Ranger
Base Class: Ranger

a ranger that captures monsters

Got to catch them all!

At 3rd level, you gain a monster companion that accompanies you on your adventures and is trained to fight alongside you and 2 capture devices. Choose a monster that has a challenge rating of 1 or lower. Add your proficiency bonus to the monsters AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

You can now create capture objects, these objects can be in any shape but a sphere. you have 2 capture objects at level 3 and can fill one with a starter monster of cr1 or lower. at level 6 you can use up to 4 capture devices and your starter monster can change to any cr5 monster. At 9th level you can use up to 6 capture devices and your starter monster changes to any cr12 monster. If your starter monster dies you may not change your monsters cr when you level up, and you may only change your starter monsters cr when you level up.

Monsters stay in their capture devices you spend a bonus action to release or return a monster to a capture device or use a action to return one monster and send out another, how ever you can keep one monster outside of its capture device at a time but its not forced to go back in a capture device unless you return it, capture devices can shrink to being one in. by on in. in size. When you release a captured monster choose a area within 20 feet of you, the monster appears there and the capture device returns to you.

The monster obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action or bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself. The monster never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only a monster medium or smaller, you can move stealthily at a normal pace.

If the monster dies, you can obtain a new companion/s by capturing them

You can capture monsters up to the amount of capture devices you own. To capture a monster you use your bonus action to throw a empty capture device at the monster, you roll a d20 + your proficiency bonus + dex the dc is the monsters cr+10+1 for every 10 hp the monster has left, if you beat the dc you capture the monster and it becomes friendly to you and obeys your commands.
If all your capture devices are full you cant capture any more monsters, you can release a monster with a 2 minute ritual of saying goodbye to it, it leaves and becomes wild again but it wont attack you or creatures friendly to you unless provoked

Monster Training

Beginning at 7th level, When you command a monster companion to take the Attack action, the Monster can make two attacks

In addition, the monster's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Also your monsters get a +1 to ac, attack rolls, damage, saving throws and skills

Capture Box

Starting at 11th level, You make a capture box this locked box can hold extra monsters, you also recive 6 more capture devices. You can still only carry 6 monster in capture devices on you at a time. if you capture more than 6 they immediately get locked in the capture box you can swap monsters from the box to your person after a long or short rest. this is a locked box about 1foot by 6 inches in size, only you can access the box.

Capture Master

Beginning at 15th level, You can add a +10 to your capture rolls to capture monsters.

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