Introduction
The Beast Master's Primal Companion uses a stat block that scales from your Ranger level and Proficiency Bonus. It is a persistent combat partner, but not a free extra turn.
This guide covers the full Primal Companion feature: the three beast stat blocks, the Beast in Combat action economy, restoring or replacing the beast, and the level 7, 11, and 15 upgrades.
This is subclass-specific. Primal Companion belongs to the Beast Master subclass only. A Hunter, Gloom Stalker, Fey Wanderer, Winter Walker, or Hollow Warden Ranger does not get a companion creature from their class. For the full subclass comparison, see the D&D 2024 Ranger guide.

Bond with a Primal Beast (Level 3)
At level 3, a Beast Master magically summons a primal beast that draws strength from their bond with nature. You choose its stat block - Beast of the Land, Beast of the Sea, or Beast of the Sky - and the kind of animal it is, picking something appropriate for that stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
Choosing a Stat Block
| Stat Block | Size | Speed | Notable Traits | Beast's Strike |
|---|---|---|---|---|
| Beast of the Land | Medium | 40 ft., Climb 40 ft. | AC 13 + Wis mod; HP 5 + 5 per Ranger level (d8s) | 1d8 + 2 + Wis mod, Bludgeoning/Piercing/Slashing (your choice at summoning); extra 1d6 and Prone (if Large or smaller) if the beast moved 20+ ft. straight toward the target first |
| Beast of the Sea | Medium | 5 ft., Swim 60 ft. | AC 13 + Wis mod; HP 5 + 5 per Ranger level (d8s); Amphibious (breathes air and water) | 1d6 + 2 + Wis mod, Bludgeoning or Piercing; Grappled on a hit |
| Beast of the Sky | Small | 10 ft., Fly 60 ft. | AC 13 + Wis mod; HP 4 + 4 per Ranger level (d6s); Flyby (no Opportunity Attacks when flying out of reach) | 1d4 + 3 + Wis mod, Slashing |
All three stat blocks share Primal Bond: add your Proficiency Bonus to any ability check or saving throw the beast makes. All three also use your spell attack modifier as the attack bonus for Beast's Strike.
Beast of the Land rewards a 20-foot charge with extra damage and a chance to knock a Large-or-smaller target Prone. Beast of the Sky trades durability for flight and Flyby. Beast of the Sea has the most campaign-dependent movement, but it can also grapple a creature it hits.
Hot Take: Choose Beast Master when you want the companion's position and actions to shape your turn. If your build already spends its Bonus Action every round, a different Ranger subclass will usually be easier to run.
The Beast in Combat
The action economy determines when the companion can attack.
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 Dodge unless you spend a Bonus Action to command it into an action from its stat block or some other action. If you have the Incapacitated condition, the beast acts fully on its own and is not limited to Dodge.
There are two ways to get an attack out of the beast:
- Command it with your Bonus Action. Spend your Bonus Action to command the beast to take an action - most often Beast's Strike, but also Dash, Disengage, Dodge, or Help once you have the level 7 Exceptional Training feature.
- Sacrifice one of your own attacks. When you take the Attack action, you can give up one of your own attacks to command the beast to take the Beast's Strike action instead.
● Both routes cost a resource: your Bonus Action or one of your own attacks. A Beast Master needs to plan that trade each round rather than treat the companion as a free damage add-on.
Restoring or Replacing the Beast
Restoring. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Replacing. Whenever you finish a Long Rest, you can summon a different primal beast, choosing its stat block and appearance again. It appears in an unoccupied space within 5 feet of you. If you already have a beast from this feature, the old one vanishes the moment the new one appears.
Practical read: losing the beast mid-dungeon is not a permanent setback if you have a spell slot to spare - restore it within the hour rather than waiting for a Long Rest. If the encounter type has changed (a sudden aquatic or aerial section), a Long Rest is also your opportunity to swap stat blocks entirely.
The Level 7, 11, and 15 Upgrades
Level 7: Exceptional Training
When you spend a Bonus Action to command your Primal Companion to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its own Bonus Action. In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
One Bonus Action from you can now buy the beast two actions - typically Beast's Strike plus Help or Disengage - and the Force damage option can bypass resistance to its normal damage type.
Level 11: Bestial Fury
When you command your Primal Companion to take the Beast's Strike action, the beast can use it twice. In addition, the first time each turn the beast hits a creature affected by your Hunter's Mark spell, it deals extra Force damage equal to that spell's bonus damage.
Bestial Fury roughly doubles the beast's offensive output on a commanded turn and rewards a Beast Master who is already running Hunter's Mark - the beast's second Strike can trigger the Hunter's Mark bonus damage on its own.
Level 15: Shared Spells
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if it's within 30 feet of you.
This can extend a self-targeted spell to the beast as long as it stays within 30 feet.
Build Your D&D 2024 Character
The D&D 2024 character builder is live - build a Beastkin, a Kobold, or whatever your table is missing, free, right now.
Start BuildingRelated Ranger choices
If you're weighing Beast Master against the Ranger's other subclasses, or choosing feats to support the build, see the D&D 2024 Best Ranger Feats guide and the D&D 2024 Weapon Mastery guide. Both help with the Ranger's side of the turn while the companion uses its own action.
If you're looking for a spellcaster's companion creature instead of a Ranger's beast, that's a different system entirely - see the D&D 2024 Familiars Guide for Find Familiar, Pact of the Chain, and Wild Companion.
Frequently Overlooked Rules
Dodge is the default, not a fallback you chose. If you forget to spend a Bonus Action, your beast is not idle - it's actively Dodging, which is a real defensive benefit, but it is not attacking either.
Command costs a resource every time. There's no version of this subclass where the beast attacks for free. Budget the Bonus Action or the sacrificed attack the same way you'd budget a spell slot.
Restoring requires a spell slot and the one-hour window. Miss the window and you're waiting for a Long Rest to summon a fresh beast instead.
Beast's Strike uses your spell attack modifier, not the beast's own Strength or Dexterity. A high-Wisdom Beast Master's companion hits harder than the raw stat block numbers suggest.
Bottom Line
Primal Companion gives a Beast Master a scaling partner, but every beast attack costs a Bonus Action or one of the Ranger's attacks.
Pick Beast of the Land for charging and control, Beast of the Sky for scouting and mobility, or Beast of the Sea when swimming and grappling will matter. Exceptional Training, Bestial Fury, and Shared Spells expand that role as the Ranger gains levels.
For the rest of the Ranger's 2024 changes and subclass comparisons, start at the D&D 2024 Class Guide Hub.


