{"name":"CrowsandBones Revised Ranger 5e","overview":"I have made some changes to the UA Revised Ranger base class and Beastmaster Subclass from the same document, and will be implementing this Homebrew option in place of the other versions of ranger. When choosing a subclass, not all are intrinsically synergistic with the Unearthed Arcana's Revised Ranger. It is important to consider that your class features should be gained at 3rd, 5th, 7th, 11th, and 15th levels. If your subclass of choice has issues with lining up properly with this base class, see the DM and an accord shall be reached.","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per ranger level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Dexterity","skills":"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival","equipment":"You start with the following equipment, in\r\naddition to the equipment granted by your\r\nbackground:\r\n\r\n\u2022 (a) scale mail or (b) leather armor\r\n\u2022 (a) two shortswords or (b) two simple melee weapons\r\n\u2022 (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\u2022 A longbow and a quiver of 20 arrows\r\n\r\nIn addition to the equipment listed above, all characters gain their starting wealth as determined by the Players Handbook.\r\nRangers Starting Wealth: 5d4 x 10 gp","spellcasting":"By the time you reach 2nd level, you have\r\nlearned to use the magical essence of nature to\r\ncast spells, much as a druid does. See chapter 10\r\nfor the general rules of spellcasting and chapter\r\n11 for the ranger spell list.\r\n\r\n[b]Spell Slots[\/b]\r\n\r\nThe Ranger table shows how many spell slots\r\nyou have to cast your spells of 1st level and\r\nhigher. To cast one of these spells, you must\r\nexpend a slot of the spell\u2019s level or higher. You\r\nregain all expended spell slots when you finish a\r\nlong rest.\r\n\r\nFor example, if you know the 1st-level spell\r\nanimal friendship and have a 1st-level and a 2nd-\r\nlevel spell slot available, you can cast animal\r\nfriendship using either slot.\r\n\r\n[b]Spells Known of 1st Level and Higher[\/b]\r\n\r\nYou know two 1st-level spells of your choice\r\nfrom the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table\r\nshows when you learn more ranger spells of\r\nyour choice. Each of these spells must be of a\r\nlevel for which you have spell slots. For instance,\r\nwhen you reach 5th level in this class, you can\r\nlearn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class,\r\nyou can choose one of the ranger spells you\r\nknow and replace it with another spell from the\r\nranger spell list, which also must be of a level for\r\nwhich you have spell slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n\r\n\r\nWisdom is your spellcasting ability for your\r\nranger spells, since your magic draws on your\r\nattunement to nature. You use your Wisdom\r\nwhenever a spell refers to your spellcasting\r\nability. In addition, you use your Wisdom\r\nmodifier when setting the saving throw DC for a\r\nranger spell you cast and when making an attack\r\nroll with one.\r\n\r\n[b]Spell save DC =[\/b] 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier","features":"[u][b]Favored Enemy[\/b][\/u]\r\n\r\n\r\nBeginning at 1st level, you have significant\r\nexperience studying, tracking, hunting, and even\r\ntalking to a certain type of enemy commonly\r\nencountered in the wilds.\r\n\r\nChoose a type of favored enemy: beasts, fey,\r\nhumanoids, monstrosities, or undead. You gain a\r\n+2 bonus to damage rolls with weapon attacks\r\nagainst creatures of the chosen type. Additionally,\r\nyou have advantage on Wisdom (Survival) checks\r\nto track your favored enemies, as well as on\r\nIntelligence checks to recall information about\r\nthem.