Among the gifted hunters, there are those who are drawn to the beasts of the wild and seek to bond with such creatures. Beastmasters are often drawn towards the primal world, invigorated by its dangerous and untamed nature. The primitive world becomes their home and its ferocious predators becomes kin.
Beginning when you choose this archetype at 3rd level, you show a keen mind when dealing with beasts and are able to tame beasts that are Large or smaller with a challenge rating of 2 or lower.
Also at 3rd level, you gain the ability to cast the Beast Sense spell, but only as a ritual and only on your beast companion.
At 5th level, you and your beast companion form a more potent fighting team. You can use your bonus action and expend a focus die to issue a kill command to your beast companion. The beast takes the Attack action, making all attacks with advantage. You add the focus die to the damage roll of the first attack that hits.
Beginning at 7th level, when you or your beast companion are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to allow the both of you to avoid the brunt of the effect.
You take no damage if you succeed the saving throw, and only half damage if you fail. Your beast companion must be able to hear you and you must be able to see it in order for it to benefit from your Evasive Maneuver feature.
Starting at 11th level, your companion can attack twice, instead of once - or use its Multiattack - during it's turn.
At 15th level, your companion's call can keep you fighting and overcome grievous wounds. When you take damage that reduces you to 0 hit points but not killed outright, your beast companion can use its reaction to call out to you. If you can see or hear its call, you immediately regain hit points equal to your hunter level and remain conscious.
Once you (and your companion) uses this feature, you can't use it again until you finish a long rest.