Class: Ranger specialization
The Beastmaster hunts with an animal companion, coordinating attacks and protecting allies through pack tactics. The companion is a class feature, not a second player character.
| Ranger level | Feature |
|---|---|
| 3 | Animal Companion |
| 5 | Coordinated Hunt |
| 9 | Pack Tactics |
| 13 | Guardian Bond |
| 17 | Shared Quarry |
| 20 | Perfect Pack |
Class: Ranger 3 (Beastmaster)
You gain one animal companion. Choose an ordinary animal; it uses an appropriate animal creature stat block selected with the GM. The companion is friendly to you and shares your initiative, acting immediately after you. If you do not give it a direct command, it acts independently under the control of the GM or the game’s AI, choosing basic actions such as attacking the nearest enemy it can reach, defending or staying near you, or retreating from danger. It does not use specialized tactics or complex abilities unless directed or trained to do so.
Direct commands override your companion’s independent behavior. Issuing a command to attack, use a special ability, or perform a complex task requires a Standard Action from you. At 20th level, you can issue such a command as a Move Action instead. Your companion can take only one attack action per turn.
If your companion dies, you can bond with another suitable animal after a Long Rest. You can have only one companion at a time. See Animal Companions.
Class: Ranger 5 (Beastmaster)
When you hit a creature with an attack, your companion gains a +2 Supernatural bonus on attack rolls against it until the start of your next turn. When your companion hits a creature, you gain the same bonus on attack rolls against it until the start of your next turn. These bonuses apply only while both of you are conscious, and they do not stack with themselves.
Class: Ranger 9 (Beastmaster)
When you and your companion are adjacent to the same marked target, the target is treated as Flanked by you and your companion for your attacks. This does not grant other allies the benefits of flanking.
Class: Ranger 13 (Beastmaster)
When an attack roll is made against a creature within 5 feet of your companion, your companion can use its Reaction before the result is resolved to impose a -2 penalty on the attack roll. The companion must be conscious and able to move.
Class: Ranger 17 (Beastmaster)
Once per turn, when your companion hits your marked target, it deals additional damage equal to half the number of damage dice in your Hunter’s Mark, rounded down. Apply Damage Reduction to this damage normally.
Class: Ranger 20 (Beastmaster)
Once per turn, you can direct your companion to attack, use a special ability, or perform a complex task as a Move Action instead of a Standard Action. The companion can still take only one attack action per turn.
Related: Ranger · Hunter’s Mark · Animal Companions