\r\n\r\nWhen you gain this feature, you also learn one\r\nlanguage of your choice, typically one spoken by\r\nyour favored enemy or creatures associated with it.\r\nHowever, you are free to pick any language you\r\nwish to learn.\r\n\r\n\r\n\r\n[b][u]Natural Explorer[\/u][\/b]\r\n\r\n\r\nYou are a master of navigating the natural world,\r\nand you react with swift and decisive action\r\nwhen attacked. This grants you the following\r\nbenefits at 1st level:\r\n\r\n\u2022 You ignore difficult terrain.\r\n\r\n\u2022 You have advantage on initiative rolls.\r\n\r\n\u2022 On your first turn during combat, you have\r\nadvantage on attack rolls against creatures\r\nthat have not yet acted.\r\n\r\nIn addition, you are skilled at navigating the\r\nwilderness. You gain the following benefits when\r\ntraveling for an hour or more:\r\n\r\n\u2022 Difficult terrain doesn\u2019t slow your group\u2019s\r\ntravel.\r\n\r\n\u2022 Your group can\u2019t become lost except by\r\nmagical means.\r\n\r\n\u2022 Even when you are engaged in another activity\r\nwhile traveling (such as foraging, navigating,\r\nor tracking), you remain alert to danger.\r\n\r\n\u2022 If you are traveling alone, you can move\r\nstealthily at a normal pace.\r\n\r\n\u2022 When you forage, you find twice as much food\r\nas you normally would.\r\n\r\n\u2022 While tracking other creatures, you also learn\r\ntheir exact number, their sizes, and how long\r\nago they passed through the area.\r\n\r\n\r\n\r\n[u][b]Fighting Style[\/b][\/u]\r\n\r\nAt 2nd level, you adopt a particular style of\r\nfighting as your specialty. Choose one of the\r\nfollowing options. You can\u2019t take a Fighting Style\r\noption more than once, even if you later get to\r\nchoose again.\r\n\r\n[i][b]Archery[\/b][\/i]\r\n\r\nYou gain a +2 bonus to attack rolls you make\r\nwith ranged weapons.\r\n\r\n[i][b]Defense[\/b][\/i]\r\n\r\nWhile you are wearing armor, you gain a +1\r\nbonus to AC.\r\n\r\n[i][b]Dueling[\/b][\/i]\r\n\r\nWhen you are wielding a melee weapon in one\r\nhand and no other weapons, you gain a +2 bonus\r\nto damage rolls with that weapon.\r\n\r\n[i][b]Two-Weapon Fighting[\/b][\/i]\r\n\r\nWhen you engage in two-weapon fighting, you\r\ncan add your ability modifier to the damage of\r\nthe second attack.\r\n\r\n\r\n\r\n[u][b]Spellcasting[\/b][\/u]\r\nBy the time you reach 2nd level, you have\r\nlearned to use the magical essence of nature to\r\ncast spells, much as a druid does. See chapter 10\r\nfor the general rules of spellcasting and chapter\r\n11 for the ranger spell list. See the Spellcasting section for more details.\r\n\r\n\r\n\r\n[u][b]Primeval Awareness[\/b][\/u]\r\n\r\nBeginning at 3rd level, your mastery of ranger\r\nlore allows you to establish a powerful link to\r\nbeasts and to the land around you.\r\n\r\nYou have an innate ability to communicate\r\nwith beasts, and they recognize you as a kindred\r\nspirit. Through sounds and gestures, you can\r\ncommunicate simple ideas to a beast as an action,\r\nand can read its basic mood and intent. You learn\r\nits emotional state, whether it is affected by\r\nmagic of any sort, its short-term needs (such as\r\nfood or safety), and actions you can take (if any)\r\nto persuade it to not attack.\r\n\r\nYou cannot use this ability against a creature\r\nthat you have attacked within the past 10\r\nminutes.\r\n\r\nAdditionally, you can attune your senses to\r\ndetermine if any of your favored enemies lurk\r\nnearby. By spending 1 uninterrupted minute in\r\nconcentration (as if you were concentrating on a\r\nspell), you can sense whether any of your\r\nfavored enemies are present within 5 miles of\r\nyou. This feature reveals which of your favored\r\nenemies are present, their numbers, and the\r\ncreatures\u2019 general direction and distance (in\r\nmiles) from you.