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.

Dungeon World DM companion app [closed]

I’ll be DMing a 10 people group in Dungeon World, so I figured keeping track of everything using pen&paper could be difficult. I’m searching for an app that is specific for Dungeon World, with things like connections between character, selected moves and spells, etc, on top of classic stats like hp, coins, exp, ammo that are more generic.

A huge plus would be a monster tracker, where I’d keep track of monsters’ health.

If I can’t find a DW specific app, I’d like at least a generic DM companion app to help me. I’m looking for an Android application.

Does the Ranger’s Companion synergize with the Ranger?

The Ranger Beast Master subclass gets an animal companion under the ranger companion ability, which for free can move about the battle field, or using the Ranger’s action can make an attack. Being a cr 1/4 creature, that attack is generally worse than the attack the ranger has by the time he gets the companion.

If the ranger was multiclassed a rogue, I could see the use of the companion moving about to be adjacent to enemies, but I’m not seeing what synergizes well without multiclassing.

Am I missing something, or should I tell my friend that his assessment is correct, and he should only choose the beast master if he wishes the fun of his animal companion but that the creature itself will not actually synergize very well with his class abilities?

I prefer a rules as written answer.

Is it worth buying the “Super Powers Companion 2nd Edition” if I have 1st Ed. and the free changes supplements?

I own the original SW: Super Powers pdf that came out some years ago, however my group and I have been playing with the PDF that Pinnacle released with the rules for power creation.

I’d like to know if the changes in the second edition are significant enough to consider buying it, since I haven’t been able to find a list of the chapters of the book to know if there’s anything special beyond the rules changes on powers, such campaign creation advice, how to make heroic NPCs and villains, etc.

Does Wild Companion ignore the 1 hour cast time of Find Familiar?

Druid Optional class feature in Tasha’s Cauldron of Everything, Wild Companion, states:

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Find Familiar states:

Casting Time: 1 hour
Range: 10 feet
Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Does this mean that a level 2 Druid has to spend 1 hour to get a Familiar for 1 hour? Does this mean that the Druid can cast a Familiar much faster than a Warlock can?

question about big cat and thier “standard attack” animal companion

IM playing pathfinder with my friends and IM playing a hunter (ranged build) and I have an animal companion a Big Cat we are currently level 5, and we started at level 4 and IM going to ask something that is troublesome.

How does a "standard attack works?"

Let’s say I move 10 yards and then i want to attack an enemy:

Can I attack with bite and claws?

Only bite?

Only claws?

Do I need to do full round attack to get all 3 attacks?

is there a way to get all attacks in a round?

Any good insight about this and any future tips for big cats?

thanks alot guys!

What is the upkeep cost of a mount, animal companion, or familiar?

The section on animals in the Equipment chapter (Core 294) gives prices for renting or purchasing an animal. However, we haven’t been able to find any rules for cost of animal feed or other upkeep.

How much should I charge my players for the upkeep of a mount, animal companion, or familiar? I could understand that a familiar wouldn’t have an upkeep cost since it’s magical, but it seems to me that there would be expenses for mounts and animal companions.

Training an animal companion when you can speak to it

I have a PC ranger who can use speak with animals as a innate spell-likely ability. The question came up about training it tricks, and argued that the training time would be reduced or not even necessary if he could speak with animal.

From what I understand, speak with animals is more of asking questions or getting information, rather than to aid it for training, but I wasn’t sure. Would handle animal and speak with animal be completely different things?

Would these adjustments to the ranger archetype Beast Master help the animal companion be more useful?

I recently playtested a Beast Master ranger from level 1 to level 20 (I was playtesting a new homebrew archetype, which was my primary reason for doing so; the Beast Master ranger was just one of the other party members), but there were a few things I noticed regarding the relative power of the beast companion itself. For reference, the beast I went with was a wolf, which is probably a fairly standard choice.

