
And you make things so much worse by disallowing people to choose any animal with "giant" in the name. So a Beastmaster can choose a Worg as an animal companion, but not a Giant Frog, Giant Rat, Giant Crab, Giant Fire Beetle, etc.-- which are still medium sized animals. In fact, by these rules one could choose large sized animals such as the warhorse.
To make the Beastmaster function, what is needed is an Animal Companion creation table. Something that allows one to choose conceptually any small or medium sized animal they like, but will balance them all out to being a CR 1/4 creature at level 1 and then allow them to level up over time. That way if someone wants to have an Owl or Bat or Hyena, they aren't so completely beyond all reason screwed over compared to the person who made the "right" choice and went with the only animal in the book that is actually designed to be an animal companion (by default wolf, but by your new rules the warhorse or worg).
Here is my first draft for making a far more balanced and fun animal companion than just picking an entry out of the monster manual would ever allow for. Its probably too complicated for beginning players, but using this system one could create an array of options for a player to choose from that will be an actual choice as opposed to there being one all-and-all outright statistically massively superior option and a bunch of total joke options that only exist as traps for the uninformed player as the current system does.
Animal Companion Rules
* An animal companion may be any small or medium sized animal. Creatures that are normally tiny or large can be larger or smaller than normal respectively to meet this requirement such as a small sized frog or a medium sized constrictor snake.
* An animal companion's base speed is 40 for a medium sized animal or 30 for a small sized animal. All small sized animal companions gain one additional ability.
* An animal companion starts with 1 maximized hit die at level 1 and gains an additional hit die each time the Ranger levels up.
* An animal companion's Attack is equal to either its STR or its DEX plus the Ranger's proficiency bonus.
* An animal companion's armor class is equal to 10 + DEX + CON
* All animal companions have an Intelligence of 3 and a Charisma of 6. To determine the other 4 attribute scores you may choose either the array of 15, 12, 12, 12 or use the variant method of ability score purchasing with 21 points to spend.
* The animal companion's natural attack may be bludgeoning, slashing or piercing. Choose one damage type and all attacks become this damage type.
* The animal companion gets a bonus to its damage die equal to either its STR or DEX as well as a bonus equal to the Ranger's proficiency bonus.
* When the Ranger reaches level 5, the animal companion may make 2 attacks with a single attack action. When the Ranger reaches level 11, the animal may make 3 attacks as a single attack action. When the Ranger reaches level 20, the animal may make 4 attacks as a single attack action.
* When the Ranger reaches levels 4, 6, 8, 12, 14, 16 and 19, you may improve the animal's ability scores by adding +2 to any score of your choosing.
* The animal may gain an additional abilities or increase its damage die by 1 size when the Ranger reaches levels 3, 7, 10, 15, and 18.
* To determine the animal companion's hit die, natural attack die and number of abilities, please choose one the options from the chart below.
Animal Companion Abilities
You may choose a number of the following abilities for your animal companion equal to the number of abilities your animal companion has.
Adaptable Attacker - This animal may choose to make attacks of an additional damage type. If it has any abilities that modify its damage die (such as poisoned attacks), attacks made of this additional damage type may ignore that ability and the damage modifier caused by it. By purchasing this ability a second time, the damage for this second attack type is reduced by 1 die size, however the animal may attack using it as a bonus action.
Aquatic - This animal is at home in the water. Its movement speed becomes its swim speed and it has the waterbreathing ability but loses its ability to breath air. This ability may be purchased twice in order to negate the disadvantages and allow the animal to be at home both on land and in the water.
Beast of Burden - This animal is capable of carrying items as though it were one size larger. This also allows it to be used as a mount for creatures its size or smaller.
Blood Frenzy - This animal has advantage on attacks against opponents who have lost some of their hit points.
Camouflage - This animal has advantage on stealth checks when in a particular natural environment (examples: underwater, forest, desert, mountains, subterranean)
Charge - If this animal moves at least 20 feet before making an attack against an opponent, the animal may roll its natural attack damage die twice when calculating damage for this attack. In addition, the opponent must make a Strength save at DC equal to 10 + the animal's STR or be knocked prone.
