Base Class: Ranger
Monster Trainer Conclave
Rangers of the Monster Trainer Conclave forge powerful bonds with magical creatures, mastering the art of taming, training, and battling alongside their companions. These trainers command a team of fearsome monsters, each growing stronger through their bond, while using specialized tools and tactics to dominate the battlefield.
3rd Level: Monster Collection
At 3rd level, you gain the ability to capture and bond with Monsters. You can form magical bonds with a number of Monsters equal to half your proficiency bonus (rounded down). These Monsters must have a CR within the limits of the Monster Scaling Table:
Monster Scaling
- Level 3: CR 1
- Level 5: CR 3
- Level 11: CR 5
- Level 15: CR 6
You are able to summon your Monsters, limited to the rules below:
- Summoning Limit: You can summon only one Monster at a time. Summoning a Monster is a bonus action. The Monster appears in an unoccupied space within 10 feet of you. If a Monster is reduced to 0 HP, it vanishes in a flash of light, returning to its magical essence. You can resummon it with a 1st-level spell slot or higher.
- Switching Monsters: You can switch out your active Monster as a bonus action. The current Monster vanishes, and the new one appears up to 10ft away from you.
- Like Trainer Like Monster: A monster's number of saving throw proficiencies is equal to the number of saving throw proficiencies its trainer possesses. The trainer may choose which saving throws the monster is proficient in, but the total cannot exceed the trainer's own number of proficient saving throws.
- Marked Target: When you mark a target, your Monster can use its reaction to make an attack on the same target. Marked targets are prioritized by your Monsters and they will attack them first until the target or your Monster goes unconscious.
If no target is marked, you are able to use a bonus action to command your Monster to attack an unmarked creature.
Universal Monster Traits
- Hit Points: Your Monster's hit points increase by 7 per Ranger level.
- Enhanced Stats: Your Monster adds your proficiency bonus for AC, attack rolls, saving throws, and skill checks instead of its own. Its AC increases by 1 when its CR reaches 3, 5, and 6.
Level 3: Elemental Affinity
At 3rd level, You can choose an elemental affinity: Fire, Water, Electric, Ice, or Poison to imbue your Monster with. Your hunter's mark is infused by the affinity, you may choose to change the damage type of your hunter's mark to the corresponding elemental affinity. Your Monsters gain resistance to their affinity’s damage type, and weaknesses to certain damage types according to the list below:
- Fire -> Cold
- Water -> Lightning
- Ice -> Fire
- Electricity -> Force
- Poison -> Psychic
and a corresponding Elemental Attack:
Electric (Thunder Bolt)
Electric (Thunder Bolt): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 1d10 + Wisdom modifier lightning damage, the target must succeed a Constitution saving throw against 8 + proficiencyBonus + wismodifier or is unable to use its reaction.
Fire (Flamed Burst)
Fire (Flamed Burst): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 1d12 + Wisdom modifier fire damage.
Ice (Frost Fang)
Ice (Frost Fang): Melee Attack, range 5 ft., your spell attack modifier to hit. Hit: 1d10 + Wisdom modifier cold damage, and the target’s speed is reduced by 10 feet until the end of their next turn.
Poison (Venom Spit)
Poison (Venom Spit): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 1d10 + Wisdom modifier poison damage, and the target must succeed on a Constitution saving throw against 8 + proficiencyBonus + wismodifier or become poisoned until the end of their next turn.
Water (Aqua Jet)
Water (Aqua Jet): Melee Attack, range 5 ft., your spell attack modifier to hit. Hit: 1d10 + Wisdom modifier force damage. the target must succeed on a Strength saving throw against 8 + proficiencyBonus + wismodifier or be pushed 10 feet.
