Beastmaster
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Classes→ Opportunist→ Beastmaster
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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
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. |
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.
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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, 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
You can use your bonus action to issue a vocal order to your companion, instructing it precisely where to move and how to use its action and reaction until the start of your next turn. It can understand this order even if it does not share a language with you, but cannot follow orders if you are unable to speak or otherwise communicate to your companion in a way it can detect. On a turn you use this action, you can essentially control your companion completely until the start of your next turn, and it will even obey orders which put itself in the most dire danger.
If at the end of your turn you do not use this bonus action, your companion will use all of its movement to move to be adjacent to you, Dashing if necessary. If unable to reach you, it will move to the nearest space it can. If unable to locate you, it will move to safety. If its action is otherwise unused, it then will use its action to Dodge. It will not use its reaction.
Rest and Recovery
Your companion does not have its own Heart Container, 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 you are healed to full heart points, any excess heart points are restored to your companion automatically.
Replacing a Lost Companion
Loyal Resistance
Beginning from 9th level, your companion has advantage on all saving throws if it can see you.
Cunning Command
When you reach 12th level, you learn to use your cunning action to encourage or command your companion. If your companion can see or hear you, and neither you nor your companion has a reduced speed, you can use your bonus action to give your companion the benefits of the Dash or Disengage action.
Superior Defense
At 15th level, you teach your companion the secrets of your uncanny defense. 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.