BeastmasterLegacy Content
Source Advanced Player's Guide pg. 160 2.0You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.
Additional Feats
Source Advanced Player's Guide pg. 149 2.0Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.
Click here for the full rules on Additional Feats.
Note: Warden spells granted by these feats are beastmaster focus spells for you.
Legacy Content
Archetype Dedication Source Advanced Player's Guide pg. 160 2.0Archetype BeastmasterPrerequisites trained in
Nature
You gain the service of a
young animal companion that travels with you and obeys your commands. The rules for animal companions appear
here. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you primal focus spells. The rules for focus spells appear
here. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can
Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.
Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.
Legacy Content
Archetype Source Advanced Player's Guide pg. 160 2.0Archetypes Beastmaster,
Undead MasterPrerequisites Beastmaster Dedication
Another animal joins you in your travels. It is a young animal companion that has the
minion trait. See
Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).
Legacy Content
Archetype Source Advanced Player's Guide pg. 160 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You can heal your animal companion's wounds. You can cast
heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.
Legacy Content
Ranger Source Advanced Player's Guide pg. 132 2.0Archetype BeastmasterPrerequisites an animal companion; warden spells
* This version of the Magic Hide feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can defend your companion in battle. You gain the
magic hide warden spell. Increase the number of Focus Points in your focus pool by 1.
Legacy Content
Archetype Source Advanced Player's Guide pg. 160 2.0Archetypes Beastmaster,
Undead MasterPrerequisites Beastmaster Dedication
All of your animal companions grow up, becoming
mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the
Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.
Archetype Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You imbue your companion with the aspect of another animal. You gain the
spirit of the beast focus spell.
Legacy Content
Ranger Source Core Rulebook pg. 172 4.0Archetypes Beastmaster,
Mammoth Lord* This version of the Wild Empathy feat is intended for use with an Archetype and has a different level for access than the
original feat.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Legacy Content
Archetype Source Advanced Player's Guide pg. 160 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell
beastmaster trance. Increase the number of Focus Points in your focus pool by 1.
Archetype Emotion Fear Mental Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion that’s Large or larger
Your companion's mere presence is enough to rattle creatures that fall under its shadow. When a creature adjacent to your animal companion that's smaller than it targets you with an attack, that creature becomes
frightened 1.
Legacy Content
Ranger Source Core Rulebook pg. 172 4.0Archetypes Beastmaster,
Mammoth Lord,
Undead MasterPrerequisites an animal companion
* This version of the Companion's Cry feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
Archetype Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with an
agile or
finesse unarmed attack
Your companions pick at an enemy's weak points. When your companion strikes a
off-guard creature with an
agile or
finesse unarmed attack, it deals an additional 1d4 precision damage (2d4 if the animal companion is specialized). If the companion already deals precision damage, combine the precision damage.
Archetype Emotion Mental Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You encourage your companion to refuse to yield, against even the mightiest of foes. When one of your animal companions is reduced to 0 Hit Points, if it isn't
wounded, it can remain standing with 1 Hit Point and become wounded 1.
Legacy Content
Archetype Source Advanced Player's Guide pg. 160 2.0Archetypes Beastmaster,
Undead MasterPrerequisites Mature Beastmaster Companion
Your mature animal companions continue to grow and develop. They each become
nimble or
savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.
Archetype Flourish Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You and your companion move to take down a common enemy. You and your animal companion both Stride. If both of you end your movement within reach of the same creature, you and your animal companion each make a melee Strike against the creature. You can use Pack Movement to
Burrow,
Climb,
Fly, or
Swim instead of Stride if both you and your animal companion have the corresponding movement type.
Legacy Content
Archetype Divination Mental Primal Source Advanced Player's Guide pg. 160 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You can communicate telepathically with your animal companions within 100 feet. If you're legendary in
Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Legacy Content
Ranger Source Advanced Player's Guide pg. 132 2.0Archetype BeastmasterPrerequisites an animal companion; warden spells
* This version of the Enlarge Companion feat is intended for use with an Archetype and has a different level for access than the
original feat.
You make your companion enormous. You gain the
enlarge companion warden spell. Increase the number of Focus Points in your focus pool by 1.