Level 3: Monster Ability Charges
Your Monster has its own pool of ability charges that effectively act as spell slots, they start off with 2 cantrips. Monsters are able to learn one extra spell and earn extra ability charges when you reach certain Ranger levels, following this progression:
Monster Ability Charges
- Level 3: 2 (Cantrips)
- Level 7: 2 (1st-level abilities)
- Level 11: 2 (2nd-level abilities)
- Level 13: 2 (3rd-level abilities)
- Level 15: 1 (4th-level abilities)
Your Monster regains its ability charges after a long rest.
Spell Learning:
Your Monster cannot automatically learn new spells. Instead, you must find or acquire Spell Discs, specialized magical items containing instructions for a single spell. Your Monster can learn a new spell by spending 1 hour watching the Spell Disc in your presence.
- Your Monster's spells must come from the following list, based on its Elemental Affinity
Once your Monster knows a spell, it can prepare it and cast it using its own ability charges. The maximum number of spells a Monster can know is equal to its Intelligence modifier + 1 (minimum of 1, maximum of 5).
Electric Affinity
Electric Affinity
Electricity crackles with speed, precision, and volatile energy.
- Cantrips: Shocking Grasp, Lightning Lure, Thaumaturgy (crackling effects), Mage Hand (sparks of energy)
- Level 1: Witch Bolt, Thunderwave, Feather Fall, Chaos Bolt (Lightning)
- Level 2: Shatter (sonic resonance), Levitate (lifted by storm clouds), Mirror Image (electric afterimages), Blur
- Level 3: Lightning Bolt, Thunder Step, Fly (lightning speed)
- Level 4: Storm Sphere, Greater Invisibility (electric concealment in arcs of light), Arcane Eye, Charm Monster (paralyzing awe from electrical energy)
Fire Affinity
Fire Affinity
The flame burns brightest, destructive and consuming all in its path.
- Cantrips: Fire Bolt, Control Flames, Produce Flame, Create Bonfire
- Level 1: Burning Hands, Hellish Rebuke, Faerie Fire (red/orange hues), Chaos Bolt (Fire)
- Level 2: Aganazzar’s Scorcher, Flaming Sphere, Pyrotechnics, Mirror Image (fiery reflections)
- Level 3: Fireball, Melf’s Minute Meteors, Daylight (intense solar light)
- Level 4: Wall of Fire, Elemental Bane (fire only), Fire Shield (warm shield only), Dominate Beast (flavored as fiery intimidation)
Ice Affinity
Ice Affinity
Ice is unyielding, a force of patience and control, freezing everything in its path.
- Cantrips: Ray of Frost, Frostbite, Shape Water, Chill Touch
- Level 1: Ice Knife, Armor of Agathys, Mage Armor (frosty sheen), Chaos Bolt (Cold)
- Level 2: Snilloc’s Snowball Swarm, Misty Step (frosty vapor), Hold Person, Mirror Image (frozen duplicates)
- Level 3: Sleet Storm, Wall of Water (icy barrier), Tidal Wave (arctic water)
- Level 4: Ice Storm, Watery Sphere (flavored as a globe of ice), Phantasmal Killer (haunting with cold terror), Stoneskin (flavored as icy resilience)
Poison Affinity
Poison Affinity
Poison creeps insidiously, weakening and corrupting with every touch.
- Cantrips: Poison Spray, Infestation, Chill Touch, Minor Illusion (dark clouds)
- Level 1: Ray of Sickness, Fog Cloud (toxic mist), Mage Armor (sickly green sheen), Chaos Bolt (Poison)
- Level 2: Melf’s Acid Arrow, Blindness/Deafness, Hold Person, Mirror Image (toxic clones)
- Level 3: Stinking Cloud, Wall of Water (change to poison), Vampiric Touch
- Level 4: Blight, Greater Invisibility, Confusion (toxic disorientation), Phantasmal Killer
Water Affinity
Water Affinity
Water becomes an unrelenting and dynamic force, harnessing sheer kinetic energy and the pressure of the ocean's depths.
