Beastspirit Warden (5e Subclass)
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Beast Warden[edit]
Ranger Subclass
- Beast Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
- 3rd Level
find familiar (no material components required)->
- 5th Level
- 9th Level
- 13th Level
- 17th Level
- Nature's Summon
Also at 3rd level, Whenever you finish a long rest you gain the ability to summon a mystical aspect of nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. You are able to change the nature of your companion with ease. As an action you can choose a new appareance and/or Statblock of your beast, as call upon your deep conection to nature.
- Beast of the Land
Medium beast Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft., climb 40ft.
- STR 14 ;DEX 14 ;CON 15 ;INT 8 ;WIS 14 ;CHA 11
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Proficiency Bonus (PB): equals your bonus
Challenge: —
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
- Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
- Beast of the Sea
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 5 ft., swim 60ft.
- STR 14 ;DEX 14 ;CON 15 ;INT 8 ;WIS 14 ;CHA 11
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
- Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
- Beast of the Sky
Small beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed: 10 ft., fly 60ft.
- STR 6 ;DEX 16 ;CON 13 ;INT 8 ;WIS 14 ;CHA 11
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
- Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
As an action you can temporarily dismiss your compannion to a pocket dimension. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
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