\r\n\r\nIf there are multiple groups of your favored\r\nenemies within range, you learn this information\r\nfor each group.\r\n\r\n\r\n\r\n[u][b]Ranger Conclave[\/b][\/u]\r\n\r\nAt 3rd level, you choose to emulate the ideals\r\nand training of a ranger conclave: the Beast\r\nConclave is detailed in the subclass options of this article,\r\nhowever the Hunter Conclave and the Deepstalker\r\nConclave are detailed in the Unearthed Arcana:\r\nRevised Ranger document. You may choose\r\na different subclass, from any source material,\r\npending DM approval.\r\n\r\nIMPORTANT: Your choice should grant you features at\r\n3rd level and again at 5th, 7th, 11th, and 15th\r\nlevels.\r\n\r\n\r\n\r\n[u][b]Animal Companion[\/b][\/u]\r\n\r\nAt 3rd level, you learn to use your magic to\r\ncreate a powerful bond with a creature of the\r\nnatural world.\r\n\r\nWith 8 hours of work and the expenditure of\r\n50 gp worth of rare herbs and fine food, you call\r\nforth an animal from the wilderness to serve as\r\nyour faithful companion. You normally select\r\nyour companion from among the following\r\nanimals: an ape, a black bear, a boar, a giant\r\nbadger, a giant weasel, a mule, a panther, or a\r\nwolf. However, your DM might pick one of these\r\nanimals for you, based on the surrounding\r\nterrain and on what types of creatures would\r\nlogically be present in the area.\r\n[ul]\r\n[li][i]Expanding Companion Options: a beast may serve as a ranger's animal companion if it is Large or smaller and has a challenge rating of 1\/4 or lower.[\/i][\/li]\r\n[\/ul]\r\n\r\nAt the end of the 8 hours, your animal\r\ncompanion appears and gains all the benefits of\r\nyour Companion\u2019s Bond ability. You can have\r\nonly one animal companion at a time.\r\n\r\nIf your animal companion is ever slain, the\r\nmagical bond you share allows you to return it to\r\nlife. With 8 hours of work and the expenditure of\r\n25 gp worth of rare herbs and fine food, you call\r\nforth your companion\u2019s spirit and use your\r\nmagic to create a new body for it. You can return\r\nan animal companion to life in this manner even\r\nif you do not possess any part of its body.\r\n\r\nIf you use this ability to return a former animal\r\ncompanion to life while you have a current\r\nanimal companion, your current companion\r\nleaves you and is replaced by the restored\r\ncompanion.\r\n\r\n\r\n\r\n[b]Companion\u2019s Bond[\/b]\r\n\r\n[ul]\r\n[li]Your animal companion gains a variety of benefits while it is linked to you.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]The animal companion loses its Multiattack action, if it has one.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[ul]\r\n[li]Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]Whenever you gain the Ability Score Improvement class feature, your companion\u2019s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can\u2019t increase an ability score above 20 using this feature unless its description specifies otherwise.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, \u201cThe ranger who travels with me is a beloved companion for whom I would gladly give my life.\u201d[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.[\/li]\r\n[\/ul]\r\n\r\n\r\nRoll a d6 or choose one trait for your companion from the following options:\r\n[ol]\r\n[li]I\u2019m dauntless in the face of adversity.[\/li]\r\n[li]Threaten my friends, threaten me.[\/li]\r\n[li]I stay on alert so others can rest.[\/li]\r\n[li]People see an animal and underestimate me. I use that to my advantage.[\/li]\r\n[li]I have a knack for showing up in the nick of time.[\/li]\r\n[li]I put my friends\u2019 needs before my own in all\r\nthings.