dnd 5e – Can my Primal Companion roll initiative instead of my character?

You roll initiative, not your companion.

Primal Companion says:

In combat, the beast acts during your turn.

Normally, participants in a combat will roll initiative, but this rule creates an exception:

Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Instead of following the general rule and having the companion roll initiative, it acts on your turn instead, which is determined by your initiative roll.

dnd 5e – What happens if you cast Giant Insect on a Ranger’s Companion?

In the Players Handbook I noticed Giant Insect spell. I was interested in Spider and Scorpion (I will further mention only the Scorpion), since they can be Beastmaster’s pets. It looks like interesting function, but in this case intersect two very unique texts (Giant Insect spell and Ranger’s Companion skill), both of which override rules of pets turn and I don’t understand how scorpion will eventually act.

Giant Insect

(…)

You transform up to (…) one scorpion within range into giant versions of their natural forms for the duration. (…) a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

(…)

Ranger’s Companion

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 (…).

The beast obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don’t issue a command, the beast takes the Dodge action. (…)


What exactly happens if you cast a Giant Insect spell on your Ranger’s Companion scorpion? How does he turn?

Im correct that the transorm form isn’t “true form” of creature, and the Giant Scorpion still remains Ranger’s Companion with all rules and bonuses? In fact, the Scorpion only has replaced Statistics and all other buffs/effects remain?

Logic suggests that the word act is explained here:

…and resolves their actions and movement

But the term itself is very confusing. I do understand correctly that the word “act” in context means “actions”, “bonus actions” and “move” together? Or this term completely free for DM interpretations?

Ranger’s Companion text and the Giant Insect text contain a unique override rules of acting. These rules are override or mashup with each other? In case of override, then Giant Insect begins to follow the rules of the Ranger’s Companion, or vice verse?
Correct my interpretation if I’m wrong. Rules do not contradict each other, and hence mash up. The companion gains the same initiative as the player (Ranger’s Companion), but acts on the player’s turn (Giant Insect). Both the spell and the companion rules allow me to control the Giant Scorpion, but in case of spell the commands could be interpreted by GM, and now GM’s jurisdiction is limited to the need to accurately execute my commands. However, now the Giant Scorpion can not perform any actions except Dodge if I don’t order command with my action.

Since the wording of independent mount is almost similar to Ranger’s Companion (for turn), I would like to mention it here. Thus we also get independent mounted Giant Scorpion with ALL its actions, but acting on OUR turn with OUR commands.

dnd 5e – Giant Insect and Ranger’s Companion

In the Players Handbook I noticed Giant Insect spell. Everything is clear with text, although the non-standardized wording is a little embarrassing. However, I was interested in the presence of Spider and Scorpion in arthropods list (I will further mention only the Scorpion), since they can be Beastmaster’s pets. It looks like interesting function, but in this case intersect two very unique override texts (Giant Insect spell and Ranger’s Companion skill), from which many questions arise.

Giant Insect

(…)

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Ranger’s Companion

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 (appendix D presents statistics for the hawk, mastiff, and panther as examples). 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. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don’t issue a command, the beast takes the Dodge 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.
(…)

  1. Im correct that the transorm form isn’t “true form” of creature, and the Giant Scorpion still remains Ranger’s Companion with all the bonuses? In fact, the Scorpion only has replaced Statistics and all other buffs/effects remain?
  2. In Giant Insect lacks typical text, unlike other similar “transform” spells:
    The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.
    In this case, do I understand correctly that for this transformation all these points are invalid? I’m only confused by the beginning, because then the Giant Scorpion gets Hit Poins of common Scorpion, or this part of the text implied in “The GM has the statistics for these creatures…”?
  3. Ranger’s Companion text and the Giant Insect text contain a unique override rules of acting. These rules are override or mashup with each other? In case of override, then Giant Insect begins to follow the rules of the Ranger’s Companion, or vice verse?
    Correct my interpretation if I’m wrong. Rules do not contradict each other, and hence mash up. The companion gains the same initiative as the player (Ranger’s Companion), but acts on the player’s turn (Giant Insect). Both the spell and the companion rules allow me to control the Giant Scorpion, but in case of spell the commands could be interpreted by GM, and now GM’s jurisdiction is limited to the need to accurately execute my commands. However, now the Giant Scorpion can not perform any actions except Dodge if I don’t order command with my action.
  4. The question is purely formal. Logic suggests that the word act is explained here:
    ...and resolves their actions and movement
    But the term itself is very confusing. I do understand correctly that the word “act” in context means “actions”, “bonus actions” and “move” together? Or this term completely free for DM interpretations?
  5. Additional question. If we agree that act is all activity and that interpretation in the third paragraph is correct, what happens if we mounted Giant Scorpion as independent mount? I understand correctly that the Giant Scorpion turn separately from us, gets its turn with our Initiative, but will act on our turn? Im correct that in this way we get a “controlled” mount in fact (Actually independent, but which moves on our turn according to our commands), which will not be limited in actions among other things (Only by the rules of the companion, and if they are not there, then any actions are available)?

dnd 5e – When I cast Simulacrum to make a copy of a creature with a feature like Rangers Companion, do I get a free animal companion to go with it?