- Cantrips: Shape Water, Thunderclap (change type to force) (crashing waves), Acid Splash (polluted water), Mage Hand (watery tendril)
- Level 1: Create or Destroy Water, Thunderwave (crashing tidal force), Magic Missile, Chaos Bolt (Force)
- Level 2: Shatter (resonating water pressure), Misty Step, Levitate (buoyed by currents), Blur (rippling water distortion)
- Level 3: Tidal Wave (massive crashing surge), Wall of Water, Water Breathing
- Level 4: Control Water (command torrents and currents), Watery Sphere (pressurized globe of water), Freedom of Movement (flowing through barriers), Grasping Vine (re-flavored as watery tentacles)
Level 3: Monster Gem Arsenal
You craft magical Monster Gems that give you tactical advantages. You gain a number of Monster Gems equal to your proficiency bonus, and they recharge on a long rest. You can throw a Monster Gem in an unoccupied space as an action (range 15 ft.).
- Net Gem: When this ball hits a creature, the target must succeed a Strength saving throw against your spell DC or go prone and have the restrained condition.
- Switch Gem: As a bonus action, teleport one of your active Monster to your side or swap it with another bonded Monster or Ally.
Level 7: Coordinated Attacks
At level 7, You and your Monster have learned to work seamlessly together in combat.
- When you take the Attack action, your Monster can make one attack as a bonus action.
- If you or your Monster hit a creature with an attack, your next attack against that creature has advantage, or vice versa.
- You can add your hunter's mark damage to one of your Monster's attacks using the damage type according to your Monster's Elemental Affinity. You may also choose to switch out the damage type of your Hunter's Mark with the damage type correlating to your Monster's elemental affinity, if there are 2 different monsters then choose one damage type for that round.
- When you throw a Monster Gem, your Monster can move up to 10 feet as part of the same action.
- You are now able to cast spells through your Monster as long as they're within 120 feet of you. When you cast a spell that uses your action through your Monster, they can make one melee attack as a bonus action.
- You can see and hear through your Monster as long as they're within 500ft of you.
Level 7: Additonal Monster Gems
At 7th level, you gain access to extra selections of specialized Monster Gems, each providing unique effects to aid you in battle. You are more familiar with throwing Monster Gems, now throwing Monster Gems only require a bonus action and the distance you can to throw a gem increases up to 30ft.
- Healing Gem: Throw this Gem to a creature within 30 feet of you to restore their hit points. The healing equals 2d8 + your Wisdom modifier.
- Evolve Gem: Throw this Gem at your active Monster. For 1 minute, the Pokémon’s AC increases by 2, its movement speed increases by 10 feet, and all its attacks deal an additional 1d8 damage of its Elemental Affinity.
Level 11: Dual Battlers
At 11th level, you can summon and command two Monsters at once. Both Monsters act on your turn and obey your commands.
- Coordinated Assault: When you take the attack action, for one of the attacks both Monsters can each make one attack as part of the same action.
- Team Synergy: If both your Monsters are within 10ft of each other, they gain advantage on melee attack rolls against that creature.
- Astral Connections: When you cast a spell targeting yourself, you can also affect your monster with the spell if the beast is within 15ft of you. (Increases to 30ft at level 15)
- Dual Mark: Your Monsters now have their own Hunter's Mark called "Monster's Mark", you can expend one use of your Hunter's Mark and have one of your Monsters use their bonus actions to mark a target using Monster's Mark. Only one Monster can use Monster's Mark. Monsters will prioritize attacking targets marked by their Monster's Mark.
Additionally, your Monster's Elemental Attacks now ignore resistance to their damage type. You also gain an extra elemental affinity:
Level 11: Evolved Elemental Attacks
At 11th level, your Monster's Elemental Attacks grow stronger, dealing increased damage and applying enhanced effects:
Electric (Thunder Bolt)
Electric (Thunder Bolt): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 3d10 + Wisdom modifier lightning damage. The target must succeed on a Constitution saving throw against 8 + proficiencyBonus + wismodifier or be electrocuted, lose their reaction, and have disadvantage on their next attack roll.
