Remove these ads. Join the Worldbuilders Guild

Fighter, Martial Archetype: Beast Tamer


Hit Points

Hit Dice: d10 per Fighter, Martial Archetype: Beast Tamer level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier per fighter level after 1st

Proficiences

Armor: All armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills:

Animal Handling,

Choose one skill from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival


Overview & Creation

Fantastical creatures of the realms have a constant presence on the outskirts of civilization, and some brave souls have taken it upon themselves to try and tame these beasts as partners. The lucky few who succeed and bond with a creature are revered with awe in society and fear on the battlefield. These Beast Tamers go further than the already impressive eagles and wolves that are more typical on the battlefield, and instead strive to do the impossible and bond with the mythical creatures of Balum. Snarling drakes sporting plate armor charge into the fray with warriors on their backs. Dual Cervidonyx stride beside a stealthy hunter as they track their next quarry. An archer’s volley careens from the sky as their Gryphon dives towards their foes, talons outstretched.

There are many paths to earning an animal companion. Many choose to take the dangerous mission of stealing an egg or newborn child of their selected beast to raise it as their own. Others attempt to earn the trust of a creature over time with treats or bait. And some will happen upon an animal unexpectedly, in need of help in the wild, and will form a bond by fate alone.


Class Features

At Level 3: Your Companion Beast adds your proficiency bonus to its AC, and attack and damage rolls. You take an Attack Action to command your beast to attack if mounted or not, or a Bonus Action to tell it to move, if not mounted. If mounted, your Movement and Bonus Action are spent telling the beast to move, where it moves its own movement speed. Your beast now levels with you, gaining a d6 hit dice that they may add as you level in Fighter. Your Beast is now considered Level 1, but levels along with you from this point on.   Level 7 feat, Bond: You and your allies may now consider your Companion Animal an ally in battle, to warrant flanking advantage, and vice versa.   Level 10 feat, Extra Attack: You may now take two Attacks on one Attack Action. The same goes for your Companion Beast. Alternatively, you may now each make one Attack for your Attack Action.   At Level 15, Choose 1: - If your Companion Beast is of Medium size or smaller, you may choose to gain another Companion Beast of Medium size or smaller. - This beast gains all the same features as your first, and is considered Level 10. - One Attack Action/Bonus Action may be spent to instruct both creatures respective to the rules above. - Monstrous Critical: You and your Companion Beast may now critical on a rolled 19 or 20, and add your Fighter level to your roll.   Level 18 feat, Connected Souls: You have formed an unspoken language with your Companion Beast. Any Attack or Movement command when not mounted is now a Bonus Action. Any Movement command when mounted is now solely your Movement action.
 


Starting Equipment

(a) chain mail or (b) leather armor, longbow, and 20 arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two handaxes

(a) a dungeoneer’s pack or (b) an explorer’s pack


Spellcasting

None


Subclass Options

Archetype Prerequisite:

Creating a bond with your Companion Beast is up to the creature itself.

- Ex. Dragons with moral compasses/alignments should be treated as partners rather than pets, and are bargained with as an equal. More feral creatures can be considered pets, and be rewarded as you would a working animal.

- Beasts must be of Large to Huge size to be considered mountable, but can be any size smaller than Huge otherwise.

- Converse with your DM about what beast you’d like to have as a Companion.


Archetype Additions:

Any race is suitable.

Naturally cast Speak with Animals and Animal Friendship
 


LevelXPAbilities
10Fighting Style, Second Wind
2300Action Surge (1)
3900Martial Archetype (Beast Tamer), Archetype Feature: Companion Beast
42,700Ability Score Improvement
56,500Extra Attack (1)
614,000Ability Score Improvement
723,000Archetype Feature: Bond
834,000Ability Score Improvement
948,000Indomitable (1)
1064,000Archetype Feature: Extra Attack
1185,000Extra Attack (2)
12100,000Ability Score Improvement
13120,000Indomitable (2)
14140,000Ability Score Improvement
15165,000Choose Archetype Feature
16195,000Ability Score Improvement
17225,000Action Surge (2), Indomitable (3)
18265,000Archetype Feature: Connected Souls
19305,000Ability Score Improvement
20355,000Extra Attack (3)

Created by

leilarii.

Statblock Type

Class Features

Link/Embed