[\/li]\r\n[\/ol]\r\n\r\n\r\nRoll a d6 or choose one trait for your companion from the following options:\r\n[ol]\r\n[li]If there\u2019s food left unattended, I\u2019ll eat it.[\/li]\r\n[li]I growl at strangers, and all people except my\r\nranger are strangers to me.[\/li]\r\n[li]Any time is a good time for a belly rub.[\/li]\r\n[li]I\u2019m deathly afraid of water.[\/li]\r\n[li]My idea of hello is a flurry of licks to the face.[\/li]\r\n[li]I jump on creatures to tell them how much I love\r\nthem.[\/li]\r\n[\/ol]\r\n[ul]\r\n[li][b][i]Keeping Track of Proficiency[\/i][\/b]\r\n[i]When you gain your animal companion at 3rd level, its[\/i]\r\n[i]proficiency bonus matches yours at +2. As you gain[\/i]\r\n[i]levels and increase your proficiency bonus, remember[\/i]\r\n[i]that your companion\u2019s proficiency bonus improves as[\/i]\r\n[i]well, and is applied to the following areas: Armor Class,[\/i]\r\n[i]skills, saving throws, attack bonus, and damage rolls.[\/i][\/li]\r\n[\/ul]\r\n[ul]\r\n[li][i][b]Why No Multiattack?[\/b][\/i]\r\n[i]Multiattack is a useful design tool that keeps monsters[\/i]\r\n[i]simple for the DM. It provides a boost in offense, but[\/i]\r\n[i]that boost is meant to make a beast threatening for one[\/i]\r\n[i]battle\u2014a notion that doesn\u2019t mesh well with a beast[\/i]\r\n[i]intended to fight with the party, rather than against it.[\/i]\r\n[i]Project Multiattack across an entire adventure, and an[\/i]\r\n[i]animal companion runs the risk of outclassing the[\/i]\r\n[i]fighters and barbarians in the party.[\/i]\r\n[i]So in story terms, your animal companion has traded[\/i]\r\n[i]in some of its ferocity (in the form of Multiattack) for[\/i]\r\n[i]better awareness and the ability to fight more[\/i]\r\n[i]effectively in concert with you.[\/i][\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n[b][u]Ability Score Improvement[\/u][\/b]\r\n\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase\r\ntwo ability scores of your choice by 1. As normal,\r\nyou can\u2019t increase an ability score above 20\r\nusing this feature.\r\n\r\n\r\n\r\n[u][b]Greater Favored Enemy[\/b][\/u]\r\n\r\nAt 6th level, you are ready to hunt even deadlier\r\ngame. Choose a type of greater favored enemy:\r\naberrations, celestials, constructs, dragons,\r\nelementals, fiends, or giants. You gain all the\r\nbenefits against this chosen enemy that you\r\nnormally gain against your favored enemy,\r\nincluding an additional language. Your bonus to\r\ndamage rolls against all your favored enemies\r\nincreases to +4.\r\n\r\nAdditionally, you have advantage on saving\r\nthrows against the spells and abilities used by a\r\ngreater favored enemy.\r\n\r\n\r\n\r\n[u][b]Exceptional Training[\/b][\/u]\r\n\r\nBeginning at 7th level, on any of your turns when\r\nyour beast com panion doesn\u2019t attack, you can use a\r\nbonus action to com m and the beast to take the Dash,\r\nDisengage, Dodge, or Help action on its turn.\r\n\r\n\r\n[u][b]Fleet of Foot[\/b][\/u]\r\n\r\nBeginning at 8th level, you can use the Dash\r\naction as a bonus action on your turn.\r\n\r\n\r\n\r\n[u][b]Hide in Plain Sight[\/b][\/u]\r\n\r\nStarting at 10th level, you can remain perfectly\r\nstill for long periods of time to set up ambushes.\r\nWhen you attempt to hide on your turn, you\r\ncan opt to not move on that turn. If you avoid\r\nmoving, creatures that attempt to detect you\r\ntake a \u221210 penalty to their Wisdom (Perception)\r\nchecks until the start of your next turn. You lose\r\nthis benefit if you move or fall prone, either\r\nvoluntarily or because of some external effect.\r\n\r\nYou are still automatically detected if any effect\r\nor action causes you to no longer be hidden.\r\nIf you are still hidden on your next turn, you\r\ncan continue to remain motionless and gain this\r\nbenefit until you are detected.