Difference between revisions of "Beastmaster"
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+ | <noinclude>{{Navi|Subclass}} | ||
+ | </noinclude>{{Path|Classes|[[Opportunist]]|'''Beastmaster'''}} | ||
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− | {{ | + | {{#ifexist:Beastmaster/Image|{{:Beastmaster/Image}}}} |
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{{#ifexist:Beastmaster/Intro|{{:Beastmaster/Intro}}}} | {{#ifexist:Beastmaster/Intro|{{:Beastmaster/Intro}}}} | ||
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+ | ==Animal Handler== | ||
+ | At 3rd level, you become proficient in the [[Animal Handling]] [[skill]]. If you are already proficient, you can either regain 2 [[Opportunist#Proficiency Points|proficiency points]] or become proficient in any other [[skill]] of your choice. | ||
+ | |||
+ | At 6th level, you become an [[expert]] in the [[Animal Handling]] [[skill]]. | ||
== Creature Companion == | == Creature Companion == | ||
− | |||
At 3rd level, you gain a powerful bond with a beast companion. | At 3rd level, you gain a powerful bond with a beast companion. | ||
− | + | You can choose any one of the creatures from the [[#Beastmaster List|beastmaster list]] to be your companion. As your level increases, your companion's Challenge Rating increases. Its CR is initially 2, and increases by 1 every three opportunist levels hereafter as shown in the class table: CR 3 at 6th level, CR 4 at 9th level, CR 5 at 12th level, CR 6 at 15th level, CR 7 at 18th level, and CR 8 at 20th level. | |
− | + | ... | |
− | + | Etc. Although your companion is loyal and obedient to you, it is controlled by the DM in any circumstance you are not using your [[#Command Companion|command companion]] feature to give direct orders. You are nonetheless always fully aware of your companion's statistics if you can see it, including how many {{hp}} it has remaining. | |
− | + | In [[combat]], your companion acts on your turn, and always shares its [[initiative]] with you. If you do not use your [[#Command Companion|command companion]] feature to give it direct orders to take during your turn, it moves and acts at the end of your turn. | |
=== Command Companion === | === Command Companion === | ||
− | + | Every turn, you can use either your action or [[Opportunist#Cunning Action|cunning action]] to issue verbal commands to your companion. Your companion can understand this command even if it does not share a language with you, but cannot follow any command if you are unable to speak or otherwise verbally communicate to your companion in a way it can detect. On a turn you use this feature, you can precisely dictate the movement, action, and potential reaction your companion will take until the start of your next turn. | |
− | If at the end of your turn you do not use this | + | If at the end of your turn you do not use this feature to issue commands, your companion will move on its own. It uses all of its movement to follow you if it is seemingly safe to do so, and will end its turn adjacent to you if able. This movement is doubled as if using the [[Dash Action|Dash]] action and moving in this way does not provoke [[opportunity attack]]s. Your companion will not use actions or reactions on your turn unless you use this feature. |
=== Rest and Recovery === | === Rest and Recovery === | ||
− | Your companion does not have its own {{hc}}, but whenever you complete a [[short rest]] with your companion, it also gains the benefits of a short rest. If you expend {{hc}} to recover {{hp}} during a rest, your companion regains an amount equal to 5 + its {{con}} modifier, or the amount you regained, whichever is higher. | + | Your companion does not have its own {{hc}}s, but whenever you complete a [[short rest]] with your companion, it also gains the benefits of a short rest. If you expend {{hc}} to recover {{hp}} during a rest, your companion regains an amount equal to 5 + its {{con}} modifier, or the amount you regained, whichever is higher. |
Your companion gains the benefits of a [[long rest]] as normal. | Your companion gains the benefits of a [[long rest]] as normal. | ||
− | Whenever you regain {{hp}} from a spell or other magic effect, you can redirect some or all of that healing to your companion (no action required) | + | Whenever you regain {{hp}} from a spell or other magic effect, you can redirect some or all of that healing to your companion (no action required) if it is adjacent to you. |
=== Replacing a Lost Companion === | === Replacing a Lost Companion === | ||
+ | {{Aside|Fast Campaign Alternative|The creature companion feature works best when the campaign will have several days of [[downtime]] at every level, but not all campaigns feature ample downtime. With your DM's approval, you can gain or replace a creature companion over a [[long rest]] instead of a downtime day, but replacing a companion in this way requires you to expend 500 [[rupees]] worth of resources.}} | ||
+ | {{stub}} | ||
+ | {{clear}} | ||
+ | ==Grave Guardian== | ||
+ | Starting from 9th level, your companion is so loyal and understands your wishes so well that you can control it even if you cannot take actions—even if you are [[unconscious]] or dead. Your companion still acts on your initiative (and if necessary rolls initiative using its own ability scores). You control your companion's actions, reactions, and movement until you again become able to take actions. If at any point your companion starts a turn where it cannot detect your presence, you cannot control it and it instead uses all of its movement and actions to return to your side as safely and effectively as it can—searching aimlessly if there is no better option. | ||
+ | |||
+ | If your body decomposes for a week, or your body becomes unrecognizable by your companion, you lose control of your companion. | ||
+ | |||
+ | ==Loyal Resistance== | ||
+ | Beginning from 12th level, your companion has [[advantage]] on all [[saving throw]]s if it can see you. | ||
− | == | + | ==Superior Defense== |
− | At | + | At 15th level, you teach your companion the secrets of your [[Opportunist#Uncanny Dodge|Uncanny Dodge]]. If your companion is hit by a weapon attack, it can use its [[reaction]] to halve the damage it takes from that attack. |
− | == | + | ==Legendary Resistance== |
− | + | Starting from 18th level, if your companion fails a [[saving throw]] while it can see you, you can choose for it to succeed instead. Once you use this feature, you can't do so again until you finish a [[long rest]]. | |
− | |||
− | |||
+ | ==Beastmaster List== | ||
[[Category:Opportunist Subclasses]] | [[Category:Opportunist Subclasses]] | ||
[[Category:Subclasses]] | [[Category:Subclasses]] |
Latest revision as of 11:57, 28 November 2020
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Player's Guide |
System Reference |
Compendium |
Classes→ Opportunist→ Beastmaster
This page or section is incomplete, and will eventually be expanded with more information. |
BoTW boyz by kipkune of DeviantArt
Contents
Beastmaster is one of several possible subclasses you can undertake as an opportunist.
