Keen Hearing & Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The mastiff has advantage on attack rolls against a creature if at least one of the mastiff's allies is within 5 feet of the creature and the ally isn't incapacitated.
LockJaw. The mastiff has advantage on all attack rolls it makes against a creature that is grappled by it, and all checks made to maintain a grapple.
Blood Hound. The mastiff has been trained to hunt down creatures and criminals. The mastiff has advantage on Wisdom (Survival) checks that rely on hearing or smell, when tracking.
K-9. This mastiff has been thoroughly trained for combat and has an advanced understanding of commands it has been taught, knows multiple complex commands, and can differentiate friend from foe based on far more factors than familiarity, such as armor decoration, the language they are speaking, and more. In part due to it's training. This mastiff levels up alongside it's trainer, gaining features as described down below.
Second wind. Starting at 1st level, the mastiff can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
The mastiff can use this feature twice between rests starting at 18th level.
Sixth Sense. Beginning at 2nd level, the mastiff has advantage on Dexterity saving throws against effects, such as traps and spells. This feature doesn’t work if the mastiff is incapacitated.
Tactical Release. At 2nd level, If the mastiff moves at least 15 feet in a straight line and hits a creature of large or smaller size with its bite attack, the creature must make a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or fall prone. If the creature falls prone, the mastiff may make an additional bite attack as a bonus action.
Defensive Instincts. Starting at 3rd level, as a response to being targeted by an attack from a creature the mastiff can see, the mastiff may attempt to dodge, granting it a +2 bonus to its AC against that attack and potentially causing the attack to miss. Once it uses this feature, it must finish a short or long rest before it can use it again. The mastiff can use this feature twice between rests starting at 10th level.
Heel & Hand Signals. Starting at 3rd level, The mastiff understands a set of silent commands. If it can see you, you can command it without speaking (no action). While heeling within 5 ft of you and moving at half speed, the mastiff has advantage on Dexterity (Stealth) checks to remain quiet.
Ability Score Improvement. At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the mastiff increases one ability score of your choice by 2, or the mastiff increases two ability scores of your choice by 1. The mastiff can’t increase an ability score above 20 using this feature.
Extra Attack. Beginning at 5th level, the mastiff can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the mastiff reaches 12th level.
Shake and Tear. Starting at 5th level, any time a creature is grappled by the mastiff or an ally within 5 feet of the mastiff, the mastiff may make a bite attack against that creature as a bonus action, once per turn.
Improved Bite. Starting at 5th level, the mastiff's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
On the Hunt. After the mastiff reaches 7th level, it has advantage on initiative rolls.
Menacing Presence. Starting at 7th level, the mastiff has been trained to loom, snarl, and bare its teeth on command. You gain advantage on Charisma (Intimidation) checks made while the mastiff is clearly present. In addition, the mastiff can use its action to growl menacingly at a creature within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or be frightened of the mastiff until the end of its next turn.
Thick Hide. At 8th level, the mastiff’s Armor Class increases by 1.
Sentry Hound. Starting at 8th level, if the mastiff stands watch for at least 2 hours during a long rest, you and your allies can't be surprised while it is conscious, and you have advantage on Wisdom (Perception) checks to notice approaching creatures during the rest.
Bite Force. Starting at 9th level, the mastiff's damage increases from D6 to D8. Then again from D8 to D10 at 18th level.
Indomitable. Starting at 9th level, the mastiff can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.
The mastiff can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Fleet of Paw. At 10th level and again at 18th level, the mastiff's speed increases by 10.
Superior Bite. Starting at 15th level, the mastiff’s attack rolls score a critical hit on a roll of 18–20 on the d20.
Loyal Partner. The mastiff obeys your commands as best it can. It takes its turn on your initiative, immediately after yours. On its turn, the mastiff can move and take its actions freely, following your verbal commands (no action required by you). If you don’t give it a command, it acts according to its instincts, typically taking the Dodge action or protecting you and your allies. If you are incapacitated or absent, the mastiff acts on its own, focusing on protecting you, your allies, and itself. The mastiff never requires your command to use its reaction, such as when making an opportunity attack.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone.
Drag Away. While grappling a creature of medium or smaller size, the mastiff can move with that creature at its full movement speed, the dragged creature provokes attacks of opportunity from this movement. This does not impede nor end the mastiff's grapple. If the creature is of large size, the mastiff can move at half its movement speed.
Menacing Presence (7th Level) The mastiff can use its action to growl menacingly at a creature within 30 feet. The target must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + Charisma modifier) or be frightened of the mastiff until the end of its next turn.
Alerting Bark: The mastiff may use its reaction to bark loudly and alarmingly, waking up all creatures within 30 feet of itself. This barking is audible to a range of 300 feet.
Defensive Instincts (3rd Level) As a response to being targeted by an attack from a creature the mastiff can see, the mastiff may attempt to dodge, granting it a +2 bonus to its AC against that attack and potentially causing the attack to miss.
Description
Bred and trained as relentless trackers, bounty hunter mastiffs are more than mere hounds—they are loyal partners forged in pursuit and capture. With powerful jaws and an unshakable grip, these dogs can bring down quarry larger than themselves, locking onto their target with terrifying precision. Their deep growls and commanding presence unsettle even the most hardened fugitives, making them as effective in an interrogation hall as they are in the wilderness.
Every bounty hunter mastiff is rigorously drilled in obedience, able to respond to silent hand signals as readily as spoken commands. They can distinguish friend from foe with uncanny accuracy, and their instincts make them tireless sentries during long nights on the road. Keen of nose and sharp of ear, they can follow a blood trail across shifting terrain or sense danger moments before it strikes.
Impressively sturdy, these mastiffs are also prized as mounts for Smaller adventurers, such as halflings, gnomes, and other lightly built riders. In the field, a mastiff can bear its companion swiftly through crowded streets or across open ground, turning its handler into a mobile hunter who can press the chase where larger mounts would falter.
Despite their intimidating demeanor, bounty hunter mastiffs are fiercely loyal to their handlers. Once bonded, they are partners for life, standing as shield, weapon, mount, and watchful guardian. These hounds are not only valued for their strength and courage, but for the trust they embody—an unspoken pact between hunter and hound, sealed in every chase, capture, and battle fought together.
This is the starting point for a Level 1 Mastiff Companion. They grow along side your character, so when you level up, they level up. This companion is unable to gain Feats by sacrificing the ASI bump, but that can be determined by discussing it with your DM. This companion was created to be a powerful creature that can grow along side a player, and rival them at the same time. I know it feels very strong and in a very combat heavy campaign this might not seem all that strong, but at the same time I can see it being a menace on it's own. Once it is high enough level it could in theory take out a goblin camp on it's own, and that is what I wanted it to feel like. I also have two different proficiency bonus tables that could help it feel not as strong, one that caps at a +4, and one that takes a bit more time to get to +6. Again this can be something you discuss with your DM, but these tables can help tone down how strong the Mastiff companion would be at higher levels. Hope you all can enjoy it, and please leave some feeback.
| Mastiff Level | Proficiency Bonus |
|---|---|
| 1–6 | +2 |
| 7–13 | +3 |
| 14–20 | +4 |
| Mastiff Level | Proficiency Bonus |
|---|---|
| 1–6 | +2 |
| 7–11 | +3 |
| 12–15 | +4 |
| 16–18 | +5 |
| 19–20 | +6 |
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