\r\n\r\n\r\n\r\n[u][b]Vanish[\/b][\/u]\r\n\r\nStarting at 14th level, you can use the Hide\r\naction as a bonus action on your turn. Also, you\r\ncan\u2019t be tracked by nonmagical means, unless\r\nyou choose to leave a trail.\r\n\r\n\r\n\r\n[u][b]Feral Senses[\/b][\/u]\r\n\r\nAt 18th level, you gain preternatural senses that\r\nhelp you fight creatures you can\u2019t see. When you\r\nattack a creature you can\u2019t see, your inability to\r\nsee it doesn\u2019t impose disadvantage on your\r\nattack rolls against it.\r\n\r\nYou are also aware of the location of any\r\ninvisible creature within 30 feet of you, provided\r\nthat the creature isn\u2019t hidden from you and you\r\naren\u2019t blinded or deafened.\r\n\r\n\r\n\r\n[u][b]Foe Slayer[\/b][\/u]\r\n\r\nAt 20th level, you become an unparalleled\r\nhunter. Once on each of your turns, you can add\r\nyour Wisdom modifier to the attack roll or the\r\ndamage roll of an attack you make. You can\r\nchoose to use this feature before or after the roll,\r\nbut before any effects of the roll are applied.","subclasses":"[u][b]Ranger Conclaves[\/b][\/u]\r\n\r\nAcross the wilds, rangers come together to form\r\nconclaves\u2014loose associations whose members\r\nshare a similar outlook on how best to protect\r\nnature from those who would despoil it.\r\n\r\n\r\n\r\n\r\n[u][b]Beast Conclave[\/b][\/u]\r\n\r\nMany rangers are more at home in the wilds\r\nthan in civilization, to the point where animals\r\nconsider them kin. Rangers of the Beast Conclave\r\ndevelop a close bond with a beast, then further\r\nstrengthen that bond through the use of magic.\r\n\r\n\r\n[b]Animal Companion[\/b]\r\n\r\nAt 3rd level, you learn to use your magic to\r\ncreate a powerful bond with a creature of the\r\nnatural world.\r\n\r\nWith 8 hours of work and the expenditure of\r\n50 gp worth of rare herbs and fine food, you call\r\nforth an animal from the wilderness to serve as\r\nyour faithful companion. You normally select\r\nyou companion from among the following\r\nanimals: [b]an ape, a black bear, a boar, a giant[\/b]\r\n[b]badger, a giant weasel, a mule, a panther, or a[\/b]\r\n[b]wolf[\/b]. However, your DM might pick one of these\r\nanimals for you, based on the surrounding\r\nterrain and on what types of creatures would\r\nlogically be present in the area.\r\n\r\n[i]Expanding Companion Options: A beast can serve as a Beastmasters animal companion if it is Large or smaller and has a challenge rating of 1 or lower.[\/i]\r\n\r\nAt the end of the 8 hours, your animal\r\ncompanion appears and gains all the benefits of\r\nyour Companion\u2019s Bond ability. You can have\r\nonly one animal companion at a time.\r\n\r\nIf your animal companion is ever slain, the\r\nmagical bond you share allows you to return it to\r\nlife. With 8 hours of work and the expenditure of\r\n25 gp worth of rare herbs and fine food, you call\r\nforth your companion\u2019s spirit and use your\r\nmagic to create a new body for it. You can return\r\nan animal companion to life in this manner even\r\nif you do not possess any part of its body.\r\n\r\nIf you use this ability to return a former animal\r\ncompanion to life while you have a current\r\nanimal companion, your current companion\r\nleaves you and is replaced by the restored\r\ncompanion.\r\n\r\n\r\n[i][b]Companion\u2019s Bond[\/b][\/i]\r\n\r\n[ul]\r\n[li]Your animal companion gains a variety of benefits while it is linked to you.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]The animal companion loses its Multiattack action, if it has one.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Whenever you gain the Ability Score Improvement class feature, your companion\u2019s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can\u2019t increase an ability score above 20 using this feature unless its description specifies otherwise.