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