RAW: Rangers Companion is poorly written

For a normal ranger hitting level 3 and suddenly having a bonded beast doesn’t make much narrative sense to me, but as written the feature states

you gain a beast companion

There is no how, when or where, you just have one when you wake up.

As such going with this RAW interpretation the simulacrum would just magically have one in the same way the ranger did when they first obtained this feature.

Maybe when you finish casting the spell you hear the sound of trash cans outside being knocked over and when you investigate you find a bear which magically knows about the simulacrum and is coming to protect it.. because magic.

Narratively I don’t think that makes sense

When I ran with a beastmaster ranger in one of my campaigns I made her spend the 8 hours to actually bond with an animal because that seems to be the intent (RAI) of the ability, based on the last part.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

So I would rule that the simulacrum gains the ability to bond with a beast, but doesn’t automatically gain one.

Either way, once the beast arrives it is as real as it is for the ranger. And your simulacrum is free to spend 8 hours after every single fight bonding with a new companion because the last one died, just like a normal ranger :p

dnd 5e – Does the Beast Master’s Primal Companion feature allow the beast to take two Actions in a single turn?

I watched a video from Dungeon Dudes on YouTube where they rated the Ranger subclasses. Around the 23:18 mark, they mentioned that the new Beast Master’s Primal Companion feature from Tasha’s Cauldron of Everything can allow the Ranger to forgo one of their attacks to allow the Beast to take the Attack action, on top of the action that they can make using the Ranger’s bonus action. The Primal Companion feature description says the following:

Primal Companion

[…]
In combat the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
[…]

As far as I know, a creature can only take one action on their turn. Is this a specific ruling for the Primal Companion since it doesn’t have its own turn because “it acts on your [the Ranger’s] turn?” Also does this mean that the Ranger can break up their movement, actions, and bonus actions with the Beast’s on their turn, essentially controlling two characters freely? In the video, Monty mentioned that a level 11 Beast Master Ranger can make one attack and have the beast attack four times which is crazy in my opinion.

tools – Dungeon World DM companion app

Edit note: Apologies as I did not see the android specific part of your question.

Android:
For campaign management unfortunately there is no catch all tool as of yet. Not even one for purchase. However you can make due through multiple tools as I did before I upgraded to a PC tool.

My first suggestion is of course a standard HP/initiative tracker for combat. There are a varied plethora of options ranging from simple HP to HP and effects buffs etc.

So many in fact that covering them all will take all night to write.

For detailed location,rule, NPC, PC and more information I suggest this relatively new app.

https://play.google.com/store/apps/details?id=air.com.maranathatechnologies.gamemasterscompanionpro

The game master companion pro is not system specific. Use it as a tool to note everything from monsters and items to people and places. Even story events. Information can be referenced via links to other templates you’ve created inside the app for faster cross referencing.

The app is new and does have one bug. It doesn’t close previously open pages unless you back out of said page so after being 4-5 pages in depending on your phone it may freeze and crash. You do not lose any saved information thankfully but it can get annoying.

For PC:

If as I did you decide to upgrade to a PC based management system I suggest all go with what I’ve gotten as option 1.

http://www.wolflair.com/realmworks/

Realm works from a DM standpoint is leagues above everything else in terms of full campaign record keeping.

However this doesn’t exactly record xp and the like but managing connections and information and plot points is right up its ally.

Control what your players see by marking lines as player known so they can see it in player view.

Besides this I think the best option would be an excel sheet you create yourself.

There’s nothing wrong with wanting all the information at your fingertips in an easy to review format. Not just for keeping track of your players info but also for recording and tracking your own info as well including npc

The company also released a hero lab program for creating characters. This program can be referenced via realm works and also includes useful gmtools for use during gameplay.

Free option would be pcgen.
While unable to manage full campaign info PC gen is a definitive character creation program with multiple game rulesets and the ability to make your own after learning programming.

It has gm tools available inside for HP init and other combat based tracking. And you can build and reference each persons character sheet.

dnd 5e – Does the Beast Master’s Primal Companion feature allows the beast to take two Actions in a single turn?