Issues

Now, I know that Beast Master rangers are infamously weak, but I still wanted to see if I could try to improve what I felt were some of its weakest points during my playtesting. I was already using the popular houserule of letting the ranger tell the beast to attack using a bonus action instead of an action, but the other things that bothered me were:

  • Relatively low HP (as the first linked Q&A points out), although this was more of a problem during Tier 1/2, less so during Tier 3/4, at least during my playtesting;
  • Hardly any hit die, which is related to the above problem, since I remember having to spend a lot of healing resources to keep bringing the wolf’s health back up to full/close to full;
  • The DC for resisting the knocked prone secondary effect from the wolf’s Bite attack remains pathetically low at DC 11 for the whole game.
  • The lack of any saving throw proficiencies really screwed the wolf over during the big finale where it died to a meteor swarm, but with a decent DEX saving throw bonus, it would probably have made it.
  • I was sometimes hesitant to use the wolf, because it was dropped to 0 HP a few times at lower levels, unless I knew it would probably land the killing blow or could avoid an opportunity attack or otherwise being hit.

I will point out that at higher levels, the AC was fairly decent (for a wolf), and the HP wasn’t as bad as it was at earlier levels, and I was impressed with the damage output thanks to attack rolls and damage scaling with the ranger’s proficiency bonus. Its Stealth and Perception skill bonuses were also impressive. These things I don’t feel the need to change.

Changes

Here are the changes I propose, somewhat inspired by the UA Sidekick rules:

  • You get a new hit die whenever you take another level in ranger, so at level 3 your wolf starts off with two hit die, but at level 4 they would have three hit die … by level 20 they have 19 hit die. I doubt this would make their max HP better than four times the ranger level, so it would only really be for the purposes of short resting.

  • To improve the max HP a little, maybe something as simple as adding the beast’s CON modifier to that, so it’s now:

    \begin{align} \text{ (ranger level + beasts’s CON modifier)} \times 4 \end{align}

    This way, the animal’s toughness is also taken into an account; I feel like the wolf having 5 instead of 4 more HP each level would have been just enough to help, combined with more hie die to heal, but also from a flavour perspective, I feel like choosing a boar should end up tougher than a hawk, whereas RAW, they would both have the same HP. I would however, keep the minimum HP gained per level to 4, in case the beast somehow has a negative CON modifier, since I think taking HP away from the beast would be cruel, given how underpowered this whole archetype is.

  • Any DCs it has, such as the wolf’s ability to knock people prone, should scale with your proficiency bonus, like this AC and attack/damage rolls do, so rather than a measly 11, at level 3-4 it would be 13, and at level 5, it would be 14 … ending up at 18 at level 17+.

  • Unless it already has a "physical" saving throw proficiency (meaning STR, DEX or CON), it gains one of your choice at level 3, which of course would just mean a +2 (because that’s every valid animal companions’s proficiency bonus) but that also has your proficiency bonus added to it, like AC, etc. This would have certainly helped when it was hit by meteor swarm during our final level 20 showdown, it might have actually survived (even with its RAW hit points) had it made that DEX saving throw.

  • Finally, since I’m letting the beast be commanded as a bonus action, the first half of the 7th level ranger feature Exceptional Training is kinda wasted, so I was considering changing that to not only make the beast’s attacks magical, but also to effectively give the beast a rogue’s Cunning Action, which it can use if you command it to using the same bonus action you used to command it to attack (or do something else with its action). In short, you use one bonus action to tell it what to do with its turn, and it can now effectively use its action and bonus action to do something useful.

Question

Do the above changes seem reasonable, and do you foresee any balance issues coming from my proposed changes? My intention is for the Beast Master’s beast in particular to become more useful and survivable, without increasing its damage output (since I was happy with that), but not making it more powerful than I intended by overlooking something. I suppose also double checking whether there’s a problem with making some animals tougher than others based on their CON; does this unfairly favour tougher animals to the point where that’s a balance issue in and of itself?

Can an urban druid use their companion creature as a divine focus?

Urban druids can have a manufactured object like a gear or a horseshoe as a divine focus, and their companion creature can be a small animated object. Is there anything stopping them from having an animated hammer (or even an animated sword) that follows them around, which they can command to attack at a distance, swing as a regular weapon, and also grasp to cast divine spells?