Beastmaster (3.5e Class)

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Beastmaster
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Editing: Constructive edits welcome

Beastmaster[edit]

A beastmaster is a warrior hero or wilderness warrior who is able to call forth the creatures of the forest to serve him. They are usually outcast like half orc, half elves and other races not welcomed by most races. These lone wandering forest dwellers come from all backgrounds and cultures, seeking the essence of combat through the mimicry of wild beasts. Beast masters are noble savages, wandering the woods and communing with nature. The beastmaster is more at home with wild animals than sapient beings, able to call upon the forces of nature to help him. Most beastmasters are mercenaries.

The beastmaster is a wilderness warrior who has developed an uncanny rapport with animals. Though truly fearsome in battle, the beastmaster can be quite gentle when dealing with creatures of the wild. A beastmaster typically travels with one or more animal companions such as hawks and bears who show incredible loyalty to their humanoid friend. Though a beastmaster prefers to spend his time in the wild with his animal companions, he is not averse to venturing into civilized lands when the need arises. As long as animals may be found where he travels, the beastmaster is at home.

A beastmaster can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a giant lizard). The beastmaster may comprehend and communicate with animals and magical beasts.

The beastmaster can grow claws and fangs or horns.

Making a beastmaster[edit]

Abilities: Beastmaster are like Animal Leaders without spellcasting.

Alignment: Any.

Starting Gold: 4d6 x 10 gp, (140 gp).

Class Skills (4 + Int modifier per level; x4 at first level)
Bluff (Cha), climb (str), Concentration (Con), craft (int), Disguise (Cha), diplomacy (cha), Escape Artist (dex), Handle Animal (Cha), heal (wis), hide (dex), Knowledge (Nature) (Int), Listen (Wis), Move Silently (dex), profession (wis), ride (dex), Sense Motive (wis), Spellcraft (Int), Spot (Wis), Survival (Wis), swim (str)
Table: The Beastmaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Chosen Animal, Physical Skill, Animal Companion , Animal skill
2nd +2 +3 +0 +0 Nature Sense, Animal Companion II
3rd +3 +3 +1 +1 Mental Skill, Wildshape, 1/day, Magical Animal Affinity
4th +4 +4 +1 +1 Woodland Stride, Unnatural Sense I
5th +5 +4 +1 +1 Social Skill, Wildshape (Chosen Animal) 2/day, Animal Companion III
6th +6/+1 +5 +2 +2 Trackless Step
7th +7/+2 +5 +2 +2 Wildshape (Chosen Animal) 3/day, Adapted Spellcasting, Animal Companion IV
8th +8/+3 +6 +2 +2 Animal Speaking
9th +9/+4 +6 +3 +3 Wildshape (Chosen Animal) 4/day, Animal Companion V
10th +10/+5 +7 +3 +3 skill focus
11th +11/+6/+1 +7 +3 +3 Wildshape (Chosen Animal) 5/day, Animal Companion VI
12th +12/+7/+2 +8 +4 +4 Pack Leader
13th +13/+8/+3 +8 +4 +4 Wildshape (Chosen Animal) 6/day
14th +14/+9/+4 +9 +4 +4 Unnatural Sense II
15th +15/+10/+5 +9 +5 +5 Wildshape (Chosen Animal) 7/day
16th +16/+11/+6/+1 +10 +5 +5 Animal Companion VII
17th +17/+12/+7/+2 +10 +5 +5 Wildshape (Chosen Animal) 8/day
18th +18/+13/+8/+3 +11 +6 +6 skill focus
19th +19/+14/+9/+4 +11 +6 +6 Wildshape (Chosen Animal) at will
20th +20/+15/+10/+5 +12 +6 +6 skill focus

Class Features[edit]

All of the following are class features of the Animal Leader:

Weapon and Armor Proficiency: An Animal Leader is proficient with all simple weapons and whips, as well as light armor. He is not proficient with any shields.

Chosen Animal: The Animal Leader must choose a small or medium-sized animal that he has formed an affinity with. Large animals must be approved by the DM, but are common as well.

Animal Skill: At 1st level the animal master gets skills added to his list that the chosen animal has a bonus on and he or she and its pack gain bonus skill points on those skills

Physical Skill: At 1st level, the Animal Leader has found himself acting more like his chosen animal, and chooses a physical-based skill to be considered a class skill. This skill must be approved by the DM, but should be based on strength, dexterity or constitution, although exceptions are possible.

Mental Skill: At 3rd level, the Animal Leader has found himself thinking more like his chosen animal, and chooses a mental-based skill to be considered a class skill. This skill must be approved by the DM, but should be based on intelligence or wisdom, although exceptions are possible.