I watched a video from Dungeon Dudes on YouTube where they rated the Ranger subclasses. Around the 23:18 mark, they mentioned that the new Beast Master’s Primal Companion feature from Tasha’s Cauldron of Everything can allow the Ranger to forgo one of their attacks to allow the Beast to take the Attack action, on top of the action that they can make using the Ranger’s bonus action. The Primal Companion feature description says the following:

Primal Companion

[…]
In combat the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
[…]

As far as I know, a creature can only take one action on their turn. Is this a specific ruling for the Primal Companion since it doesn’t have its own turn because “it acts on your [the Ranger’s] turn?” Also does this mean that the Ranger can break up their movement, actions, and bonus actions with the Beast’s on their turn, essentially controlling two characters freely? In the video, Monty mentioned that a level 11 Beast Master Ranger can make one attack and have the beast attack four times which is crazy in my opinion.

Photographer’s Companion Pro v1.7.1.2 | Nulled Scripts Download

Photographer’s Companion Pro v1.7.1.2 | Android | 4.2 Mb
This application will help you to abandon the automatic mode of your cameras that does not do everything and control everything. For more experienced photographers, it can simplify the settings by doing the calculations for you. In any case, it is not a magic application to make beautiful pictures every time, but it will allow you to find a basic setting to refine to get the best picture you think.

It is aimed at professional or amateur photographers (basic knowledge is required) and offers the tools to:
* Calculate the alternative/equivalent exposure (manages the ND filter and long exposures)
* Calculate the depth of field, hyperfocal and simulation of Bokeh
* Calculate the field of view
* Calculate the shutter speed to freeze the motion of a subject
* Capture/Photograph sunrise/sunset, the golden hour and the blue hour
* Get the position of the sun, time of sunrise/sunset, golden hours, blue hours and monthly calendar
* Capture/Photograph the moon based on the phase of the day
* Capture/Photograph moonlit landscapes
* Capture/Photograph lunar eclipse
* Get the position of the moon, the hour of moonrise/moonset and the monthly calendar
* Capture/Photograph the stars, the milky way without or with star trails (Simulator)
* Capture/Photograph the northern lights
* Capture/Photograph the lightning and the fireworks
* Calculate the best setting for an EV (exposure value) given
* Calculate distance or aperture with a flash
* Calculate the optimum settings according to the lighting of the place (Light Meter), the reflectance (albedo) of the subject and measure light color temperature (requires RGB light sensor)
* Calculate for the macro photo the possible magnification with a close-up lens or an extension tube
* Calculate the print size
* Time lapse
* Planner for landscape photos
* Get/Set the characteristics of a camera (sensor size, crop factor, sensor resolution, ISO range, shutter speed range, circle of confusion) and set your favorites
Tools:
* Countdown
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* Photographic composition (rule of thirds, diagonal, triangle, golden ratio, golden spiral)
* Film sensitivity table (ISO, ASA, DIN, GOST)
* Night mode
* Data Import/Export
Requirements: Android 4.4+
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dnd 5e – Does the Ranger’s Companion synergize with the Ranger?

By a strict interpretation of the rules, in a very game-oriented way that is kind of hard to explain logically as the behavior of a real animal, the companion only attacks when you use up your own action to command it to do so. At higher levels, you get to basically share your own extra attacks, but it’s not a net win. That makes beast companions questionable in combat — not necessary awful, but not really getting you anything (and no particular synergy).

However, movement is free, and once you get to 7th level, the direction to Help can be taken as a bonus action. That can be very powerful, and sets up a lot of possibilities for synergy. If your companion is an owl, it has a fly speed of 60ft, and the flyby ability avoids opportunity attacks — fly in, grant advantage, and fly out again. This great in cases where you go from nothing to advantage, and essential when you would otherwise have disadvantage. (Want to make a net fighter? Here you go. Hmmm, probably with a giant wolf spider companion….) And, you don’t have to focus this on yourself — instead, grant advantage to the party’s high-crit fighter, or whereever else it will do the most.

There can also be a lot of synergy with the ranger’s role as a scout. Many possible companions have extra senses (darkvision, keen scent) and are skilled in Perception (so add your proficiency bonus to what’s already there).

I think the house rule to give the companion a little more independent action isn’t game-breaking, but if your DM/gaming group want to play this strictly RAW, Helpful companions might be the way to go.


