Tiny Beast Master (5e Subclass)
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Tiny Beast Master!
You find that having a large beast on the field get in the way more often than helping, however a small one might just come in handy...
A Tiny Beast Master focuses on strategy rather than the strength of larger beasts. You rely on your own skill in combat for the most part, but still having someone watching your back that you're not afraid is going to get lost, fall behind, or get hurt too bad.
- Finite Friend
Beginning at level 3, you gain a beast with a size class of tiny and a CR rating of 1/4th or lower. This beast follows you through any trials and tribulations without question. This creatures HP is equal to two times your ranger level, or whatever is in its stat block. You add your proficiency to its attack rolls, damage rolls, saves and checks you are proficiency in. This creature takes its turn on your initiative. You can use your action to command it to attack, dodge, help, dash, or disengage. Once you have the extra attack ability, you may attack and command your beast to make an action. While not making itself visible on purpose, your beast gets a + 5 to sneak checks. Additionally, it can share the same space as you or an enemy as long as it is two sizes larger than it. While sharing a square with a target, that target has disadvantage on attack rolls against your beast.
- Blind Spot
Starting at level 7, when you beast is unnoticed, or by a target and makes an attack against them, it is counted as a critical hit if the attack hits. Missing reveals the location of your beast. Additionally, while a target is facing its back to you, you have a +5 to damage on that target.
- Deadly Habits
Beginning at 11th level, Your Beast has honed its skill with its natural advantages. If your beast has a special type of movement,(Fly, Swim, Burrow, climb etc.) That speed is doubled. If Your beast has a poison damage, and the target of the attack fails the first save to prevent the poison, they roll again, if they fail they gain the poisoned effect. If they have any keen senses, (Keen Smell, Keen Sight, Keen Hearing, etc.) They gain a +5 to perception checks using that skill. Creatures with "stunning leap can jump twice as far and high. Creatures with water breathing gain amphibious. Creatures with blood frenzy gain Temp HP for the amount of damage dealt to a creature effected by blood frenzy. Creatures with mimicry add your proficiency to the DC. Only one of these benefits can be gained, So if you have per say a flying snake, you either double its flying speed, OR gain the poison buff, not both.
- Master
Beginning at level 15, Your beast has learned to be ask quick as lightning, as you are. You Add double your Proficiency modifier to your beats AC, and any checks and saves involving Dexterity. While Immobilized, this is reduced back down to normal proficiency. Additionally, your best is no longer subject to opportunity attacks.
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Apothose (talk) 11:20, 22 February 2019 (MST)