Fighter
Base Class: Fighter

For the Houndsmaster, battle is not fought alone—it is a duet of discipline and instinct, steel and fang. These specialized warriors form an unbreakable bond with their trained hounds, fighting side by side with unmatched coordination and trust. Whether serving in elite city guard units, ranging ahead of scouting parties, or patrolling the wild frontiers, Houndsmasters are known for their vigilance, loyalty, and tactical cunning. Through whistle, gesture, and command, they shape the battlefield around them, turning their loyal companion into both shield and spear. 

Level 3: Loyal Partner

You gain the companionship of a trained Guard Hound. Your hound:
- Shares your alignment.
- Is immune to charm effects from creatures other than you.
- Obeys simple commands (attack, guard, retrieve, etc.) and uses its own statblock (see Guard Hound below).

In combat, the hound shares your initiative count, but it takes its turn immediately after 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 hound can take any action of its choice, not just Dodge.

In the event that your hound is lost, a new hound may be obtained with 1 week of downtime and an expense of 25gp. This might be from a specialized city guard kennel, a ritualistic bonding with a wolf in nature, or another method determined appropriate for your character. The time and gold are for the specialized training and bond you'll need to establish with your hound. 

See the statblock: Guard Hound, created by zacsim11469 on D&D Beyond

Level 3: Instinctive Bond

When you use Second Wind, your hound also regains hit points equal to the amount you heal. 

You have advantage on Animal Handling checks to control hounds, wolves, and dogs. Additionally, you have advantage on Medicine checks made to treat your hound.

When you take the Attack action, you can choose to have any number of your attacks made by your hound instead of you. These attacks originate from the hound’s space and use its attack rolls, modifiers, and abilities.

Level 7: Guardian's Wrath

When a creature you can see within 30 feet is reduced to 0 hit points by a hostile creature, you can enter a state of focused wrath. This state lasts for a number of rounds equal to your proficiency bonus. While it lasts:

  • You treat the creature that caused the triggering effect as if affected by the Hunter’s Mark spell (no concentration required).
  • You have advantage on attack rolls against that creature.

You can enter this state once per combat. You regain the ability to do so when you finish a short or long rest.

Level 10: By Fang and Faith

Your bond with your hound transcends wounds and battle.

If you have 0 hit points, your hound may use its action to make a Wisdom (Medicine) check to stabilize you.

If your hound has died within the last minute, you may make a DC 15 Wisdom (Medicine) check as an action while adjacent to it. On a success, the hound returns to life with 0 hit points and is stabilized. Once you attempt this check, you must finish a long rest before doing so again.

Level 15: Combat Coordination

You and your hound move and strike as one, an unbreakable unit on the battlefield. When both you and your Guard Hound are within 5 feet of the same hostile creature:

  • You both have advantage on attack rolls against that creature.
  • You both gain a +2 bonus to AC against attacks made by that creature.
  • If both you and your hound hit that creature with an attack on the same turn, the creature has disadvantage on all saving throws against abilities from you and your hound until the start of your next turn.

Level 18: Packmaster

You are the undisputed alpha of your pack.

You may control up to three Guard Hounds at a time. Each hound can be set to Steel Fang or Bulwark mode independently.

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