Opportunist/3rd/Beastmaster

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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 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

This page or section is incomplete, and will eventually be expanded with more information.

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

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.
This page or section is incomplete, and will eventually be expanded with more information.