Climber - This animal may climb difficult surfaces, including being upside down on ceilings, without needing to make an ability check. This animal also has a climb speed equal to its movement speed.
Echolocation - This ability may be taken up to twice. The first time grants the animal Blindsight up to 60'. The second time grants the animal Blindsight up to 120'. This Blindsight is lost if the animal is deafened.
Evasive - This animal does not provoke an attack of opportunity when it moves out of an enemy's reach.
Flight - This animal has a flight speed equal to double its movement speed, however its ground movement speed is reduced to half.
Grappler - When this creature succeeds on hitting with a natural attack, the opponent is grappled until they make a save with DC equal to 10 + the animal's STR.
Hold Breath - This animal may go without breathing for up to 30 minutes.
Illumination - This creature may create a light source to shine bright light on a 10' radium area around it and shine dim light upon an additional 10'.
Improved Vision - You may take this ability up to two times. The first time grants the animal Dark Vision up to 60'. The second time grants the animal Dark Vision up to 120'.
Ink Cloud/Dust Cloud - The creature may make a 5' cloud around itself obscuring vision for 1 minute unless dispersed. It may then make a dash action as a bonus action. This ability may only be used once per a long or short rest.
Keen Sense - This animal has advantage on perception checks made with either its sight, hearing or smell (choose 1). This ability may be purchased up to three times in order for it to affect the other senses.
Knockdown - When this creature makes a successful attack, the opponent must make a strength check equal to 10 plus the animals STR or be knocked prone. Creatures of smaller size than the animal make this check with disadvantage while creatures larger than the animal make the check with advantage.
Pack Tactics - This animal has advantage on attacks against opponents if one of its allies is within 5' of the opponent and that ally isn't incapacitated.
Poisoned Attack - This creature's natural attack bonus becomes 2 die size smaller to a minimum of 1 damage. However, if it makes successful natural attack against an opponent, the opponent must make a save DC equal to 10 + the animal's CON or take additional poison damage equal to three times the natural attack die. A successful save instead deals half damage.
Pounce/Trample - When this animal moves more than 20 feet before making a successful attack against an opponent, the opponent must make a strength check equal to 10 plus the animals STR or be knocked prone. Creatures of smaller size than the animal make this check with disadvantage while creatures larger than the animal make the check with advantage. This animal may then make one additional attack against the opponent.
Ranged Attack - This animal's natural attack may be used at a distance. The damage die is reduced by 1 size, but it may be used at a distance equal to the animal's movement speed.
Rampage - When this creature reduces an opponent to 0 hit points, it may take a bonus action to move a distance equal to half its movement speed and make an additional natural attack against another opponent.
Relentless - When this animal takes damage equal to less than half its hit points that would reduce it to 0 hit points, it is instead reduced to 1 hit point. This ability may only be used once per a long or short rest.
Running Leap - With a 10' running start, this animal may leap a distance equal to half its movement speed.
Standing Leap - This creature may make long jumps equal to half its movement speed and high jumps equal to one third its movement speed with or without a running start.
Stealthy - This animal is proficient with the Stealth Skill.
Sure Footed - This animal has advantage against checks to avoid being knocked prone.
Swift - The movement speed for this animal is 10 higher than it normally is. This ability may only be purchased once.
Web User- While on a web, this creature knows the location of other creatures upon the web as though it had blindsight. In addition, it ignores movement restrictions caused by webbing.
It is like pretending that "unarmed attack" is a valid weapon option for the party's dedicated fighter and that the game is properly designed and balanced to allow for that. Of course not!! The Fighter is given access to martial weapons because they are supposed to USE a martial weapon.
And you make things so much worse by disallowing people to choose any animal with "giant" in the name. So a Beastmaster can choose a Worg as an animal companion, but not a Giant Frog, Giant Rat, Giant Crab, Giant Fire Beetle, etc.-- which are still medium sized animals. In fact, by these rules one could choose large sized animals such as the warhorse.
