I'm A Banana
Potassium-Rich
Here's the basic text.
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.... Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by spending 8 hour magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Some initial analysis...
[sblock]
The Good
Possible Solution 1: You companion is a light weapon (plus).
At 3rd level, you gain a companion that accompanies you on your adventures and is trained to fight alongside you. The bond you form with this creature is a magical one, requiring an hour-long ritual and 25 gp worth of rare food and herbs. Select a companion from the list below.
Once you form the bond, you and your companion have similar statistics, and share awareness - the creature's AC, saving throw bonus, and skill bonuses equal your own, and you share an HP pool. When the creature takes damage, your shared HP pool is reduced, just as if you took damage. When this shared HP pool runs out, you both fall unconscious, but you have separate death saving throws. When the creature attacks, it uses your proficiency bonus plus your Wisdom modifier.
The creature does not have its own actions, and does nothing unless commanded. You can instruct the creature where to move without requiring an action. On your turn, you can use your bonus action to give the creature a command to use the Attack, Dash, Disengage, Dodge, or Help action. Additionally, any time you take the Attack action, you can have your companion attack instead of you for any number of your attacks.
While traveling through your favored terrain with only the companion, you can move stealthily at a normal pace. The extra pair of eyes and ears also grant you advantage on Wisdom (Perception) checks.
If your companion dies, or you wish to replace your companion, you can release your current companion and acquire a new one by performing the ritual on a creature that is friendly to you, spending the gp once again.
...I dunno that that's my favorite.
What's your idea?
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.... Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by spending 8 hour magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Some initial analysis...
[sblock]
The Good
- The Ranger doesn't need to acquire higher CR creatures. Adding the proficiency bonus to...everything...and using the new HP calculations means that the companion isn't irrelevant.
- This adds HP to the party. Without taking any actions, the ranger can stick their companion in the line of fire and use it like a meat shield.
- Compared to a weapon, it's viable, and more flexible. Because its attacks take the place of your own, its worth comparing this to the other weapons you could use. An animal companion does decent damage when compared to most martial weapons (especially when you add your proficiency bonus to damage), and can do this damage at any range. It could also do things other than damage.
- It can do things for you. Need a trap-filled corridor traversed or a switch flipped or a vial snatched? Animal companions are good for suicide missions, or when you need to hit something across a room. Flying companions are especially good at this.
- It does nothing unless you use your action?. A mount can move or dodge. A familiar can help. Compared to that, a companion just stands around drooling unless you spend time to make it do something. A familiar doesn't add as much HP, and doesn't necessarily scale well, but it can do things for you AND use the Help action. A mount might not scale as well, and it can't attack, but it's a bunch more HP for the first few levels, it's replaceable, AND it can Disengage for you. Companions don't seem as good as just buying a friggin' horse or conjuring up a celestial badger, at least for a while.
- It has to be Medium or smaller?. I WANT A PONY. This is likely based on a "you should be able to bring it into a dungeon" requirement, but iconic animal companions are often larger than medium. The mountain man befriends a bear, the outrider befriends their horse, etc.
- Compared to the Hunter's abilities, this is no great shakes. Colossus Slayer ups my damage by a d8 almost every round. Hoard Breaker and Giant Killer give me extra attacks under certain circumstances. They're pretty context-dependent, and they don't up survivability or increase utility like a companion, but it's a little weird that having a panther claw and bite for me won't actually up my damage very much.
- Is this meant to be an animal friend or just some expendable beast?. The ability to acquire a new one implies the latter, but the HP totals imply the former, and the archetype certainly contains "me an' this bear were raised together!" kinds of narratives.
Possible Solution 1: You companion is a light weapon (plus).
At 3rd level, you gain a companion that accompanies you on your adventures and is trained to fight alongside you. The bond you form with this creature is a magical one, requiring an hour-long ritual and 25 gp worth of rare food and herbs. Select a companion from the list below.
Once you form the bond, you and your companion have similar statistics, and share awareness - the creature's AC, saving throw bonus, and skill bonuses equal your own, and you share an HP pool. When the creature takes damage, your shared HP pool is reduced, just as if you took damage. When this shared HP pool runs out, you both fall unconscious, but you have separate death saving throws. When the creature attacks, it uses your proficiency bonus plus your Wisdom modifier.
The creature does not have its own actions, and does nothing unless commanded. You can instruct the creature where to move without requiring an action. On your turn, you can use your bonus action to give the creature a command to use the Attack, Dash, Disengage, Dodge, or Help action. Additionally, any time you take the Attack action, you can have your companion attack instead of you for any number of your attacks.
While traveling through your favored terrain with only the companion, you can move stealthily at a normal pace. The extra pair of eyes and ears also grant you advantage on Wisdom (Perception) checks.
If your companion dies, or you wish to replace your companion, you can release your current companion and acquire a new one by performing the ritual on a creature that is friendly to you, spending the gp once again.
- Hawk: Your hawk deals 1d4 points of slashing damage with an attack. It has a flying speed of 60 ft, and adds +1 to your AC.
- Boar: Your boar deals 1d6 points of piercing damage with an attack. It adds +10 hit points to your maximum HP.
- Mastiff: Your mastiff deals 1d6 points of piercing damage with an attack, and creatures hit by the attack must make a Strength save (DC 8 + your Proficiency bonus + your Strength score) or get knocked prone.
- Panther: Your panther deals 1d6 points of slashing damage with an attack. If the creature it attacks is prone, it instead deals 2d6 damage.
- Bear: Your bear deals 1d8 points of slashing damage with an attack. It is Large.
- Horse: Your horse deals 1d6 points of bludgeoning damage with an attack. It is Large, and adds +10 ft. to your walking speed.
...I dunno that that's my favorite.
What's your idea?
