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: Canine Rapport

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.

When reduced to 0 HP, the Guard Hound falls unconscious and makes death saving throws as a player character. 

In the event that your hound is lost, a new hound may be obtained with 1 day 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 and/or situation at your DM's discretion. 

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

Level 3: Instinctive Bond

When you use Second Wind, one ally within 30 feet also regains hit points equal to the amount you heal. 

You have advantage on Animal Handling checks regarding 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 an ally 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 hostile 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.

When you successfully stabilize a creature using a Wisdom (Medicine) check, that creature regains 1 hit point.

Level 15: Combat Coordination

You and your partner move and strike as one, an unbreakable unit on the battlefield. Choose a willing ally. When both you and that ally are within 5 feet of the same hostile creature:

  • You both gain a +2 bonus to AC against attacks made by that creature.

If the ally is your Guard Hound:

  • You both have advantage on attack rolls against that creature.
  • If both you and your Guard Hound hit the creature with an attack on the same turn, that creature has disadvantage on saving throws against effects created by you or your Guard Hound until the start of your next turn.

Level 18: Pack Alpha

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.

Additionally, your Guard Hounds have learned to anticipate your commands. They no longer require your bonus action to take actions in combat and may be commanded freely.

Dogs, wolves, and similar canines begin with a friendly attitude toward you.

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