To make the Beastmaster function, what is needed is an Animal Companion creation table. Something that allows one to choose conceptually any small or medium sized animal they like, but will balance them all out to being a CR 1/4 creature at level 1 and then allow them to level up over time. That way if someone wants to have an Owl or Bat or Hyena, they aren't so completely beyond all reason screwed over compared to the person who made the "right" choice and went with the only animal in the book that is actually designed to be an animal companion (by default wolf, but by your new rules the warhorse or worg).
Here is my first draft for making a far more balanced and fun animal companion than just picking an entry out of the monster manual would ever allow for. Its probably too complicated for beginning players, but using this system one could create an array of options for a player to choose from that will be an actual choice as opposed to there being one all-and-all outright statistically massively superior option and a bunch of total joke options that only exist as traps for the uninformed player as the current system does.
Animal Companion Rules
* An animal companion may be any small or medium sized animal. Creatures that are normally tiny or large can be larger or smaller than normal respectively to meet this requirement such as a small sized frog or a medium sized constrictor snake.
* An animal companion's base speed is 40 for a medium sized animal or 30 for a small sized animal. All small sized animal companions gain one additional ability.
* An animal companion starts with 1 maximized hit die at level 1 and gains an additional hit die each time the Ranger levels up.
* An animal companion's Attack is equal to either its STR or its DEX plus the Ranger's proficiency bonus.
* An animal companion's armor class is equal to 10 + DEX + CON
* All animal companions have an Intelligence of 3 and a Charisma of 6. To determine the other 4 attribute scores you may choose either the array of 15, 12, 12, 12 or use the variant method of ability score purchasing with 21 points to spend.
* The animal companion's natural attack may be bludgeoning, slashing or piercing. Choose one damage type and all attacks become this damage type.
* The animal companion gets a bonus to its damage die equal to either its STR or DEX as well as a bonus equal to the Ranger's proficiency bonus.
* When the Ranger reaches level 5, the animal companion may make 2 attacks with a single attack action. When the Ranger reaches level 11, the animal may make 3 attacks as a single attack action. When the Ranger reaches level 20, the animal may make 4 attacks as a single attack action.
* When the Ranger reaches levels 4, 6, 8, 12, 14, 16 and 19, you may improve the animal's ability scores by adding +2 to any score of your choosing.
* The animal may gain an additional abilities or increase its damage die by 1 size when the Ranger reaches levels 3, 7, 10, 15, and 18.
* To determine the animal companion's hit die, natural attack die and number of abilities, please choose one the options from the chart below.
Hit Die | Natural Attack Die | Abilities |
D12 | D12 | 0 |
D10 | D12 | 1 |
D12 | D10 | 1 |
D10 | D10 | 2 |
D12 | D8 | 2 |
D8 | D12 | 2 |
D10 | D8 | 3 |
D8 | D10 | 3 |
D8 | D8 | 4 |
D10 | D6 | 4 |
D6 | D10 | 4 |
D8 | D6 | 5 |
D6 | D8 | 5 |
D6 | D6 | 6 |
D4 | D8 | 6 |
D8 | D4 | 6 |
D4 | D6 | 7 |
D6 | D4 | 7 |
D4 | D4 | 8 |
Animal Companion Abilities
You may choose a number of the following abilities for your animal companion equal to the number of abilities your animal companion has.
Adaptable Attacker - This animal may choose to make attacks of an additional damage type. If it has any abilities that modify its damage die (such as poisoned attacks), attacks made of this additional damage type may ignore that ability and the damage modifier caused by it. By purchasing this ability a second time, the damage for this second attack type is reduced by 1 die size, however the animal may attack using it as a bonus action.
Aquatic - This animal is at home in the water. Its movement speed becomes its swim speed and it has the waterbreathing ability but loses its ability to breath air. This ability may be purchased twice in order to negate the disadvantages and allow the animal to be at home both on land and in the water.