Fire (Flame Burst)
Fire (Flame Burst): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 3d12 + Wisdom modifier fire damage. All creatures within 10 feet of the target take fire damage equal to your Wisdom modifier. Targets hit must succeed on a Dexterity saving throw against 8 + proficiencyBonus + wismodifier or catch fire, taking 1d10 fire damage at the start of their next turn.
Ice (Frost Fang)
Ice (Frost Fang): Melee Attack, range 5 ft., your spell attack modifier to hit. Hit: 3d10 + Wisdom modifier cold damage. The target’s movement speed is halved until the end of its next turn. If it moves, it must succeed on a Dexterity saving throw against 8 + proficiencyBonus + wismodifier or take 1d8 cold damage.
Poison (Venom Spit)
Poison (Venom Spit): Ranged Attack, 30 ft., your spell attack modifier to hit. Hit: 3d10 + Wisdom modifier poison damage. The target must succeed on a Constitution saving throw against 8 + proficiencyBonus + wismodifier or become poisoned for 1 minute. A poisoned target takes 1d8 poison damage at the start of their turn.
Water (Aqua Jet)
Water (Aqua Jet): Melee Attack, range 5 ft., your spell attack modifier to hit. Hit: 3d10 + Wisdom modifier force damage. The target must succeed on a Strength saving throw 8 + proficiencyBonus + wismodifier or be drenched, granting the next attack roll against it advantage.
Level 11: Additional Monster Gems
At 11th level, you gain access to extra selections of specialized Monster Gems, each providing unique effects to aid you in battle. You have mastered throwing these Monster gems, now you can throw them up to 60ft to an unoccupied space.
- Capture Gem (Banishment): Target a creature within range. The creature must succeed on a Charisma saving throw against your spell dc or be banished to a harmless demi-plane for 1 minute. On success, the creature cannot be targeted by another Capture Gem for 24 hours (this does not include legendary resistances).
- Supreme Healing Gem: you can throw the Superior Healing Gem up to 60ft to an unoccupied space to restore hit points to up to 6 creatures of your choice within 30 feet of the gem. Each creature regains hit points equal to 2d8 + your Wisdom modifier.
Level 15: Gigantamax Evolution
At 15th level, you unlock the ultimate potential of your Monster. As an action, you can cause one of your active Monsters to Gigantamax for 1 minute.
Gigantamax Prerequisite: Elemental Surges Before a Monster can Gigantamax, it must collect 100 Elemental Surges during battle. Generating Elemental Surges:
- Your Monster gains elemental surges equal to the damage dealt by its elemental attack (attacks from Gigantamax do not count).
- Elemental Surges are specific to each Monster and do not transfer between them.
Surge Persistence: Elemental Surges last until the end of the battle or until expended for Gigantamaxing. After collecting a total of 100 elemental surges, your Monster gains the ability to Gigantamax as a bonus action, and gains the following benefits:
- Size Increase: Your Monster grows to Gigantic size.
- Massive HP: Your Monster doubles their hp
- G-Max Move: Replace your Monster's Elemental Attack with a devastating AoE ability based on their elemental affinity
G-Max Glacier Strike
Ice (G-Max Glacier Strike)
- Melee AoE (Cone): 60-foot cone, targets in the area must make a Constitution saving throw against your Spell Save DC.
- Damage: 8d10 cold damage and their speed be 0 on a failed save, or half as much on a success.
- Effect: Ice forms over the area, creating slippery terrain, halving the movement of creatures in this area. They must succeed on a Dexterity saving throw when moving or fall prone. This effect lasts until the end of your next turn.
G-Max Hydro Surge
Water (G-Max Hydro Surge)
- Melee AoE (Radius): All creatures within a 20-foot radius centered on you must make a Strength saving throw against your Spell Save DC.
- Damage: 8d10 force damage and be incapacitated until the start of your next turn on a failed save, or half as much on a success.