Social Skill: At 5th level, the Animal Leader has found himself reacting more like his chosen animal, and chooses a social-based skill to be considered a class skill. This skill must be approved by the DM, but should be based on charisma, although exceptions are possible.

Nature Sense (Ex): At 2nd level, the Animal Leader gains a +2 bonus on Knowledge (Nature) and Survival checks.

Magical Animal Affinity: At 3rd level, the Animal Leader becomes further able to cast spells in order to increase the size of his pack. Whenever he casts a summoning spell that calls only his chosen animal, the Animal Leader is able to spontaneously apply any one Metamagic feat without adjusting its level. If the level that would be adjusted is variable (for example, Heighten Spell), it may not be used with this ability. This does not increase the casting time of the spell, so it could be applied to Quicken Spell.

If other metamagic feats are applied to the spell, they function as normal.

Wildshape (Su): At 3rd level, the Animal Leader gains the ability to transform himself into his chosen animal and back again once per day. This effect lasts for 1 hour per Animal Leader level, or until he changes back. Changing form is a standard action, and does not provoke an attack of opportunity. His form's Hit Dice is equal to his Class level. If his class level is lower than the base stats of the animal, remove the Hit Dice from the animal until it reaches his class level.

An Animal Leader loses his ability to speak while in the animal form, and is limited to the sounds that a normal, untrained animal can make, but may communicate normally with animals of the same general grouping as his new form.

The Animal Leader can use this ability more times per day at every other level after 3rd, until he becomes able to shift at will at level 19.

Woodland Stride (Ex): At 4th level, the Animal Leader may move through any sort of natural undergrowth at his normal speed without taking damage or suffering any other impairment.

skill focus: you gain skill focus as a bonus feat for one of the skills that your base animal racial skill bonuses at level 10 2 at level 18 and 3 at level 20

Unnatural Sense I (Su): At 4th level, the Animal Leader's sense begin to attune to his animal's. He may make Search checks to detect the presence of magic, with Spellcraft giving a synergy bonus while in a 10' radius of the magic.

These are at a DC20 + spell level, and can only give away the presence of magic.

Unnatural Sense II (Su): At 14th level, the Animal Leader's attuned senses improve. He becomes able to detect the presence of undead creatures just as he can magic, again only revealing their presence.

The radius of his detections improve to 20'.

Trackless Step (Ex): At 6th level, an Animal Leader leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if desired.

Animal Companion I: At 1st level, the Animal Leader gains an animal companion of the same type as his chosen animal.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion II: At 2nd level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 1 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion III: At 4th level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 2 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion IV: At 7th level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 3 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion V: At 8th level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 4 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion VI: At 11th level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of a level 5 less than the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 5 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Animal Companion VII: At 16th level, the Animal Leader gains an additional animal companion of the same type as his chosen animal. This companion advances as a Druid's of a level 6 less than the Animal Leader's class level.

If an Animal Leader's Druid level is reduced to be below 1 for this animal companion, the animal will not be able to join until his Druid level is at least 0. At Druid level 0, the animal companion is treated as a normal 1st level Druid's animal companion that cannot learn an extra trick or share spells.

A multiclassed Animal Leader with a familiar or mount that is the same type of animal as his chosen animal may use that animal for this ability. If he has an animal companion, he may add his Animal Leader's class level minus 5 to his Druid level for that Animal companion. Each of an Animal Leader's animal companions abilities may not advance beyond his character level using this ability.

Pack Leader: At 12th level, the Animal Leader becomes more in touch with his chosen animal in any form, and all animals of his chosen animal's type are considered Friendly unless under magical compulsion.

Further, he becomes better able to fight in coordination with his chosen animal, allowing them to provide an additional +1 flanking modifier above the normal bonus while flanking with his animal companions or the Animal Leader himself. His animal companions provide an additional +2 flanking modifier above the normal bonus instead.

Adapted Spellcasting: At 7th level, the Animal Leader gains the use of the Natural Spell feat while in his chosen animal's form, allowing him to cast spells in either form.

Animal Speaking: At 8th level, the Animal Leader gains the ability to speak with animals of his chosen animal's type even while in his natural form.

Spellcasting: At 4th level, the Animal Leader becomes able to cast divine spells from his own spell list. To prepare or cast a spell, an Animal Leader must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against his spell is equal to 10 + the spell level + the Animal Leader's Wisdom modifier.

The Animal Leader gains bonus spells if he has a high Wisdom score. When the table indicates he gets 0 spells per day of a given level, he gains only the spells he would be entitled to based on his Wisdom score for that spell level.

The Animal Leader may cast any spell on his list, provided he can cast spells of that level, and gains a caster level of half his class level when he becomes able to cast spells. The Animal Leader does not have to prepare spells, but must rest to regain used spell slots.


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