Base Class: Ranger
Hunter job from Octopath Traveler
Level 3: 3rd-Level Feature: Capture
At 3rd level, you learn the Hunter's ancient art of capturing and calling upon wild creatures in battle.
When a Beast, Monstrosity, or another creature approved by your DM is reduced to 25% of its maximum hit points or fewer, you may use a bonus action to attempt to capture it. The creature must succeed on a Wisdom saving throw against your Ranger Spell Save DC or become one of your Captured Beasts. The DM may adjust the saving throw or determine that certain creatures are easier or harder to capture based on their remaining hit points and rarity.
Bosses, legendary creatures, unique creatures, and creatures designated by the DM cannot be captured.
You can have a maximum of five Captured Beasts at one time. If you capture a sixth, you must permanently release one of your current Captured Beasts.
As a bonus action, you can command one Captured Beast to perform one of its normal attacks or innate magical abilities against a target you can see within its normal range. The attack uses the beast's normal attack roll, damage, damage type, and non-legendary effects as determined by the DM. The beast immediately disappears after making the attack.
Each Captured Beast has a limited number of uses before it is exhausted. Depending on the creature's strength, the DM determines whether it can be used between 2 and 7 times. Once all of its uses have been expended, the Captured Beast is lost permanently and must be captured again if you wish to use it in the future. It does not regain uses after a Long Rest or by any other means.
Level 7: 7th-Level Feature: Beast Lore
At 7th level, your understanding of the creatures you tame allows you to command them with greater precision.
Whenever you command a Captured Beast to attack, you may choose one of the following benefits:
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The beast has advantage on its attack roll.
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If the beast forces a creature to make a saving throw, the saving throw is made with disadvantage.
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If the beast deals damage, it deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, you can identify a Beast, Monstrosity, or other creature approved by your DM after observing it for at least 1 minute. You learn whether it can be captured, approximately how many uses it would have if captured (between 2 and 7), and any obvious special attacks or abilities it possesses.
Level 11: 11th-Level Feature: Veteran Hunter
At 11th level, your bond with the creatures you capture allows them to fight with greater ferocity.
Whenever you command a Captured Beast to attack, choose one of the following benefits:
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The beast's attack deals additional damage equal to your Wisdom modifier (minimum of 1).
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If the attack hits, the target's speed is reduced by 10 feet until the start of your next turn.
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If the attack forces a saving throw, the target has disadvantage on the first saving throw it makes against that attack.
Additionally, when you successfully capture a creature, you may choose for it to gain one additional use, up to a maximum of 7 uses. This benefit can't increase a creature beyond the maximum number of uses determined by the DM.
Level 15: 15th-Level Feature: Master Tamer
At 15th level, your reputation as a legendary hunter allows you to command even the fiercest creatures with unmatched skill.
Whenever you command a Captured Beast to attack, you may immediately command a second different Captured Beast to attack as part of the same bonus action. Each beast expends one of its remaining uses as normal.
Additionally, when you attempt to capture a creature, it has disadvantage on its saving throw if it is at 10% of its maximum hit points or fewer.
Finally, whenever one of your Captured Beasts reduces a creature to 0 hit points, you have advantage on your next attempt to capture a creature before the end of your next Long Rest.
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