You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.
Beastmaster Animal Companions
As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
Call Companion
ExplorationYou spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
Beastmaster Dedication (Feat 2)
Archetype
|
Dedication
|
You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear here. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action (see above).
Certain beastmaster feats give you primal focus spells. The rules for focus spells appear here. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.
Note Warden spells granted by these feats are beastmaster focus spells for you.
Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.
4th Level Beastmaster Feats
Additional Companion (Feat 4)
Archetype
|
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).
Heal Animal (Feat 4)
Archetype
|
You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.
Magic Hide (Feat 4)
Archetype
|
You can defend your companion in battle. You gain the magic hide warden spell. Increase the number of Focus Points in your focus pool by 1.
Mature Beastmaster Companion (Feat 4)
Archetype
|
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.
Wild Empathy (Feat 4)
Archetype
|
Archetype Beastmaster
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
6th Level Beastmaster Feat
Beastmaster's Trance (Feat 6)
Archetype
|
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1.
Companion's Cry (Feat 6)
Archetype
|
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
8th Level Beastmaster Feats
Incredible Beastmaster's Companion (Feat 8)
Archetype
|
Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.
10th Level Beastmaster Feats
Beastmaster Bond (Feat 10)
Archetype
|
Divination
|
Mental
|
Primal
|
You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Enlarge Companion (Feat 10)
Archetype
|
You make your companion enormous. You gain the enlarge companion warden spell. Increase the number of Focus Points in your focus pool by 1.
12th Level Beastmaster Feats
Beastmaster's Call [A] (Feat 12)
Archetype
|
Auditory
|
Concentrate
|
Primal
|
You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.
14th Level Beastmaster Feats
Side by Side (Feat 14)
Archetype
|
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Specialized Beastmaster Companion (Feat 14)
Archetype
|
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).
Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
16th Level Beastmaster Feats
Lead the Pack (Feat 16)
Archetype
|
You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.
No comments:
Post a Comment