- Effect: The surge creates a massive shockwave of water pressure. Creatures that fail their saving throw are also pushed 20 feet away from you and have the prone condition. The area remains slick and difficult terrain until the end of your next turn.
G-Max Inferno
Fire (G-Max Inferno)
- Ranged Attack (Radius): 40-foot radius flaming ball, targets in the area make a Dexterity saving throw against your Spell Save DC.
- Damage: 8d10 fire damage and have the lit by flames (takes 2d10 at the start of its turn for 1 minute or until it uses an action to douse itself) condition on a failed save, or half as much on a success.
- Effect: The area ignites in a blazing inferno that lasts until the end of your next turn. Any creature that starts or ends its turn in the area takes 4d10 fire damage.
G-Max Lightning Storm
Electric (G-Max Lightning Storm)
- Ranged Attack (Line): 40-foot line, 10 feet wide, targets in the line must make a Dexterity saving throw against your Spell Save DC.
- Damage: 8d10 lightning damage and have the paralyzed condition on a failed save, or half as much on a success.
- Effect: Storm clouds fill the air above the line. At the start of your next turns, you can command 2 bolts of lightning strikes a creature of your choice within 10 feet of the line, dealing 4d10 lightning damage on a hit. They must make a Constitution saving throw against your spell save DC or lose their reactions.
G-Max Toxic Wave
Poison (G-Max Toxic Wave)
- Ranged Attack (Radius): 20-foot radius centered on a point within 60 feet. Targets in the area must make a Constitution saving throw against your Spell Save DC.
- Damage: 8d10 poison damage on a failed save, have the lethargic condition, or half as much on a success.
- Effect: A lingering toxic cloud fills the area. Any creature that starts its turn in the cloud must succeed on a Constitution saving throw or take 4d10 poison damage. The cloud lasts until the end of your next turn.
Level 15: Master Trainer
At 15th level, you have achieved unparalleled mastery over your bond with your monsters and your gem crafting techniques, unlocking extraordinary abilities:
- Hunting Synergy: You and your monsters' hunting synergy reaches its peak. You're now able to add your hunter's mark damage to all attacks made by your monsters, your Hunter's Mark now also ignores resistance. Each of your Monsters also gain their own "Monster's Mark" and are able to use their bonus action to mark any target expending only one use of your Hunter's Mark for both Monster's Marks as long as they are applied on the same turn, allowing you to effectively mark 3 targets with your Hunter's Mark.
- Heightened Connection: Your connection with your active monsters reaches its peak, allowing its elemental power to shield you. While a monster is summoned, you gain resistance to the damage type of its Elemental Affinity. If you have two monsters summoned, you can choose which Elemental Affinity provides you resistance at the start of each of your turns or by using your reaction
- Master Gem Crafter: You have mastered the craft of magical gems, perfecting their power. You regain all expended uses of your Monster Gems after a short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/24/2025 9:01:35 PM
|
0
|
1
|
5.5e
|
Coming Soon
|
|
|
1/24/2025 9:23:43 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
1/24/2025 9:30:24 PM
|
2
|
0
|
--
|
Coming Soon
|
|
|
1/24/2025 11:06:55 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
1/25/2025 1:40:03 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
1/25/2025 3:20:49 AM
|
11
|
0
|
--
|
Coming Soon
|
|
|
1/25/2025 10:36:06 AM
|
13
|
0
|
--
|
Coming Soon
|
|
|
1/25/2025 9:36:40 PM
|
12
|
1
|
--
|
Coming Soon
|
|
|
1/25/2025 9:45:45 PM
|
13
|
0
|
--
|
Coming Soon
|
|
|
1/26/2025 1:45:54 AM
|
14
|
0
|
--
|
Coming Soon
|
|
|
1/26/2025 2:04:31 AM
|
15
|
0
|
--
|
Coming Soon
|
|
|
1/26/2025 8:58:08 AM
|
31
|
0
|
--
|
Coming Soon
|
Comments