I think I have fixed the Beast Master

Post/Author/DateTimePost
#1

Temp0ral4nomaly

May 15, 2015 18:26:35

OK, I think I have done it!

I have come up with a set of rules that fixes every major problem with the BM but still maintains balance.

Your beast is a lot more survivable now, but their offensive capabilties have been lessoned.  This is OK, because now you can use the help feature at 3rd level.  The beast is no longer a mindless zombie, and will defend itself or you if it is seriously hurt.  You can revive the same beast if you have grown attached to it.  At 7th level, it's special DCs scale with the player.  At 11th level, you no longer have to reptitivly give it the same command over and over again.  You will still have to sacrifice an attack for initial commands or to switch targets, but after that it will continue that command.  At 11th level, you not only get shared spells, but also the ability to burn spells to increase the beasts damage output and make it's attacks magical.

Yea, I think this fixes it all and is till balanced!  Tell me what you think!

 

 

3rd Level:

  1. Your beast companion no longer gets your proficiency bonus to damage rolls, attack rolls, or skills.
  2. Commanding your beast to take a help, disengage, dash, or dodge only requires a bonus action.
  3. Your beast companion's hit points are now your ranger level x (4 + the beast's Constitution modifier if positive).
  4. If your beast companion falls to 0 hit points it falls unconscious unless the remaining damage is enough to equal or exceed the beast’s hit point maximum.  The beast uses all death saving throws and stabilization rules as a character would.
  5. If your beast companion drops below half of its maximum hit points, it will use the disengage action and move within 5ft of you if it receives no commands from you this turn.  If your beast is still below half of its maximum hit points, it will attack any creature that attacks either you or the beast in the last round with no command from you.
  6. If you beast companion dies, you may spend 8 hours in a ritual to revive it.

 

 

7th Level:

 

Exceptional Training:  Beginning at 7th level, your beast companion’s DC for any special attacks or abilities is equal to 10 + your proficiency bonus.  Your beast companion gains your proficiency bonus to attack rolls and skills.  Commanding your beast companion use the dash, disengage, or dodge requires no action by you.

 

 

11th Level:

 

Replace Bestial Fury with the following ability:

 

Superior Training:  Beginning at 11th level, whenever your beast companion is given a command, the beast will continue that command as long as it is possible without requiring additional commands.  If this command has a target, such as help or attack, and that target moves outside your beast companion’s range, the beast will cease that command unless you move your animal companion on your next turn within range of that same target, in which case the command will resume.  When in combat, your beast companion can use its reaction to make opportunity attacks against any enemy that has attacked either you or the beast with no action required by you.

 

 

15th Level:

 

Replace Share Spells with the following ability:

 

Oneness with the Beast:  Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.  You can also use a bonus action and expend a lvl 1 spell slot to gain a magical bond with your animal companion.  For one hour, as long as you maintain concentration and your animal companion remains within 30 feet of you, it’s natural attacks count as magical weapons and deal an additional 1d4 damage.  You may choose to expend a higher level spell slot, which increases the damage dice by one size for each level of spell you choose to expend (d6 ,d8, d10, d12).

#2

Xeviat-DM

May 15, 2015 18:55:03

I feel like you've reduced the companion's HP after a certain point. The current companion's HP equals the Ranger's level x4, or it's base hp, so after a certain point it gets +4 hp per level. None of the CR 1/4 beasts have 18 or above constitution scores.

 

I'll be back to comment after I have a chance to compare it to the PHB version.

#3

Temp0ral4nomaly

May 15, 2015 20:37:01

OK, I need to rewrite the HP.

 

The hit points of the beast should be the Ranger's level x (4 + the beast's Con modifier).

So basically, the same hit points as a character with a d6 hit die.  Actually, a little less because they wouldn't have the first level max hit point bonus.

(Reply to #3)

Temp0ral4nomaly

Temp0ral4nomaly wrote:
#5

Temp0ral4nomaly

May 18, 2015 12:32:30

OK, with the help of my friends I think I have finnaly done it.  I have fixed all the major issues with the beastmaster and maintined it's balance as well.

 

Tell me what you think!  I am always open to improvement!