An update, several years later: see the article The Ranger, Revised, part of the “Unearthed Arcana” series of exploratory mechanics and options published on the Wizards website. Among other things (largely, boosts) the Animal Companion is significantly reworked, and in particular the companion in this version now acts on its own initiative. If you’re thinking of playing a ranger with a companion, ask your DM about this option.

dnd 5e – What to do as a player when ranger animal companion dies

Is there realistically anything I could have done or do Beastmaster rangers have to accept that if their beast companion dies they will be sitting on the sidelines until they can replace it?

RAW, it’s the latter. Risking your resources against challenges is a big part of the game.

Beastmasters get some special advantages from their class features, as do any characters with class levels. Whether or not those features are balanced with one another across classes (by which I mean, is a Wizard as “good” as a Beastmaster) is a more nebulous question, but each class still specializes in certain ways and can be in trouble if something precludes their specialized capabilities.

For a Wizard, it’s all about spells. If a Wizard PC chooses a not-very-useful set of spells before a dungeon dive that doesn’t allow a long rest, they will be less effective than they might have been and have a harder time than they might have had. If the Wizard burns their spell slots early, they’ll have a lot less utility later on. If they find themselves in an area filled with antimagic fields, or encountering lots of enemies with magic resistances, then they’ll be much less valuable in their typical role.

For a Beastmaster Ranger, the specialization is in the beasts that they master. Your animal companion dying, while not necessarily preventable, is a situation akin to a pure Wizard being silenced, in an antimagic field, or in some other way having been prevented from using their spells. Especially if you’re specialized around the animal companion, keeping that companion alive is as important for the Beastmaster as spell management and ability to cast spells are to Wizards. This dungeon may have been especially difficult for your character, since no suitable replacements were available.

In any of these cases the player’s choices, and their circumstances and luck, impact which of their resources they hazard at a particular time. It may be necessary to risk an animal companion (or a PC companion!) to overcome an obstacle, and then you have that much less to bring to bear on future challenges. That sort of resource allocation is a very important element of the game, and not every risk pays off.

I say all of this not to put down the Beastmaster class specialization, but to highlight that the animal companion is a high-value resource which may not always be available. In the same way that a Wizard will use spell slots to advance in the dungeon and then not have them available afterwards, a Beastmaster’s companion will help the party advance but might be “consumed” in doing so. It’s easily fixed during downtime, but in an adventure featuring time pressure the inability to get a new companion might be similarly vexing as a Wizard’s inability to take a long rest and restore spell slots– whittling away at the party’s resources is part of the adventure’s challenge.


What can you do about the Beastmaster’s vulnerability to losing their animal companion?

Having a list of options to resurrect the companion is valuable, though doing it mid-dungeon crawl may require assistance and investment from others in your party.

Being slightly less specialized around the companion may also be an option, depending on your tastes. Going all-in on the companion is an all-your-eggs-in-one-basket proposition, and the risk of that is that they all break at once and you’re down to crossbow fire.

Most importantly, talk to your DM. The key angle is that your character is based around the animal companion, and presumably a good portion of your fun is related to that as well. Because the companion is a special class resource that can’t be restored as easily as others (like by simply taking a long rest), your character may be particularly brittle relative to the other PCs. If that’s impacting your fun, as seems to be the case, your DM may be willing to work with out to remove some of that brittleness.

I disagree with your DM’s call that only PCs can make death saves. This is explicitly contrary to the published rules, which make no such restriction, but even if this were untrue (or your DM simply handles their table that way) a special accommodation could easily be made for the animal companion. Other options exist to make your character build a bit more resilient, such as UA’s Revised Ranger allowing for a particular fallen companion to be restored over a long rest.


What can you do, generally, when your specialization is ineffective or unavailable?

There’s no question that being deprived of your character’s specializations takes some of the excitement out of the game– those are what make your character shine! But even if your character is not able to do what they do best, they can still do a lot to help out:

  • Healing is a big deal. Many combat situations expect the party to
    replenish HP, and even if it isn’t your favorite thing there’s no
    cause to feel bad about “just” healing.
  • Helping. It’s situational, but using the Help action to assist
    party members can also be valuable. Advantage is a meaningful
    benefit.
  • Drawing fire/Engaging enemies. If your character has good AC, and/or
    can take a hit, engaging an enemy can be really useful. It
    potentially limits enemy mobility, and helps spread out enemy damage
    output rather than concentrating it on the rest of the party. I’ve
    had players do nothing but Dodge for rounds at a time, soaking up
    enemy attack actions without actually taking damage.
  • Attacking. Damage adds up, and a single crossbow bolt can make the
    difference between a successful fight and a catastrophe.
  • Grappling. If your character has the attributes for it, grappling an
    enemy can take them out of the fight for a time.