Your subclass enacts features at 3rd level and every three levels thereafter: 6th, 9th, 12th, 15th, and 18th. See Opportunist#Beastmaster for an integrated list that combines assassin features with those of the base opportunist class.
Animal Handler
At 3rd level, you become proficient in the Animal Handling skill. If you are already proficient, you can either regain 2 proficiency points or become proficient in any other skill of your choice.
At 6th level, you become an expert in the Animal Handling skill.
Creature Companion
At 3rd level, you gain a powerful bond with a beast companion.
You can choose any one of the creatures from the beastmaster list to be your companion. As your level increases, your companion's Challenge Rating increases. Its CR is initially 2, and increases by 1 every three opportunist levels hereafter as shown in the class table: CR 3 at 6th level, CR 4 at 9th level, CR 5 at 12th level, CR 6 at 15th level, CR 7 at 18th level, and CR 8 at 20th level.
...
Etc. Although your companion is loyal and obedient to you, it is controlled by the DM in any circumstance you are not using your command companion feature to give direct orders. You are nonetheless always fully aware of your companion's statistics if you can see it, including how many heart points it has remaining.
In combat, your companion acts on your turn, and always shares its initiative with you. If you do not use your command companion feature to give it direct orders to take during your turn, it moves and acts at the end of your turn.
Command Companion
Every turn, you can use either your action or cunning action to issue verbal commands to your companion. Your companion can understand this command even if it does not share a language with you, but cannot follow any command if you are unable to speak or otherwise verbally communicate to your companion in a way it can detect. On a turn you use this feature, you can precisely dictate the movement, action, and potential reaction your companion will take until the start of your next turn.
If at the end of your turn you do not use this feature to issue commands, your companion will move on its own. It uses all of its movement to follow you if it is seemingly safe to do so, and will end its turn adjacent to you if able. This movement is doubled as if using the Dash action and moving in this way does not provoke opportunity attacks. Your companion will not use actions or reactions on your turn unless you use this feature.
Rest and Recovery
Your companion does not have its own Heart Containers, but whenever you complete a short rest with your companion, it also gains the benefits of a short rest. If you expend Heart Container to recover heart points during a rest, your companion regains an amount equal to 5 + its Constitution modifier, or the amount you regained, whichever is higher.
Your companion gains the benefits of a long rest as normal.
Whenever you regain heart points from a spell or other magic effect, you can redirect some or all of that healing to your companion (no action required) if it is adjacent to you.
Replacing a Lost Companion
The creature companion feature works best when the campaign will have several days of downtime at every level, but not all campaigns feature ample downtime. With your DM's approval, you can gain or replace a creature companion over a long rest instead of a downtime day, but replacing a companion in this way requires you to expend 500 rupees worth of resources. |
This page or section is incomplete, and will eventually be expanded with more information. |
Grave Guardian
Starting from 9th level, your companion is so loyal and understands your wishes so well that you can control it even if you cannot take actions—even if you are unconscious or dead. Your companion still acts on your initiative (and if necessary rolls initiative using its own ability scores). You control your companion's actions, reactions, and movement until you again become able to take actions. If at any point your companion starts a turn where it cannot detect your presence, you cannot control it and it instead uses all of its movement and actions to return to your side as safely and effectively as it can—searching aimlessly if there is no better option.
If your body decomposes for a week, or your body becomes unrecognizable by your companion, you lose control of your companion.
Loyal Resistance
Beginning from 12th level, your companion has advantage on all saving throws if it can see you.
Superior Defense
At 15th level, you teach your companion the secrets of your Uncanny Dodge. If your companion is hit by a weapon attack, it can use its reaction to halve the damage it takes from that attack.
Legendary Resistance
Starting from 18th level, if your companion fails a saving throw while it can see you, you can choose for it to succeed instead. Once you use this feature, you can't do so again until you finish a long rest.