In their role as guardians of nature, some Rangers form deep connections with the beasts of the wild. In recognition of this relationship, great spirits of the wild known as Primal Beasts will seek out such Rangers and form a primal bond. Together, Master and Beast stand together to defend the natural world.
Beast Master Spells
3rd-level Beast Master Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don’t count against the spells you prepare each day.
| Ranger Level | Spell |
|---|---|
| 3rd | animal friendship, beast bond |
| 5th | beast sense, warding bond |
| 9th | haste, protection from energy |
| 13th | death ward, freedom of movement |
| 17th | awaken, commune with nature |
Primal Beast
3rd-level Beast Master Conclave feature
You have formed a bond with a Primal Beast. You choose its stat block from one of the following options: the Beast of the Cave, Land, Sea, or Sky, each of which is detailed below the subclass features. The Primal Beast stat blocks use your proficiency bonus (PB) and Ranger Spell save DC.
Your Primal Beast is friendly to you and your allies, and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block, or another action. Whenever you take the Attack action, you can forgo one attack to command your Beast to attack. When you are incapacitated, your Beast can act on its own, and it uses its turns to defend both itself and you to the best of its abilities.
If your Beast is reduced to 0 hit points, it makes death saving throws like a player character would. If the Beast dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that returns your Primal Beast to life with 1 hit point. As part of this ritual, the Beast can expend hit dice to regain additional hit points. It can also take a new form, choosing a new Primal Beast stat block and appearance.
Wild Empathy
3rd-level Beast Master Conclave feature
You learn the Wild Insight I Knack, but it doesn’t count against your Knacks Known. If you already know Wild Insight I, you learn another Knack.
Bestial Focus
7th-level Beast Master Conclave feature
You and your Beast hunt as one. Your Primal Beast gains all benefits of your Ranger’s Quarry, including any Knacks that enhance it, and its attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.
Exceptional Training
11th-level Beast Master Conclave feature
You are able to draw out the full ferocity of your Primal Beast. Once per turn when you command your Primal Beast to use one of the attacks from its stat block, it can make two attacks.
Primal Bond
15th-level Beast Master Conclave feature
The bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, the Primal Beast also gains the benefits as long as it is within 30 feet of you.
Primal Beasts
While Primal Beasts here are described as powerful nature spirits, they can take on any appearance you wish, so long as they resemble a beast of their size. While some Primal Beasts appear as supernatural guardian spirits, others appear as normal animals. What sort of Primal Beast has your Ranger bonded?
Beast of the Cave
Medium Beast, Neutral
- Armor Class: 13 + PB (natural armor)
- Hit Points: 5 + five times your Ranger level
- Speed: 30 ft., burrow 10 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
- Senses: darkvision 120 ft., passive Perception 12
- Languages: understands the languages you speak
- Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.
- Tremorsense. The Beast knows the location of anything in contact with the ground within 30 ft.
- Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.
Actions
Claw. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB slashing damage.
Beast of the Land
Medium Beast, Neutral
- Armor Class. 13 + PB (natural armor)
- Hit Points. 5 + five times your Ranger level
- Speed. 40 ft., climb 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) ) | 15 (+2) | 8 (-1) | 14 (+2 | 11 (+0) |
- Senses. darkvision 60 ft., passive Perception 12
- Languages. understands the languages you speak
- Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.
- Charge. If the Beast moves at least 20 ft. in a line toward a target and hits it with a Maul attack, the target takes bonus slashing damage equal to a roll of your Quarry Die. If it is Large or smaller it must succeed on a Strength saving throw or fall prone.
- Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.
Actions
Maul. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d8 +2 +PB slashing damage.
Beast of the Sea
Medium Beast, Neutral
- Armor Class: 13 + PB (natural armor)
- Hit Points: 5 + five times your Ranger level
- Speed: 10 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.
- Amphibious. The Beast can breathe in air and water.
- Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.
Actions
Pseudopod. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB bludgeoning damage, and if the target is Large or smaller, it can choose to instantly grapple it (escape DC equal to your Spell save DC). While grappling a creature, it can only use its Pseudopod to attack that creature.
Beast of the Sky
Small Beast, Neutral
- Armor Class: 13 + PB (natural armor)
- Hit Points: 4 + four times your Ranger level
- Speed: 10 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 11 (+0) |
- Senses: darkvision 60 ft., passive Perception 12
- Languages. understands the languages you speak
- Hit Dice. The Beast has a total number of d6 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.
- Flyby. The Beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.
Actions
Shred. Melee Weapon Attack: +3 +PB to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB slashing damage.