Base Class: Ranger
The Monster Wrangler has worked dispassionately with beasts for a long time and now can apply these skills to most simple creatures. Though more intelligent creatures might evade the Wrangler's grasp, it is not uncommon for wranglers to ride the most magnificent of natural and unnatural beasts alike. While many of them abhor cruelty and the slaying of blameless wild creatures, many others yet bear no qualms in the utter domination and exploitation of animals - the mightier, the better.
Monster Wrangler
Starting at 3rd level, the ranger gains Expertise in Animal Handling.
More importantly, they may also use their reaction to grapple and Wrangle a creature of at least one size larger than themselves. While the special attack of Wrangle is similar to a normal grapple attack, the Wrangler may choose to roll a Dexterity (Acrobatics) check when determining the success of the grapple instead of the usual Strength (Athletics) check. Unlike normal grapples, the Wrangled creature's speed does not change and the creature cannot be dragged by the Wrangler. The Wrangler instantaneously moves to occupy the same space as (or a single 5' by 5' space within) the larger creature's footprint and is carried wherever the creature goes until the grapple ends. When the grapple ends, the ranger automatically enters an unoccupied space adjacent to the creature or otherwise fall prone beneath it if there is no available space. The Wrangled creature has disadvantage on any attacks made against the Wrangler and on its efforts to end the grapple. An attempt to Wrangle can be made against a charging creature or a creature which is only part of the way through its movement but if so, it is made at disadvantage.
Additionally you gain access to the following spells at the levels of the Monster Wrangler subclass shown below. These spells count as Ranger spells and so use Wisdom as their spell casting ability. They are always prepared and do not count against your total prepared Ranger spells.
3rd Divine Favor, Animal Friendship
5th Find Steed
9th Create Food And Water
13th Find Greater Steed, Charm Monster
17th Banishing Smite
Rodeo Master
Starting at 7th level, any checks you make in order to make or maintain grapples or wrangles may now use your Wisdom (Animal Handling) skill in place of the Acrobatics or Athletics checks previously used. You must state which of these three skills you are using before making the roll.
Once wrangling, you may on your turn use your action to move the creature up to half of its base movement in whichever direction you choose. This can make use of climb, swim or fly speeds too. This movement may provoke attacks of opportunity.
Using your reaction you may also attempt to halt movement on its turn altogether, reducing its speed to 0'. This is achieved by succeeding in a traditional ranger Athletics vs Acrobatics/Athletics contest. A failure on this check does not end the wrangle but merely causes the wrangler's attempt to halt the creature to have no effect.
Monster Whisperer
Starting at 11th level, when you attempt to charm a creature you are Wrangling with Animal Friendship, you may use your bonus action to continue the spell to your next turn. As an action on this subsequent turn, you may force the creature to make a second saving throw to resist Animal Friendship's effects. This can be done indefinitely, without expending additional spell slots, as long as the Wrangling grapple is maintained and the Wrangler and their allies do not harm the creature.
In addition to Animal Friendship's specific description, the creature is friendly towards you and can be considered to be your mount until the duration of Animal Friendship expires.
A Bond With Beasts
Beginning at 15th level, the wrangler's Animal Friendship spell can affect any creature with a low enough Intelligence rather than only beasts.
Additionally, once a Wrangled creature is Charmed with Animal Friendship, it automatically receives the effects of the Beast Bond and Beast Sense spell too until the Animal Friendship spell ends.
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