See the PHB for Beastmaster details
Enhances the Beastmaster Animal Companion feature
While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell.
If the resulting bond is strong enough, the animal might join the ranger on adventures.
A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
Beast of the Earth
Medium beast, neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft.; climb or swim 40 ft. (your choice when you bond with the beast)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Perception +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Ready Companion. As a bonus action, you can command the beast to make its maul attack or to Hide.
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
Beast of the Air
Small beast, neutral
- Armor Class 13
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Dex +5, Con +3, Wis +4
- Skills Perception +4, Stealth +5
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Ready Companion. As a bonus action, you can command the beast to make its shred attack or to Hide.
Actions
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.