Your connection to the natural world takes the form of a Beast master spirit, which can manifest in physical form as a beast of the land or sky. As your powers grow, your Beast grows as well, blossoming from a small companion to a majestic creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of beast.
Animal Lover
At 2nd level, you gain expertise in the animal handling skill and become proficient in Survival or Nature.
Pack Master
At level 2, instead of one follower you have several variety of beasts at your disposal. Your number of followers is increased to a number equal to half your proficiency bonus rounded up. Each of these followers must be either a Beast of the Land or Sky.
While you still can only have one active follower at a time your active follower can be swapped for another of your followers by spending your full movement to do so on your turn.
Size: Tiny, Small, Medium, or Large
Armor Class 10 + dex + proficiency bonus
Hit Points 11 (8+CON Mod per additional level)
Speed 40 ft
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 2 (-4) 12 (0) 6 (-2)
Saving Throws STR (+4), CON (+4)
Proficiencies
Skills Choose Two: (Athletics Intimidation, Perception, Stealth, Survival)
Follower Features
Keen Hearing and Smell: The Beast of the Land has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The Beast of the Land has advantage on an attack roll against a creature if at least one of the Beast's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Bite/Ram: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + Strength) piercing or bludgeoning damage. If the target is a creature, it must succeed on a DC 10 +Strength Strength saving throw or be knocked prone
Claw/Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + Strength) slashing or bludgeoning damage.
Beast of the Land Features:
Every Beast Under the Sun
Beast of the Land Level 8
Pick one of the following. At 10th level you may pick another:
Skypeian Pet Food: You’ve been feeding your Beast food rich in the rare mineral pyrobloin, causing it to grow to incredible size! You may increase the Beasts size to up to huge. At 10th level, you can increase their size again to a maximum of gargantuan. The Beast gains additional hit points equal to twice your level.
Mouth Weapon: The Beast can wield a single weapon without the two-handed or heavy properties. It is unable to store or swap weapons normally with this trait and cannot perform dexterous tasks that would require hands, it must use a bonus action to swap a weapon and any weapon swapped in this way is dropped on the ground instead of being sheathed. Taking this trait a second time allows it to disregard the two-handed and heavy restrictions.
Cunning Animal: As a bonus action on its turn the beast can take the dash, disengage, or hide action as a bonus action on your turn.
Charge: When the Beast makes an attack, if it moved at least 20ft the attack deals an additional 1d6 damage.
Clever: Increase the Beast’s intelligence by 6. You can communicate ideas and emotions with each other as if you shared a language.
All Terrain: The Beast gains a swim and climb speed equal to its base movement.
Not Down Not Out (3/Day)
Beast of the Land Level 10
Whilst the Beast has half its hit points or fewer, it has resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks.
Multiattack
Beast of the Land Level 14
The Beast may attack twice as an action on their turn.
Size: Tiny, Small, Medium, or Large
Armor Class 10 + dex + proficiency bonus
Hit Points 10 (8+CON Mod per additional level)
Speed 15 ft, fly 60ft
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 2 (-4) 12 (1) 6 (-2)
Saving Throws DEX (+5), WIS (+3)
Proficiencies
Skills Choose Two: (Acrobatics Intimidation, Perception, Survival)
Follower Features
Keen Hearing and Sight. The Beast of the Sky has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Dive Attack. If the Beast of the Sky is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Flyby. The Beast of the Sky doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Talons/Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + Strength or Dexterity) slashing or piercing damage.
Beast of the Sky Features
Every Beast Under the Sun:
Beast of the Sky Level 8 Pick one of the following. At 10th level you may pick another
Skypeian Pet Food: You’ve been feeding your Beast food rich in the rare mineral pyrobloin, causing it to grow to incredible size! You may increase the Beasts size to up to huge. At 10th level, you can increase their size again to a maximum of gargantuan. The Beast gains additional hit points equal to twice your level.
Mouth Weapon: The Beast can wield a single weapon without the two-handed or heavy properties. It is unable to store or swap weapons normally with this trait and cannot perform dexterous tasks that would require hands, it must use a bonus action to swap a weapon and any weapon swapped in this way is dropped on the ground instead of being sheathed. Taking this trait a second time allows it to disregard the two-handed and heavy restrictions.
Cunning Animal: As a bonus action on its turn the beast can take the dash, disengage, or hide action as a bonus action on your turn.
Charge: When the Beast makes an attack, if it moved at least 20ft the attack deals an additional 1d6 damage.
Clever: Increase the Beast’s intelligence by 6. You can communicate ideas and emotions with each other as if you shared a language.
Evasive: When the beast is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Distracting Attack
Beast of the Sky Level 10
When the Beast lands an attack against a creature, that creature’s next attack has disadvantage against creatures other than the beast.
Swoop In (2/Day)
Beast of the Sky Level 14
As a reaction when its Leader is attacked, the Beast of the Sky can move up to its speed. If it ends this movement adjacent to the Leader the attack hits the beast instead and deals half damage.
Additionally, if its leader falls 10 or more ft, the Beast can use it’s reaction to move up to it’s speed and if it ends it’s movement adjacent it can catch it’s leader and prevent any falling damage.
Fine Companions
At 7th level your beast followers gain an additional trait from Every Beast Under the Sun that they could take.
Bond of Fang, Feather and Scale
At 7th level the bond you share with your beast intensifies, protecting you and stoking the beast’s fury.
While your beast is summoned, you and the beast gain the following benefits:
Bestial Mount: The Beast grows to Medium size. Reflecting your special bond, you can use the Beast as a mount if your size is Medium or smaller.
Infused Fang: The Beast’s attack deals an extra 1d6 force damage
Resistance: You gain resistance to one elemental damage type of your choice, if you already have a resistance to a elemental damage type from a elemental affinity choosing the same damage type does not grant immunity.
One with Nature: You leave no tracks when traveling through the wilds and can’t be tracked, and you ignore plant based difficult terrain.
Companionship
At 13th level whilst adjacent or riding a beast, you may use a reaction when you or it is attacked to cause the attack to target the other.
Additionally you can now communicate with beasts as though you shared a language.
Perfected bond
At 17th level the bond you have formed with you beast Has reached the pinnacle of it's power.
You and your beast gain the following benefits:
Empowered Bite: The beast’s attack deals an extra 1d6 damage of force damage(for a total of 2d6 extra damage).
Reflexive Resistance: When either you or the beast takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the beast resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Pick one:
Pack Fights as One: You may now have three followers active at once, and can command them with the same bonus action.
Master Tamer: You can cast the command the technique targeting a beast as an action without spending any energy. Additionally beasts have disadvantage against the save for the Animal Companion technique.
Dietician: Any beast that spends a week or more in your care gains additional hit points equal to twice your level, immunity to disease and a +2 bonus to any ability scores of your choice. These bonuses fade if you are separated for more than a month.