Keen Sight and Smell. The raptor has advantage on Wisdom (Perception) checks that rely on sight or smell.
Enhanced Damage: Your pet adds your proficiency bonus to its damage rolls.
5th Level: Kindred Spirits
You and your pet act as a seamless team:
- When you hit a creature with a weapon attack, your companion can use its reaction to make a melee attack against the same target if it’s within range.
7th Level: Bestial Wrath
Unleash the fury of the ancients in your companion. As an action, grant your pet the following benefits until the end of your next turn:
- Extra Attack: Your pet makes an additional attack when it takes the Attack action.
- Damage Resistance: It gains resistance to non-magical slashing, piercing, and bludgeoning damage.
- Zero Focus Cost: Your Kill Command technique costs no focus during this time.
Once per long rest.
9th Level: Spirit Bond
Your shared bond grows stronger, enabling enhanced synergy:
- Whenever you spend a focus die, your pet regains hit points equal to 1 + your Wisdom modifier.
11th Level: Dire Beast
Your pet specializes in one of three families. Choose one:
- Cunning: Increase your and your pet’s speed by 10 feet.
- Ferocity: When your pet deals damage, it gains temporary hit points equal to your Wisdom modifier.
- Tenacity: Gain proficiency in a saving throw of your choice (applies to both you and your pet).
15th Level: Command Pet
Unleash your pet’s specialized abilities with a bonus action and a focus die. Choose one based on its Dire Beast family:
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Cunning: Master’s Call
- A friendly creature within 30 feet of your pet can attempt a saving throw against an ongoing condition. Add your focus die to the roll.
- If successful, the creature can spend its reaction to move up to its speed (without provoking attacks of opportunity) or make an attack.
-
Ferocity: Primal Rage
- Until the start of your next turn, all friendly creatures within 60 feet of your pet can roll your focus die (one die expended) and add it to their attack or damage rolls.
-
Tenacity: Survival of the Fittest
- Your pet lets out a roar, granting itself resistance to all damage.
- Enemies within 15 feet of your pet are taunted (compelled to attack it).
- Effect ends at the start of your next turn.
Once per long rest.
Multiattack. The raptor makes two attacks: one with its Bite and one with its Claw.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [piercing] damage. +4 to Damage for Hunter [proficiency]
- Enhanced Damage: Your pet adds your proficiency bonus to its damage rolls.
- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [slashing] damage. +4 to Damage for Hunter [proficiency]
- Enhanced Damage: Your pet adds your proficiency bonus to its damage rolls.
Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one Bite attack against it as a bonus action.
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5th Level: Kindred Spirits
You and your pet act as a seamless team:
When you hit a creature with a weapon attack, your companion can use its reaction to make a melee attack against the same target if it’s within range.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Companion Features
Companion’s Bond
- Acts on your turn and obeys your commands.
- Gains proficiency in two skills of your choice.
- Gains additional hit points and ability score improvements as you level.
Pet Talents
Pets start with 1 talent at level 1 and gain more as they level. Examples:
- Armored Hide: +1 AC and gain proficiency in a saving throw.
- Pack Tactics: Advantage on attacks if an ally is within 5 ft of the target.
- Prowl: Critical hits on surprised creatures.
- Swift: +10 ft to speed, and opportunity attacks have disadvantage.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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