Fighter
Base Class: Fighter

This class is designed to have both you and your creature share the same turn, when rolling initiative you only roll initiative for yourself, as your animal companion has been taught to only respond to your commands. You count as separate creatures on the map, and have separate hit point pools - however you share the same turn. As you level up, your creature becomes more attached to you and allows you to do more complicated strings of commands and tactics using your companion.

 

Creature Companion

At third level, you choose a creature companion to teach. 

Your animal companion has the following base statistics. These will be altered by choices in later features.
Armor Class: 13 + Proficiency + Dexterity
Hit Points: 5 + (Half of your rolled HP.)
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 8 (-1)
Wisdom: 10 (0)
Charisma: 10 (0)

Creature's Size
At third level, you choose your creatures size. Your creatures size is Large, Medium or Small. Swarm-based creatures must be Medium.

 

Creature's Features

 
At third level, your creature's features can be augmented through their training. These features should either be memorized or logged somewhere. 

  • Ability Score Increase. At third level you have 8 points to augment the ability scores of your creature, starting at the previously listed stats. No statistic can go beyond 16 at this point. Whenever you benefit from the fighter's "Ability score increase" your creature may gain 2 in an ability score of your choice.
    Training
  • Proficiency training.  At third level, your creature gains 3 proficiencies and one expertise of your choice. The chosen expertise must be something both your own character and creature is proficient in. You may also choose two saving throws to be proficient in

Creature's Size
At third level, you choose your creatures size. Your creatures size is Large, Medium or Small. Swarm-based creatures must be Medium.

Creature's Speed
You may determine the speed of your creature based on what creature you have trained. Work with your DM to determine the different speeds your animal would be capable of.

Size

Choose between Large, Medium or Small.

Creature Commands

When you choose this archetype at 3rd level, you train your companion to obey to commands. 

Commands. At third level, you learn two commands of your choice, alongside the Attack command. These are used to command your creature to do certain things, these range from passive instructions to different forms of attacks or tricks. You learn an additional command at each of your Ability Score Increase levels. You may replace these at each of your Martial Versatility levels. You may instruct your creature to listen to other people of your choice. 

Obedience Points. You have obedience points equal to your Wisdom Modifier (Minimum 1). You use these to command your creature. You regain obedience points during a long or short rest. when you run out of obedience points your creature may disobey when you command it. Commanding your creature without any obedience points requires you to roll a Wisdom Ability Check (DC 15) for the command to be successful.

Saving throws. Some of your commands require saving throws, your saving throw DC is determined by your creatures ability modifiers. Save DC = 8 + Proficiency + Strength/Dexterity (Your choice)

Downtime

Starting at 7th Level, whenever you end your turn without commanding your creature, you may use one of your hit dice to heal it, as well as you regain one Obedience point. This does not count if your creature is currently busy and cannot be commanded. 

Halt

You may use your reaction to cancel any command you have done. This will refund the obedience point used, however this will disable Downtime. 

Resume

After using your Halt feature, you may issue a different command as part of the same reaction. If you do this, it will cost an obedience point instead of refunding one. 

Companionship

Each time you do a command action, you may do another command as part of the same action. This costs two obedience points, for a total of 3. 

Creature Commands

These creature commands are listed in alphabetical order. 

Bestial Presence

While your creature is present, you may command them to be either ferocious or friendly. You gain advantage on Charisma (Intimidation) due to their ferocity or Charisma (Persuasion) due to their friendliness. Your creature must be present for you to be able to do this. 

Command: Grapple

As a bonus action, use one obedience point to command your creature to move up to 15 feet away and preform a Strength (Athletics) check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (The target chooses the ability) or be grappled. While grappled in this way, your creature cannot listen to commands until this grapple is released or broken out of. You have advantage on unarmed and weapons attacks against creatures grappled in this way.

Command: Return

Using your reaction, you can command your creature to move up to 20 feet in your direction, during this time the creature does not provoke opportunity attacks. .

Command: Trip

When you make an unarmed or weapon attack against a creature, you can expend 1 obedience point to attempt to trip the creature, you may choose whether to trip them before or after you rolled to hit. The creature must make a contested Strength check with your creature, or be knocked prone. 

Distracting call

When you make an attack, you may command your companion using an obedience point to do a disruptive call, shout, bark or other fitting noise to distract the enemy. Before rolling to hit, the creature must make a WIS saving throw, DC = 10+WIS

Obedience Training

You've trained your companion to stay near to you, being under this much supervision causes them to be more obedient. You may add your proficiency bonus to your amount of obedience points, but your creature cannot move more than 10 feet away from you while being commanded to do something. 

Protect

Whenever your creature is within 5 feet of an ally, it increases their AC by 1 as long as the creature is conscious and not incapacitated. This can only apply to one ally of your choice at a time. You can only make this decision once per turn.  

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