Beastmaster (Fighter Archetype) S ome adventurers find a connection with beasts that reverberates even stronger than the bonds they have with their own kind. Their affinity for friendship with animals is unmatched, and they often form an unbreakable bond with a companion. As their bond grows with their beast companions, a magical harmony resonates between them, and gifts are bestowed upon each of them. Animal Expert When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, you can cast speak with animals a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after a long rest. Beastmaster Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or five times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can mentally command the beast through your bond where to move and what actions to take (no action required by you). If your beast has access to the multiattack action, you must give up one of your attacks in order for your beast to use it. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. You may communicate with your beast companion telepathically as long as they are within 60ft of you. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. A new beast bound must have a CR equal to one-fourth of your character level or less. Through the magic of your bond, you are able to speak with past companions in your dreams. Beast Mark At 3rd level, the magical bond shared between you and your companion mingles with the thrill of the hunt, your companion learns the hunter’s mark spell, and Wisdom is their spellcasting ability for it. They can use it a number of times equal to their master's Wisdom modifier (a minimum of once). Your companion regains all expended uses when they finish a long rest. You cannot benefit from the effects of your beast companion's hunter's mark Strengthened Bond Beginning at 7th level, your companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your companion does not have the multiattack action, they may now make two attacks each turn if you give up one of your attacks. Additionally, you gain the ability to revive your companion when it dies. To revive your companion, you must hold a diamond worth at least 50gp against your companion's body for one hour, focusing only on your memories with the companion. At the end of 1 hour, the diamond crumbles to dust, and your companion returns to life with 1 hit point. Instant Growth/Shrink At 10th level, when bonding a new companion, you may now choose a Large or Huge creature. Additionally, your companion can use an action to use Instant Growth or Instant Shrink. Instant Growth. Your companion can cause itself to grow at astonishing speed. Tiny companions can become Small, Small companions can become Medium, Medium companions can become Large, and Large companions can become Huge. Huge companions cannot use Instant Growth. In their larger form, your companion's attacks do an additional 1d6 damage per hit. This change lasts as long as you desire, and the companion can use another action to revert back to its original size. Instant Shrink. Huge companions can use Instant Shrink to reduce their size to become Large. In their smaller form, your companion's attacks deal 1d6 less damage per hit. This change lasts as long as you desire, and the companion can use another action to revert back to its original size. Bestial Movement At 10th level, the connection between you and your companion blends your strengths. The movement speed of you and your companion increases by 10 feet, and you both ignore nonmagical difficult terrain. Shared Pain At 15th level, you gain the ability to share pain with your companion. While your companion is within 60 feet of you, you and your companion gain a +1 bonus to AC and saving throws, and have resistance to all damage. Each time you take damage, your companion takes the same amount of damage. Each time your companion takes damage, you take the same amount of damage. This effect ends if one of you drops to 0 hit points or if you become separated by more than 60 feet. Shared Magic At 18th level, when you are targeted by a beneficial spell, your companion also gains the benefits of that spell. Additionally, you and your companion have advantage on saving throws against spells.