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<blockquote data-quote="OB1" data-source="post: 7478858" data-attributes="member: 6796241"><p>And those problems are now considered so minor by WotC that they have abandoned the idea of doing a direct fix to the class. </p><p></p><p>I'm looking for a path that allows those who feel that the PHB Beastmaster doesnt' fit their style to up it's power level via the introduction of new spells. That does come at a cost of other things you could do, but IMO that's a fair trade off. The UA Beastmaster basically gives you everything you want for free</p><p></p><p>That said, the spell list I suggested was a first draft, so I've taken a look at your constructive crit and tried to revise accordingly. My goal here is to have some things that work for both the disposable and constant companion style of play, while allowing the constant companion style to boost the ability to use their companion as a living weapon. Interested in your thoughts on the revisions.</p><p></p><p><strong>1st Level Ranger Spells</strong></p><p>Hunting Party - 1 Min, Concentration, Bonus Action, self - When you cast this spell, you gain an additional action that you can use only to command your Beast Companion, additionally, the beast gains Temporary Hit points equal to 5 times your proficiency bonus. You also gain advantage on attacks against a creature your companion is engaged with. (Combined the two 1st level spells into a single boost and added a free help action. This is clearly a more powerful option than Hunters Mark, especially at higher levels)</p><p></p><p><strong>2nd Level Ranger Spells</strong></p><p>Revivify Beast - Action, Touch - You touch the body of a beast that has been dead for less than 1 minute and it returns to life with 1 HP. (revised to make clear that this does not work if the body of your companion doesn't exist)</p><p></p><p>Alter Beast - Action, Touch, 1 Hour - You touch a beast and it's natural weapon damage dice each gain 1 level (d1>d4>d6>d8>d10>d12) and it also gains one of the following benefits, It's natural weapons become + 1 magical weapons, It's AC increases by 2, the DC of any of it's abilities increases by the caster's proficiency bonus. When you cast this spell at a higher level, the damage dice increase and additional step for each level and you can choose one more optional benefit. (Revised to allow additional damage boost)</p><p></p><p><strong>3rd Level Ranger Spells</strong></p><p>Find Greater Companion - 1 Hour Casting time - You call out to the wild to find a new beast companion that can either be Large with a CR equal to 1/4 of your level or Medium with a CR of 1/2 your level (rounded down). The beast must be native to the area that you are in and able to reach your location. If you are in your favored terrain, you pick the beast that appears, otherwise the DM chooses from what is appropriate for the area. (added option to take more powerful Medium creature or less powerful Large creature)</p><p></p><p><strong>4th Level Ranger Spells</strong></p><p>Awakened Beast - 1 Hour Casting Time, Permanent Duration - You forge a permanent telepathic bond with your companion. As long as you are on the same plane of existence, you can communicate telepathically as well as see through each others eyes at will. The beast can also add 6 points to it's ability scores, either all to one or split between several. It also gains your save and skill proficiencies. The awakening lasts until your companion is killed. If later brought back to life, the spell must be cast again. (Added save and ability proficencies) </p><p></p><p>Reincarnate Beast - 1 Hour Casting Time, Permanent - You focus on the spirit of a beast dead for not more than 30 days. The beast is reincarnated, appearing from nearby at the end of the 1 hour casting time. (No change. At higher levels, this spell becomes useful as you may not always have the chance to revivify your companion. If you want to make sure you can bring your companion back, you choose this)</p><p></p><p><strong>5th Level Ranger Spells</strong></p><p>Heroic Beast - Action, Touch, 10 Minutes - You gain the benefits of both the Command Beast (without concentration) and Alter Beast (as if cast at 4th level) spells, your beast's speed is doubled and it adds your proficiency bonus to all saves. (reworked this completely, think it is comparable to Swift Quiver or Combat Barrage. Note also that you can stack this with Hunters Mark which at this level would effect both you and your companion for even more damage boosting)</p><p></p><p>Looking forward to more feedback on these!</p></blockquote><p></p>
[QUOTE="OB1, post: 7478858, member: 6796241"] And those problems are now considered so minor by WotC that they have abandoned the idea of doing a direct fix to the class. I'm looking for a path that allows those who feel that the PHB Beastmaster doesnt' fit their style to up it's power level via the introduction of new spells. That does come at a cost of other things you could do, but IMO that's a fair trade off. The UA Beastmaster basically gives you everything you want for free That said, the spell list I suggested was a first draft, so I've taken a look at your constructive crit and tried to revise accordingly. My goal here is to have some things that work for both the disposable and constant companion style of play, while allowing the constant companion style to boost the ability to use their companion as a living weapon. Interested in your thoughts on the revisions. [B]1st Level Ranger Spells[/B] Hunting Party - 1 Min, Concentration, Bonus Action, self - When you cast this spell, you gain an additional action that you can use only to command your Beast Companion, additionally, the beast gains Temporary Hit points equal to 5 times your proficiency bonus. You also gain advantage on attacks against a creature your companion is engaged with. (Combined the two 1st level spells into a single boost and added a free help action. This is clearly a more powerful option than Hunters Mark, especially at higher levels) [B]2nd Level Ranger Spells[/B] Revivify Beast - Action, Touch - You touch the body of a beast that has been dead for less than 1 minute and it returns to life with 1 HP. (revised to make clear that this does not work if the body of your companion doesn't exist) Alter Beast - Action, Touch, 1 Hour - You touch a beast and it's natural weapon damage dice each gain 1 level (d1>d4>d6>d8>d10>d12) and it also gains one of the following benefits, It's natural weapons become + 1 magical weapons, It's AC increases by 2, the DC of any of it's abilities increases by the caster's proficiency bonus. When you cast this spell at a higher level, the damage dice increase and additional step for each level and you can choose one more optional benefit. (Revised to allow additional damage boost) [B]3rd Level Ranger Spells[/B] Find Greater Companion - 1 Hour Casting time - You call out to the wild to find a new beast companion that can either be Large with a CR equal to 1/4 of your level or Medium with a CR of 1/2 your level (rounded down). The beast must be native to the area that you are in and able to reach your location. If you are in your favored terrain, you pick the beast that appears, otherwise the DM chooses from what is appropriate for the area. (added option to take more powerful Medium creature or less powerful Large creature) [B]4th Level Ranger Spells[/B] Awakened Beast - 1 Hour Casting Time, Permanent Duration - You forge a permanent telepathic bond with your companion. As long as you are on the same plane of existence, you can communicate telepathically as well as see through each others eyes at will. The beast can also add 6 points to it's ability scores, either all to one or split between several. It also gains your save and skill proficiencies. The awakening lasts until your companion is killed. If later brought back to life, the spell must be cast again. (Added save and ability proficencies) Reincarnate Beast - 1 Hour Casting Time, Permanent - You focus on the spirit of a beast dead for not more than 30 days. The beast is reincarnated, appearing from nearby at the end of the 1 hour casting time. (No change. At higher levels, this spell becomes useful as you may not always have the chance to revivify your companion. If you want to make sure you can bring your companion back, you choose this) [B]5th Level Ranger Spells[/B] Heroic Beast - Action, Touch, 10 Minutes - You gain the benefits of both the Command Beast (without concentration) and Alter Beast (as if cast at 4th level) spells, your beast's speed is doubled and it adds your proficiency bonus to all saves. (reworked this completely, think it is comparable to Swift Quiver or Combat Barrage. Note also that you can stack this with Hunters Mark which at this level would effect both you and your companion for even more damage boosting) Looking forward to more feedback on these! [/QUOTE]
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