Base Class: Ranger
A subclass to play as a creature trainer through the ranger class.
Nature's Bond
Starting at 1st level you can tame creatures you see. Once tamed they are stored in easily identifiable small charms. The creature instantly becomes familiar and bonded with you.
Taming Rules:
- You must spend an action to attempt to tame a creature.
- To tame a creature make an Animal Handling check, DC 4 * the creature's CR rounded up.
- If the creature is Asleep, Charmed, or Paralyzed you have advantage on the Animal Handling check.
- If the creature is at or below 1/3 HP, +3 to your Animal Handling check.
- Every time you attempt to tame a creature, the creature has a 20% chance to "run away" and becomes immune to future taming attempts.
- The maximum number of tamed creatures you can have is equal to 2 times your ranger level.
- You can attempt to tame creature's with a CR less than or equal to your Ranger level plus one.
- What creatures are tamable is entirely at the DM's discretion!
Tamed Creature Rules:
- You may have one tame actively summoned at a time, unless specified otherwise.
- You may use a bonus action to switch what tame you have summoned.
- Tames restore HP equal to half of their max HP at a Short Rest and restore full HP at a Long Rest.
- The tame uses the stat block of it's untamed counterpart.
- Tames have a +2 on WISDOM saving throws.
- A tame gets one action and one bonus action in combat unless otherwise specified.
- A tame will try to fulfill it's tamer's orders to the best of it's ability. If it is unable to receive orders from you it will attempt to follow the last order given.
- The tames and tamer have a mental bond to communicate basic information back and forth. (Range 150 ft.)
- When a tame reaches zero hit points it peacefully leaves the battlefield, it remains removed unless the tamer uses a full action to summon it. When summoning you may choose any of your tames to be active, you are not limited to the previous tame you previously had summoned. At the end of combat the tame is instantly summoned.
Brown Bear
You pick a brown bear as your companion!
Dire Wolf
You pick a Dire Wolf as your companion! (You are considered one of your wolves' allies.)
Giant Spider
You pick a Giant Spider as your companion!
Intense Training
Your tames gain a bonus of your choosing:
Agility
Your tames get an extra action on their first turn of a combat.
Ancient Power
All of your tames get +1 to all ability scores.
Harden
Your tames get +1 to their AC.
Trainer Spirit
You get to specialize as a tamer by choosing from one of these skills:
Dynamic Duo
Once per combat, you can use a bonus action to summon a second tame. It takes its turn immediately after yours and is instantly returned to charm state after its turn.
Nature's Pact
Once per long rest, your tame may take anywhere from 1 to 25 points of damage. You heal for twice the damage your tame took. If your tame drops to zero hitpoints this way it may be summoned again using just a bonus action rather than a full action.
Unwavering Trust
Once per rest(includes short rests), you may use your bonus action to recall your active tame. Upon doing so a magical earthly force explodes out, dealing damage to all creature's in a 5 ft. radius of your tames previous position. This explosion does force damage equal to the tames remaining HP and creatures must make a DC 14 Strength saving throw or be knocked prone. To summon your tame again you must use a full action as normal.
Fully Evolved
Your tames get 2 extra hit dice and 1 extra damage dice on attacks. Your tames get +1 to their AC. They also have advantage on all saving throws made within 5 ft. of you.
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