Archetype Source Howl of the Wild pg. 66 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with an antlers, head, or horn unarmed attack
You've taught your companions to charge directly at an enemy. Your companions with a qualifying unarmed Strike learn the Ferocious Charge activity.
Ferocious Charge [two-actions] The companion Strides up to twice its Speed in a straight line and makes an antlers, head, or horn Strike. If it moved at least 20 feet, it deals an additional 1d8 damage. This damage increases to 2d8 if your companion is specialized. The companion can use Ferocious Charge while
Burrowing,
Climbing,
Flying, or
Swimming instead of Striding if it has the corresponding movement type.
Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with a foot, hoof, or talon unarmed attack
Your companion weaves in and out of combat, swiftly attacking before getting to a better position. Your companions with a qualifying unarmed attack learn the Running Kick activity.
Running Kick [two-actions] This companion Strides up to twice its Speed and makes a hoof, foot, or talon Strike at any point during the movement. This movement doesn't provoke reactions from a creature damaged by the Strike.
Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with a jaws or fangs unarmed attack
Like how a constrictor wraps itself around its next meal, your companion tightens its teeth around its constrained prey to squeeze the life out of it. Your companions with a qualifying unarmed attack learn the Sinking Jaws activity.
Sinking Jaws [one-action] Requirements This companion has a creature
grabbed or
restrained with its jaws or fangs;
Effect This companion's grabbed or restrained foe takes piercing damage equal to the companion's level plus Strength modifier.
Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with a tail unarmed attack
Your companion swings its tail powerfully. Your companions with a qualifying unarmed attack learn the Sweeping Tail activity.
Sweeping Tail [two-actions] This companion makes two tail Strikes against different creatures within its reach, increasing its multiple attack penalty as normal. On a hit, it
pushes a target back 5 feet or 10 feet on a critical hit. This is forced movement.
Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with a claw, fist, pincer, or talon unarmed attack
Your companion sinks its claws and rips. Your companions with a qualifying unarmed attack learn the Vicious Rend activity.
Vicious Rend [two-actions] Make two claw, fist, pincer, or talon Strikes against the same target, applying the multiple attack penalty as normal. If both Strikes hit, the target takes an additional 1d6
persistent bleed damage. This damage increases to 2d6 if your companion is specialized.
Legacy Content
Archetype Auditory Concentrate Conjuration Primal Source Advanced Player's Guide pg. 161 2.0Archetype BeastmasterFrequency once per turn
Prerequisites Beastmaster Dedication; Call Companion
You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.
Air Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication; animal companion with wings
You've trained your winged companions to gather air in their wings, whipping up a concentrated gust of wind at opponents, potentially staggering them. Your companions with wings gain a gust ranged
unarmed attack, which deals 1d4 bludgeoning damage with a range of 30 feet and has the
air and
propulsive traits. On a critical hit, the target is
pushed back 5 feet. This is forced movement.
Legacy Content
Druid Source Core Rulebook pg. 138 4.0Archetype BeastmasterPrerequisites Animal Companion* This version of the Side by Side (Druid) feat is intended for use with an Archetype and has a different level for access than the
original feat.
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Legacy Content
Archetype Source Advanced Player's Guide pg. 161 2.0Archetypes Beastmaster,
Undead MasterPrerequisites Incredible Beastmaster Companion
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one
specialization of your choice (choose separately).
Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
Legacy Content
Uncommon Archetype Source Advanced Player's Guide pg. 161 2.0Archetypes Beastmaster,
Undead MasterPrerequisites Mature Beastmaster Companion; you have multiple animal companions
You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to
Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per
Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.
Archetype Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Beastmaster Dedication
You've worked to sharpen your companions' instincts to supernatural levels. When one of your companions rolls a success on a saving throw, it gets a critical success instead.
Archetype Flourish Source Howl of the Wild pg. 67 2.0Archetype BeastmasterPrerequisites Lead the PackRequirements You have two active companions.
The pack is strongest when it acts as one, and like a group of hungry wolves, you work together to bring down a single target. If you and both of your active companions threaten the same creature, each of you makes a melee Strike against it. The creature is
off-guard against all of these attacks. If more than one attack hits, combine the damage from all successful Strikes, and apply resistances and weaknesses only once.