Beast of Burden - This animal is capable of carrying items as though it were one size larger. This also allows it to be used as a mount for creatures its size or smaller.
Blood Frenzy - This animal has advantage on attacks against opponents who have lost some of their hit points.
Camouflage - This animal has advantage on stealth checks when in a particular natural environment (examples: underwater, forest, desert, mountains, subterranean)
Charge - If this animal moves at least 20 feet before making an attack against an opponent, the animal may roll its natural attack damage die twice when calculating damage for this attack. In addition, the opponent must make a Strength save at DC equal to 10 + the animal's STR or be knocked prone.
Climber - This animal may climb difficult surfaces, including being upside down on ceilings, without needing to make an ability check. This animal also has a climb speed equal to its movement speed.
Echolocation - This ability may be taken up to twice. The first time grants the animal Blindsight up to 60'. The second time grants the animal Blindsight up to 120'. This Blindsight is lost if the animal is deafened.
Evasive - This animal does not provoke an attack of opportunity when it moves out of an enemy's reach.
Flight - This animal has a flight speed equal to double its movement speed, however its ground movement speed is reduced to half.
Grappler - When this creature succeeds on hitting with a natural attack, the opponent is grappled until they make a save with DC equal to 10 + the animal's STR.
Hold Breath - This animal may go without breathing for up to 30 minutes.
Illumination - This creature may create a light source to shine bright light on a 10' radium area around it and shine dim light upon an additional 10'.
Improved Vision - You may take this ability up to two times. The first time grants the animal Dark Vision up to 60'. The second time grants the animal Dark Vision up to 120'.
Ink Cloud/Dust Cloud - The creature may make a 5' cloud around itself obscuring vision for 1 minute unless dispersed. It may then make a dash action as a bonus action. This ability may only be used once per a long or short rest.
Keen Sense - This animal has advantage on perception checks made with either its sight, hearing or smell (choose 1). This ability may be purchased up to three times in order for it to affect the other senses.
Knockdown - When this creature makes a successful attack, the opponent must make a strength check equal to 10 plus the animals STR or be knocked prone. Creatures of smaller size than the animal make this check with disadvantage while creatures larger than the animal make the check with advantage.
Pack Tactics - This animal has advantage on attacks against opponents if one of its allies is within 5' of the opponent and that ally isn't incapacitated.
Poisoned Attack - This creature's natural attack bonus becomes 2 die size smaller to a minimum of 1 damage. However, if it makes successful natural attack against an opponent, the opponent must make a save DC equal to 10 + the animal's CON or take additional poison damage equal to three times the natural attack die. A successful save instead deals half damage.
Pounce/Trample - When this animal moves more than 20 feet before making a successful attack against an opponent, the opponent must make a strength check equal to 10 plus the animals STR or be knocked prone. Creatures of smaller size than the animal make this check with disadvantage while creatures larger than the animal make the check with advantage. This animal may then make one additional attack against the opponent.
Ranged Attack - This animal's natural attack may be used at a distance. The damage die is reduced by 1 size, but it may be used at a distance equal to the animal's movement speed.
Rampage - When this creature reduces an opponent to 0 hit points, it may take a bonus action to move a distance equal to half its movement speed and make an additional natural attack against another opponent.
Relentless - When this animal takes damage equal to less than half its hit points that would reduce it to 0 hit points, it is instead reduced to 1 hit point. This ability may only be used once per a long or short rest.
Running Leap - With a 10' running start, this animal may leap a distance equal to half its movement speed.
Standing Leap - This creature may make long jumps equal to half its movement speed and high jumps equal to one third its movement speed with or without a running start.
Stealthy - This animal is proficient with the Stealth Skill.
Sure Footed - This animal has advantage against checks to avoid being knocked prone.
Swift - The movement speed for this animal is 10 higher than it normally is. This ability may only be purchased once.
Web User- While on a web, this creature knows the location of other creatures upon the web as though it had blindsight. In addition, it ignores movement restrictions caused by webbing.
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