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, \u201cThe ranger who travels with me is a beloved companion for whom I would gladly give my life.\u201d[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.[\/li]\r\n[\/ul]\r\n\r\nRoll a d6 or choose one trait for your companion from the following options:\r\n[ol]\r\n[li]I\u2019m dauntless in the face of adversity.[\/li]\r\n[li]Threaten my friends, threaten me.[\/li]\r\n[li]I stay on alert so others can rest.[\/li]\r\n[li]People see an animal and underestimate me. I use that to my advantage.[\/li]\r\n[li]I have a knack for showing up in the nick of time.[\/li]\r\n[li]I put my friends\u2019 needs before my own in all things.[\/li]\r\n[\/ol]\r\nRoll a d6 or choose one trait for your companion from the following options:\r\n[ol]\r\n[li]If there\u2019s food left unattended, I\u2019ll eat it.[\/li]\r\n[li]I growl at strangers, and all people except my ranger are strangers to me.[\/li]\r\n[li]Any time is a good time for a belly rub.[\/li]\r\n[li]I\u2019m deathly afraid of water.[\/li]\r\n[li]My idea of hello is a flurry of licks to the face.[\/li]\r\n[li]I jump on creatures to tell them how much I love them.[\/li]\r\n[\/ol]\r\n[ul]\r\n[li][i][b]Keeping Track of Proficiency:[\/b][\/i][i]When you gain your animal companion at 3rd level, its[\/i][i] proficiency bonus matches yours at +2. As you gain[\/i][i] levels and increase your proficiency bonus, remember[\/i][i] that your companion\u2019s proficiency bonus improves as[\/i][i] well, and is applied to the following areas: Armor Class,[\/i][i] skills, saving throws, attack bonus, and damage rolls.[\/i][\/li]\r\n[\/ul]\r\n[ul]\r\n[li][i][b]Why No Multiattack?[\/b] Multiattack is a useful design tool that keeps monsters[\/i][i] simple for the DM. It provides a boost in offense, but[\/i][i] that boost is meant to make a beast threatening for one[\/i][i] battle\u2014a notion that doesn\u2019t mesh well with a beast [\/i][i]intended to fight with the party, rather than against it.[\/i][i] Project Multiattack across an entire adventure, and an[\/i][i] animal companion runs the risk of outclassing the[\/i][i] fighters and barbarians in the party.[\/i][i] So in story terms, your animal companion has traded[\/i][i] in some of its ferocity (in the form of Multiattack) for[\/i][i] better awareness and the ability to fight more[\/i][i] effectively in concert with you.[\/i][\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[u][b]Coordinated Attack[\/b][\/u]\r\n\r\nBeginning at 5th level, you and your animal\r\ncompanion form a more potent fighting team.\r\nWhen you use the Attack action on your turn, if\r\nyour companion can see you, it can use its\r\nreaction to make a melee attack.\r\n\r\n\r\n\r\n[b][u]Beast\u2019s Defense[\/u][\/b]\r\n\r\nAt 7th level, while your companion can see you,\r\nit has advantage on all saving throws.\r\n\r\n\r\n\r\n[u][b]Improved Exceptional Training[\/b][\/u]\r\n\r\nBeginning at 7th level, on any of your turns when\r\nyour beast companion can see or hear you, you can use a\r\nbonus action to command the beast to take the Attack, Dash,\r\nDisengage, Dodge, or Help action on its turn.\r\n\r\n\r\n\r\n[u][b]Storm of Claws and Fangs[\/b][\/u]\r\n\r\nAt 11th level, your companion can use its action\r\nto make a melee attack against each creature of its choice within 5 feet of it, with a separate\r\nattack roll for each target.\r\n\r\n\r\n\r\n[b][u]Superior Beast\u2019s Defense[\/u][\/b]\r\n\r\nAt 15th level, whenever an attacker that your\r\ncompanion can see hits it with an attack, it can\r\nuse its reaction to halve the attack\u2019s damage\r\nagainst it.","tabledata":"","tags":"","templateId":"25","blockId":"416133","isShared":"on"}