Base Class: Fighter
Many warriors fight alongside beasts of the world, many rangers fight and track with beasts by their side as tools; Fighter's of this archetype battle with their beasts as equals, learning from each other and growing together as they battle their way through the world.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in animal handling, if you already have this proficiency, you gain proficiency in one of the following: insight, nature, persuasion or survival.
Battle Companion
By 3rd level, you have formed a powerful bond with a creature that will now bind you two as friends and warriors. Your Battle Compnion is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the battle companion stat block. You determine the creature's appearance, this must be a beast of some kind; your choice has no effect on its game statistics.
In combat, the battle companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide or Search action.
As an action, you can touch your battle companion and expend and roll and number of Hit Dice. The battle companion regains a number of hit points equal to the total rolled. If it has died within the last hour, you can expend 5 Hit Dice and spend 1 minute to roll a d20, on a roll of 10 or highwe, the battle companion is revived with 1 hit point.
At the end of a long rest , if your battle companion is dead, you can call a new battle companion from the wilds to serve you.
battle Companion
Medium beast, any alignment
Armor Class 13 (natural armor)
Hit Points equal to the battle companion’s Constitution modifier + your Constitution modifier + five times your level in this class
Speed 40 ft.
Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Challenge n/a
Warrior's Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Claw and Bite.
Pack Tactics. The Battle Companion has advantage on attack rolls against a creature if at least one of the Battle Companion's allies is within 5 feet of the creature and the ally is not incapacitated.
Actions (Requires Your Bonus Action)
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d8 + 2 slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d4 + 2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Battle Bonded
At 3rd level, the flow of battle between you and your companion is fluid and skilled.
When you take the attack action on your turn, any attack you make with that action can be replaced with an attack from your battle companion. You make this choice for each attack.
Hunting Instincts
By 7th level, you have trained and adapted to become one with the natural world.
- You have advantage on Wisdom (perception) checks made to track creatures.
- You can track other creatures while travelling at a fast pace.
- You can move stealthily while travelling at a normal apce. (see chapter 8 for rules on travel pace)
Vengeful Companions
Starting at 10th level, you nd your companions look out for each other in combat. When either you or your companion take damage from an attack, the other can use its reaction to take the damage instead, provided they are within 5 feet. After using this reaction both you and your companion have advantage on attack rolls until the end of the attacking creatures next turn.
Hound Of War
At 15th level, your battle companion has trained just as hard as you, becoming more skilled and dangerous.
- Your battle companion gains a +2 bonus to Armor Class
- Whenever your battle companion hits a target with an attack, it deals extra damage equal to your proficiency bonus.
Furious Spirit's
At 18th level, both you and your companion become warriors bound by spirit and skill.
Whenever you use your Action Surge feature, your companion can take an additional action on its turn. Additionally you can now expend uses of your Indomitable feature whenever your battle companion fails a saving throw.
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