Base Class: Rogue
Travel alongside a swift beast who can share in your roguish ways to befuddle foes and plunder dungeons. While sharing your roguish abilities with your companion, you learn from their behavior to improve your own abilities, as well.
Raptor Companion
At 3rd level, you gain a raptor companion that accompanies you on your adventures and is trained to fight alongside you. It uses the Velociraptor stats from Dr. Dhrolin's Dictionary of Dinosaurs. Add your proficiency bonus to the raptor's 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 rogue level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The raptor 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 cunning 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. If you gain the extra attack action through multiclassing, you can make one attack yourself when you command the raptor to take the attack action.
If you are incapacitated or absent, the raptor acts on its own, focusing on protecting you and itself. The raptor never requires your command to use its reaction, such as when making an opportunity attack.
Choose 2 skills your raptor is proficient in. Add your proficiency bonus to those skills twice.
If the raptor dies, you can obtain revive it by spending 8 hours administering 500gp worth of healing salves and herbs to its body.
Wreathed in Feathers
When you choose this archetype at 3rd level, you gain the ability to make a standing leap up to 15 ft. and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Additionally, reduce the damage and your raptor companion would take as a result of falling by half.
Running in Pairs
Starting at 9th level, whenever you use your cunning action to Dash, Disengage, or Hide, you can command your raptor to do the same as part of that same action.
When an attacker your raptor can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. Additionally, when your raptor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Your raptor's attacks now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
Silent Ambush
Your connection to your companion deepens. Through watching how your companion moves, you learn how to move silently, allowing you to automatically succeed any Dexterity Stealth checks to avoid being detected by sound while hiding. Other creature's Wisdom Perception checks that would detect you by sound automatically fail.
Once per turn, if you succeed on a melee attack against a creature of your size or smaller, the creature is grappled and cannot speak. While grappling a creature in this way, you can move up to your full movement speed.
Clever Raptor
When you reach 17th level, you and your raptor have become so in tune with each others movements, you have learned how to set up deadly ambushes together. Commanding your raptor to take the Attack, or Help actions no longer requires an action on your part.
Once per turn, your raptor can deal an extra 9d6 damage on an attack if it has advantage on that attack or if you are within 5 feet of the target. This damage increases to 10d6 when you reach 19th level.
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