Evolution Ability Improvement (5e Class Feature)

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EVOLUTION Ability Improvement
All Beast Master will have the following feature; this may replace Ability Score Improvement.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you are given Ability Score Improvement. This adds to that.
If you increase two of your ability scores by 1, you increase one of your companion’s ability scores by 1. Alternatively, you can choose to not use the Ability Score Improvement on yourself at all, and either add one to Three of your Companion's different abilities scores (May not exceed 20). Or increase 1 score and choose an enhancement.

For Constant companions, and Striders when you need to call new creatures to replace lost ones will not get Ability Score increases but they do benefit from Evolution Rituals. (but your companions are tougher to begin with, and you'll be given more opportunities to enhance your companion through your Archetype). For Spirit Companions and Summoned Companions these ability score increases exist for your companions regardless of their form(s) or if they are destroyed in battle. It represents your investment into your Summoning or Anima's power.

  • Ability Enchancement: Gain a permanent +2 to one Ability scores for your companion, (with this, the score may not exeed 22)
  • Defensive: +1 to AC and all saving throws
  • Fortitude: Increases Companion hit point maximum by 1d12 + 10
  • Menagerie: You may have 1 additional companion, your total CR for all companions may not exceed your Beast Template CR for your level. You have to command each creature separately. (attack action economy is preserved. See Multiple Companion rules for their HP adjustments)
  • Mobility: +10 Move
  • Skilled: +1 to skills and attack rolls, or expertise in one skill.
  • Power: Increase single attack damage die by 1 step (max 2d8)

Evolution Rituals (Companion Feats, you may take only once - Summoned Companions may not use these)

  • Evasive: Beasts gains the Rogue's evasive ability. (Requires Level 10)
  • Guardian: Beasts gain the Guard action; Your beast may be designated to defend a position or person. You may define the creature or area (15 foot cube) - the creature will attempt to Charisma (Intimidate) the closest person it doesn't know (that it percieves) within 30ft. It and takes feral attacks against those that attack whom they are defending. (A Full attack actions, separate from your Ranger. It takes a full action to call of a feral Attack once its begun, and may require you to make a Wisdom(Animal Handling) check.)
  • Greater: Your beast companion either grows a size category and for future summonings may now be large in size.
  • Mystic: The beast's natural weapons are considered magical for the purpose of overcoming damage resistance. (Requires Level 8)
  • Pack Mule: Your beast companion counts as one size larger for carry/lift capacity as well as for mounted combat.
  • Slippery: Beast may take a bonus action to dash or use the disengage actions.
  • Shared Spells: When you cast a spell targeting yourself, you can also affect your beast companion(s) with the spell if the beast(s) is within 30 feet of YOU. You must spend a HD for each additional beast beyond the first being affected. (Requires Level 10)
  • Stalker: Your beast companion can take the Hide Action as a bonus action.
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