Beast Master (3.5e Prestige Class)

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Though others call them "Beast Masters", they do not consider themselves such. They attain a bond to an animal as close as any person to a friend. By learning to trust one another more so than any Ranger to their pet, they can become almost as one with each other.

Beast Master[edit]

A general melee class that focuses on unity with a pet.

Making a Beast Master[edit]

Beast masters are a class designed to do Damage and have abilities that vary so greatly from one to another that two can not be compared fairly, unless they happen to have exactly the same Pet and Gear. They are proficient with all Simple and Martial weapons, excluding any weapon considered "Ranged".

Abilities: Dexterity and Strength for attack and defense.


Base Bonus Attack: +7.

Skills: Handle Animal Skill 6 ranks,Survival 5 ranks, Listen 3 ranks, Knowledge(geography) 2 ranks, Knowledge(nature) 2 ranks.

Table: The Beast Master &tab; Hit Die: d12
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Animal Companion, Friend's Request, Attack of One 1/day
2nd +2 +3 +3 +0 Rage of One 1/day
3rd +3 +3 +3 +1 Mind of One
4th +4 +4 +4 +1 Stamina of One
5th +5 +4 +4 +1 Reflexes of One, Attack of One 2/day
6th +6/+1 +5 +5 +2 Will of One, Rage of One 2/day
7th +7/+2 +5 +5 +2 Fortitude of One
8th +8/+3 +6 +6 +2 Attack of One 3/day
9th +9/+4 +6 +6 +3 Rage of One 3/day
10th +10/+5 +7 +7 +3 Weapons of One, Speed of One

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

Man + Animal = Scary when angry. All of the following are class features of the Beast Master.

Weapon and Armor Proficiency: Light or medium armor, as long as it's made of something natural. Weapons restricted to something akin to your companion's natural weapon. Ex:Claws for tiger, club for bear, serrated knives for wolf, rapier for snake.

Animal Companion: At 1st level, beast masters must choose an animal companion. If the beast master already has an animal companion, use that companion instead of choosing a new one.

Friend's Request: A Beast Master's companion is treated as having learned all Tricks available to regular pets (Ex:Fetch, stay, come, etc).

Attack of One: Once a day (at first level), a Beast Master or his pet may make an Attack of One. For one full found attack, the Master or Companion may add it's partners weapon damage and base attack bonus to it's own. This damage stacks with Rage of One.

Rage of One: For 3 rounds, master and companion share their Dexterity and Strength modifiers, their base attack bonus, and each get +3 to attack and damage rolls when within 15 feet of one another. The bonus to attack and damage rolls increases by +1 for every additional time a day this ability is usable. When the 3 rounds are over, master and companion get -5 to attack rolls for the next turn.

Mind of One: For 2 minutes x Beast Master level, the Master may meditate and sense through his companion's senses. The meditation takes 30 seconds before connecting, and the companion must be within 5 feet of the master. While doing this, the master may will his companion to do anything. If interrupted, the master must make a DC 10 concentration check or lose connection.

Stamina of One: Three times a day, at the master's decision, an attack to either the master or companion may have it's damage split to the other. Ex: A wolf companion gets hit by a critical attack doing 16 damage, which would have hit it's HP below 0. By using this ability, the master and companion will each take 8 damage instead.

Reflexes of One: Master and companion add together their Reflex save bonuses when within 15 feet of each other.

Will of One: Master and companion add together their Will save bonuses when within 15 feet of each other.

Fortitude of One: Master and companion add together their Fortitude save bonuses when within 15 feet of each other.

Weapons of One: When within 10 feet of each other, master and companion may do damage rolls with one die higher. Ex: 1d4 becomes 1d6, 1d10 becomes 1d12, etc.

Speed of One: Master and companion add together their Dexterity modifier when within 15 feet of each other.

Strength of One: Master and companion add together their Strength modifier when within 15 feet of each other.

Ex-Beast Masters[edit]

A Beast Master's companion will generally follow whatever his friend will do, unless the master leaves nature permanently.

Campaign Information[edit]

Playing a Beast Master[edit]

Religion: Beast masters rarely have a religion, but if one does, it is certainly to some nature diety.

Other Classes: Beast Masters respect the strength of warriors, but feel more akin to the nomadic ways of barbarians. They enjoy the company of rangers and bards. They typically distrust the lawfulness (?) of monks and paladins and the magic of wizards and sorcerers.

Combat: Support melee, though not enough health for straight up tanking.

Advancement: Though uncommon, any class is possible as long as the companion is willing.

Beast Masters in the World[edit]

Remind me; which is the master and which is the beast?
—Unknown townsperson

Beast Masters live in the wilds, be it forests or deserts, wherever their companion resides.

Beast Master Lore[edit]

Characters with ranks in Knowledge (Classes) can research Beast Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Beast Masters keep animal companions.
10 Beast Masters can take on aspects of their companion.
15 Beast Masters can use their companion's senses.
20 Beast Masters die when their companion does.

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