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Beast Master Abilities in Sword Coast Legends is an Ability tree available only to Rangers. Beast Masters are those rangers who have truly become one with nature, forming a bond between civilization and the wild. Beast Masters call animal companions to their aid in battle, not as servants, but as comrades with common goals.



Beast Master Abilities



rangers_companion-icon.png Ranger's Companion


  • Effect: You hear the call of the wild and it, in turn, heeds your call. Call a wolf companion to your side that assists in battle and can slow down enemy attacks speeds. The summoned wolf will match your level up to level 6 and will gain a bonus to Strength, Constitution, and Dexterity based on your Dexterity modifier. You can send the wolf away by using this spell again.
  • Type: Summon
  • Cooldown: 40 Seconds
  • Requirements: None
  • Cost: 1 Point
  • Ranks: III


go_for_the_eyes-icon.png Go For The Eyes


  • Effect: The spirit of an eagle flies in to strike the eyes of your foe. The target must make a DC 9 Dexterity saving throw or take 4-19 Piercing damage and become blinded for 10 seconds. A target that saves takes only half damage and is not blinded.
  • Type: Ranged
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Ranger's Companion & Level 5
  • Cost: 2 Points
  • Ranks: II


spectral_wolf_strike-icon.png Spectral Wolf Strike


  • Effect: You summon the spirit of a wolf to pounce upon an enemy. The target must make a DC 9 Wisdom save or takes 11-47 Psychic damage. If the target makes the save, it only takes half damage.
  • Type: Ranged
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Ranger's Companion & Level 5
  • Cost: 2 Points
  • Ranks: II

longstrider-icon.png Longstrider


  • Effect: Never a stranger to movement, you gain +21 movement speed.
  • Type: Passive
  • Requirements: None
  • Cost: 1 Point
  • Ranks: III


bear_trap-icon.png Bear Trap


  • Effect: Toss a trap designed for hindering movement at an enemy. The enemy must make a DC 9 Dexterity save or take 0-2 Piercing damage, be restrained, and take an additional 19-38 Piercing damage over 20 seconds. An affected target can make a DC 9 Strength saving throw each round to attempt to break free early, ending the restrain effect and the damage over time.
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: IV


spikes_of_the_manticore-icon.png Spikes of the Manticore


  • Effect: You hurl a cluster of spikes tipped with poison from a manticore's stinger, triggered to shatter on impact and explode outward. Creatures in the area must make a DC 9 Dexterity saving throw. On a failed save, each creature takes 5-23 Piercing damage and 5-23 Poison damage. Creatures that make the save take half damage.
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Level 5
  • Cost: 2 Points
  • Ranks: IV



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