Base Class: Ranger
Trainers come in all shapes and sizes, from dragon masters to beast tamers, but all share one thing in common; they command the use of beasts big and small to achieve their dreams. While drakewardens or beast masters are followed by a single companion, trainers' magic allows for a diverse team of partners to handle any situations that might arise, focusing on buffing both them and allies.
Type Matchup Master
3rd-Level Trainer Feature
As is natural in the cycle of life, some creatures easily prey on others. That is what a trainer represents; diversity. A creature's type is decided by the species you have (if receiving a pet, the DM will inform you of it's single type). Each type is strong against a certain type of monster; dealing additional damage dice equal to it's proficiency bonus to that creature whenever it would damage it. If they are weak to that type, attacks from that type have advantage. the types will be listed as Strong/Weak, in that order below:
Normal - None/None
Fire - Plant/Construct
Water - Ooze/Elemental
Grass - Elemental/Fey
Electric - Celestial/Plant
Ice - Dragon/Fiend
Fighting - Humanoid/Undead
Poison - Beast/Undead
Ground - Construct/Dragon
Flying - Giant/Monstrosity
Psychic - Aberration/Construct
Bug - Monstrosity/Fey
Rock - Fiend/Elemental
Ghost - Undead/Aberration
Dark - Humanoid/Celestial
Dragon - Dragon/Dragon
Steel - Beast/Humanoid
Fairy - Dragon/Construct
Partners cannot attune to magical items, gain boons, tms, or wield items that they could not logically hold effectively.
Trainer Companion
3rd-Level Trainer Feature
As an action, you can magically summon one of the partners that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. You can only have one partner out at a time, and a maximum amount of bonded partners equal to your proficiency bonus. if a partner hits 0 hit points, it faints, and returns to you. That specific partner cannot be used again until you complete a long rest.
The partner is friendly to you and your companions, and it obeys your commands. Any creature could be a partner, so long as it's challenge rating is equal to or lower than your level (counts as a pet). You can determine the cosmetic characteristics of the partner, such as its color, its species as long as it fits it's type, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the partner shares your initiative count, and may take it's turn during yours. It can move and use its reaction on its own, but the only action it takes on its turn 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. If you are incapacitated, the partner can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, or until you die. Anything the partner was wearing or carrying is left behind when the drake vanishes. You may recall it as an action.
Once you summon a partner, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. If you do not have any pets, a generic normal type pet can be summoned, below.
Companion
Small Humanoid
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level (the partner has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities none
Senses darkvision 60 ft., passive Perception 12
Languages Whatever it's summoner speaks
Challenge — Proficiency Bonus (PB) equals your bonus
Effective Protector. Friendly creatures within 5ft of the companion have half cover against attacks.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Return. The companion uses it's reaction to move up to it's movement speed towards it's trainer.
Trainer's Bond
7th-Level Trainer Feature
The bond you share with your partners intensifies. You can communicate with your partner, even if you do not share a language. If you cast a spell on a weapon you are holding, your partner gains the same spell on their natural weapon (the partner must maintain concentration, it is considered their spell, but uses your spellcasting modifier if needed)
In addition, while a partner is summoned, you and the partner gain the following benefits:
Protective Response. Select a partner as your team lead. If you are surprised, the partner may use it's reaction even when not summoned to summon itself.
Magic Fang. The generic companion's Bite attack deals an extra 1d6 magical piercing damage
Resistance. You gain resistance to a damage type your partner resists while it is actively out, except physical types.
Precise Command
11th-Level Trainer Feature
When you would make an attack, you can instead have your active partner attack; any effects that increase your damage, such as hunter's mark apply still as if you had attacked.
You can only use this feature a number of times equal to your wisdom score.
Perfected Bond
15th-Level Trainer Feature
You choose a single Ace from among your partners. While your partner is summoned, you and the partner gain the following benefits:
Type Master. Your partner gains a second type. If there is overlap between a type, be it a weakness or a strength, the original type's trait stays, and the new type's trait is not applied.
Type Crushing. Your Ace partner has resistance against the damage of the type(s) it is strong against.
Ace Partner. Your ace partner gains 3 attunement slots, the ability to purchase boons and gain TMs, and has the ability to wield items regardless of it's biology.
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