5x Beast Master

Beast Companion
At 1st level, you gain a loyal animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of ¼ or lower. It is friendly to you and your allies and obeys your commands. Your companion understands your speech, and you can translate basic concepts and statements using words and gestures as long as you can see or hear it.


 * Companion Statistics: While it is your companion, the beast uses your proficiency bonus in place of it's own. It adds your proficiency bonus to it's AC, attack rolls, damage rolls, and any saving throws or skills in which it is proficient. Additionally, if the beast has any features that require a creature to make a saving throw, you can add your proficiency bonus to the saving throw DC. Your companion's hit point maximum equals the hit point number in its stat block or five times your Beast Master level, whichever is higher. Like any creature, it can spend hit dice during a short rest to regain hit points. When you gain a level, your companion gains one additional hit die and increases it's maximum hit points according to a roll of that die. When you gain the Character Improvement feature, your companion also gains the benefits of this feature.


 * Commanding your Companion: In combat, your animal companion acts on your initiative and will obey your commands as best as it can. It can move and use it's reaction on it's own, and can be commanded using your action to take one of the actions in it's stat block, or an action that it is capable of performing. It will continue to follow it's last given order each turn if possible, but will otherwise do nothing if you don't issue it a command. If the beast has a multiattack option, it cannot use it. If you are incapacitated or absent, the beast acts on its own and attempts to defend you, or itself, to the best of its ability. At 5th level, the beast’s attacks count as magical for purposes of overcoming resistances or immunities to bludgeoning, piercing, and slashing damage. If you have the Extra Attack feature, you can replace one of your attacks with an attack from your beast companion.


 * Resurrecting your Companion: If the beast dies, you can use your action to craft a special poultice using pieces of it's fur, scales, or feathers, and an assortment of rare, forageable herbs worth at least 25gp. You can choose to administer this poultice to your late companion to call the spirit back to it's body, reviving it. You can alternatively give this poultice to a new beast that isn’t hostile to you and meets the requirements of becoming a companion, granting them the knowledge and experience of its predecessor and making it your new companion. When your companion is revived, it awakens with half of its maximum hit points.

Primal Ferocity
At 3rd level, the first attack your beast companion makes on its first turn of combat is made with advantage. Additionally, when you deal damage to a creature with an attack, your beast companion has advantage on the next attack it makes against that creature.

Companion's Path
At 6th level, you can magically enhance your companion to fill a role of your choosing. When you finish a long rest, you can choose one of the following options below;
 * Offense: You can use your bonus action to command your beast companion to attack, instead of your action.
 * Support: Your companion's size increases to Large, and it can be used as a mount. If an Attack is made against a creature that is riding your companion, or that is within 5 feet of your companion, then that Attack is made with disadvantage.
 * Tank: Your companion's maximum hit points are increased by an amount equal to your Beast Master level, and it becomes resistant to all damage except psychic damage.

Brutal Command
At 9th level, when you score a critical hit with a weapon attack against a creature, your beast companion's next attack will be an automatic critical hit if it hits the same creature, as long as the attack hits the creature before the start of your next turn.

Bestial Wrath
At 13th level, you can use 1 action to empower your companion. For 1 minute, your companion gains the following benefits; You can use this feature once, and you regain the use of it when you finish a long rest.
 * Your companion's Attacks deal an additional 1d4 damage.
 * Your companion's speed is increased by 10 feet.
 * Your companion has resistance to bludgeoning, piercing, and slashing damage.
 * If your companion is reduced to 0 hit points, it does not become wounded and continues to fight. It must still make death saving throws, and it still suffers the normal effects of taking damage while at 0 hit points. However, if it would die due to failing death saving throws, it doesn't die until it's Bestial Wrath ends, and it dies then only if it still has 0 hit points.

Kill Command
At 17th level, your companion makes Attacks against a bloodied creature with advantage.