There is a Legacy version
here.
BeastmasterSource Player Core 2 pg. 188You 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.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. 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’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Note: Warden spells granted by any of these feats are beastmaster focus spells for you.
Archetype Dedication Source Player Core 2 pg. 188Archetype BeastmasterPrerequisites trained in
Nature
You gain the service of a young animal companion that travels with you and obeys your commands. 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.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can
Refocus by feeding, playing with, or otherwise tending to an animal companion.
Beastmaster Animal Companions
If you're playing a beastmaster, you determine the statistics and abilities of your
animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
Exploration Source Player Core 2 pg. 189
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
Archetype Source Player Core 2 pg. 188Archetypes 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 from all sources.
Druid Source Player Core pg. 127 2.0Archetypes Beastmaster,
Mammoth Lord* This version of the Animal Empathy (Druid) 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 ask questions of, receive answers from, and use the Diplomacy skill with animals. 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 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.
Ranger Source Player Core pg. 157 2.0Archetype Beastmaster* This version of the Initiate Warden feat is intended for use with an Archetype and has a different level for access than the
original feat.
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial
warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
Archetype Source Player Core 2 pg. 188Archetypes Beastmaster,
Undead MasterPrerequisites Beastmaster Dedication
All of your animal companions grow up, becoming
mature animal companions and gaining additional capabilities.
Your animal companion has greater independence. During an encounter, even if you don’t use the
Command an Animal action, your active animal companion can still use 1 action that round on your turn to
Stride or
Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round— you can’t Command it later.
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.
Ranger Source Player Core pg. 159 2.0Archetype BeastmasterPrerequisites Initiate Warden* This version of the Advanced Warden feat is intended for use with an Archetype and has a different level for access than the
original feat.
You unlock more powerful primal spells. You gain your choice of one warden spell from the advanced
warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
Archetype Source Player Core 2 pg. 188Archetype 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.
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.
Ranger Source Player Core pg. 159 2.0Archetypes 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 Concentrate Source Player Core 2 pg. 188Archetype BeastmasterPrerequisites Beastmaster Dedication; Call Companion
Trigger You roll initative.
When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the same location as the one that departed, though the GM might adjust this depending on the circumstances and Speeds of the animals. If you have
Lead the Pack, you can swap one of your two active companions for an inactive companion.
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.
Archetype Source Player Core 2 pg. 189Archetypes Beastmaster,
Undead MasterPrerequisites Mature Beastmaster Companion
Your mature animal companions continue to grow and develop. Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion. You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat.
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.
Archetype Mental Primal Source Player Core 2 pg. 189Archetype 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.
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.
Archetype Auditory Concentrate Primal Source Player Core 2 pg. 189Archetype 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 at the start of 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.
Druid Source Player Core pg. 133 2.0Archetype 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.
Archetype Source Player Core 2 pg. 189Archetypes 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 the specialization separately for each companion, including any companion that becomes specialized after you take this feat.
Special You can select this feat more than once. Each time, add a different specialization to each of your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
Uncommon Archetype Source Player Core 2 pg. 189Archetypes 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, 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 each companion 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.