Fighter
Base Class: Fighter

The Monster Fighter contrary to its name is more akin to a researcher or animal tamer. A monster fighter spends much of his life in careful observation of the creatures of their world, both mundane and mystical. With this knowledge they they find inventive and unique ways to form symbiotic relationships with these creatures, not unlike one forms with a pet or a tamed animal. The monster fighter themselves is normally a more classic fighter, their skills not being particularly unique, but the monsters providing that extra ability to set them apart. Though it should also be stated that in most societies the use of monsters in this way is an oddity if not abberant or looked on with disgust or hate.

Intensive Study

At third level when you choose this archetype you gain proficiency in Animal Handling, you may also choose to use intelligence or wisdom for it.

Pack Bond

At 3rd level you gain access to your pack, you gain 3 points to spend on building your pack whom you use as weapons, armor and equipment. your pack ties their lives to yours, they cannot die through normal means but should the fighter perish so will all the monsters. When selecting your pack make sure to consult with your dm to make sure they are acquirable in your campaign. Below are several suggestions. you get brought up to 6 at level 7 and 9 at 15

-Chiwnga: This small elemental can grant a magical gift once per day, it grants a supernatural charm of your dms choice (Located in chapter 7)

-Dohwar: This intelligent fey bird can create a telepathic uplink between it the fighter and one willing creature

 -Juvenile Mimic: This clutch of 6 mimics take the shape of ammunition annd functions the same, except until removed it deals 1d4 acid damage additionally per round.

-Shrieker: These mushrooms can be spread out covering a 10 foot area and once an unfamiliar creature or light source comes in 30 feet it releases a loud scream to alert those in range

Flumph: Six times per day you can utilize its stench spray: Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. 

Ashen sword: The floating sword is usable as a regular +1 sword of returning

 Blink Dog: This loyal dog is capable of sharing its blink ability with its alpha. Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

Fume drake: This small dragonling is capable of utilizing its Scalding Breath (Recharge 6). The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Mud mephit: this imp is capable of using its Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Needle Blightling: this injured blightling bonded to you and is now usable as a ranged weapon with no ammo requirement that deals 2d6 damage

 Psuedo dragon: This small creature wraps around ones wrist providing them a piercing weapon with 5 foot reach that deals 1d6 damage and on a failed dc12 con save becomes poisoned 

Dark mantle: This monstrosity wraps around the fighters shoulders and emits 15 foot radius of darkness that moves with the pair

Detached Shadow: This fey hides in the fighters shadow and as a bonus action moves into an opponents shadow draining its strength by 1d4 per turn, once it hits zero the target falls unconscious

Wounded Vine Blight: This wounded blight works as a grappling weapon, on successful attack it deals 2d6 damage and grapples and restrains the target if it fails a dc 12 strength check

Galvanice weird: This Izzet creation trusts easily and works as light armor wrapping around the fighter providing it 12 ac and resistance to cold damage 

Ashen armor: This suit of living armor functions as a suit of heavy armor giving you disadvantage on stealth checks and providing an ac of 18 and advantage on strength checks agains being restrained and stunned

Additional Pack members

At 7th Gain three more points to spend on building your pack aswell as the ability to recruit 2 monsters from the wild

Additional Pack members

at 15th Gain three more points to spend on building your pack aswell as the ability to recruit 2 monsters from the wild

One with the Pack

At 10th Gaining a deeper bond with your pack you gain the following effects

_Gain a +2 to attack and damage when wielding monsters as weapons as well as advantage on the first attack roll of each turn

-Gain a +2 natural armor bonus when wearing a pack member as armor

-any pack member which relies on charges per day gains 2 additional charges

-gain advantage on recruiting new pack members

Legendary Pack

at level 18 the monster fighter gains 3 points to upgrade members of their pack into legendary versions of themselves with unique effects. These legendary alterations are to be discussed with your DM

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