The statblocks of your class features
[block: From: https://www.dandwiki.com/wiki/Beast_Master_(5e_Class)
Beast Expert
Beginning at 1st level]
[block: and you double your proficiency bonus for all checks made with this skill.
Beast Taming
Beginning at 1st level]
[block: as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.
When you attempt to tame a beast]
[block: the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action.
You are able to tame as many creatures as your Wisdom Modifier.
Beast Companionship
Beginning at the 1st level]
[block: your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.
Your companion uses your proficiency bonus]
[block: rather than its own
In addition to the areas where it normally uses its proficiency bonus]
[block: an animal companion also adds its proficiency bonus to its AC and to its damage rolls
It gains proficiency in any two skills of your choice
It gains proficiency in Strength and Dexterity saving throws
For every level you gain after attaining an animal companion]
[block: unless its description specifies otherwise.
Call of the Wild
Beginning at the 2nd level]
[block: you are able to sense the presence of any creature you can tame within 30 feet of yourself.
Beast Master Training
Beginning at the 3rd level]
[block: 11th and 15th levels.
Ability Score Increase
When you reach 4th level]
Blighted Mutations
D10 | Name | Description | Effect | |
---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | |
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | |
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | |
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | |
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet | |
[block: you can't increase an ability score above 20 using this feature.
Companion sense
At 4th level]
[block: and hearing you can now taste.
Tools of the Trade
Beginning at the 5th level]
[block: you are able to deal damage equal to the weapon's natural attack damage + your strength modifier + dexterity modifier.
When using a net]
[block: you may now throw a net for a range of 15/25.
Ambush Attack
Beginning at the 6th level]
[block: you have advantage on initiative during a surprise attack.
Additionally]
[block: you may command your companion to execute a stealth attack. The damage of this stealth attack is equal to the beast's natural damage + your beast master level.
Strong Arm
Beginning at the 9th level]
[block: you learn how to handle even the unruliest creatures. You now have advantage on all grappling checks.
Wild Sense
Beginning at the 10th level]
[block: but not their specific identity.
Master's Tools
Beginning at the 13th level]
[block: you may choose to increase the reach of your attack by 5 additional feet.
The AC for any net you use is now 15]
[block: and it must be dealt 15 slashing damage to free a creature trapped inside of it. You net can now be thrown at a distance of 30/50
Growing Herd
Beginning at the 14th level]
[block: as indicated by the Beast Master feature chart.
Calming Presence
Beginning at the 17th level]
[block: unless provoked.
Be the Beast
Beginning at the 18th level]
[block: you take on more characteristics of the beasts you tame:
You are now able to climb with a speed of 40 feet]
[block: and are not slowed down by climbing during combat.
You are able to use an action to deal a bite attack]
[block: which deals 4d8 slashing damage.
You gain a swim speed of 40 feet]
[block: and do not have to come up for air.
Master's Bond
Beginning at the 20th level]
[block: except for their intelligence.
Additionally]
[block: as if you are speaking the same language.
Beast Master Training
Beast Masters usually will find a higher calling to a certain area in their career]
[block: and they will train not only their wild companions but themselves extensively to become the best in a that area of beast mastering.
Monster Hunter
Sometimes]
[block: beasts are not enough of a challenge to handle. A Monster Hunter expands their understanding of other wild creatures. All the better to tame the wilderness.
Monster Mash
Beginning at the 3rd level]
[block: then your attempt to tame it must require a critical success.
Magical Hunter
Beginning at the 7th level]
[block: you infuse your weapons to better tame the wilds. Your attacks now count as magical for the sake of overcoming resistances.
Stare Down Evil
Beginning at the 11th level]
[block: its alignment changes to neutral.
Giant Wrangler
Beginning at the 15th level]
[block: you learn how to better handle creatures larger than yourself. You have advantage on attacks and skill checks against any creature up to 2 sizes larger than yourself.
Additionally]
[block: you are able to use your net to entrap and restrain creatures that are sized huge or smaller.
Ultimate tamer
At 19th level]
[block: You are able to use your net to entrap and restrain creatures that are sized gargantuan or smaller.
Additionally]
[block: double the number of companions as long as they are all monstrosities.
Wild Walker
Wild Walkers are more in tune with the natural world than almost any other sapient creature. Their bonds with the animals is truly profound]
[block: and grants them an awareness few others have.
Pride of Lions
Beginning at the 3rd level]
[block: your beast companion will intercept and counter the attack.
Fetch
Beginning at the 7th level]
[block: your companion adds your dexterity modifier + your proficiency bonus to the roll. The item that they steal must be light enough for them to reasonably carry.
Feral Senses
Beginning at the 11th level]
[block: hearing and smell increase exponentially. You gain the following attributes from this feature:
You gain the darkvision trait. If you are playing as a creature who already has the darkvision trait]
[block: upgrade it to superior darkvision.
You gain advantage on perception skill checks related to hearing and listening.
You are able to spend 1 minute to discern the scent of a creature or object. When you identify the scent]
[block: you are able to track its source from up to 1 mile away.
Protective Bond
Beginning at the 15th level]
[block: your beast companions will counter attack if the creature that attacked them is within range.
Charm protection
At 19th level]
[block: your bond with your beast companions are great that it protects you and your beast companions from being charmed. You and your beast companions are now immune to the charm condition.
Additional]