Pet Wrangler (5A)

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Striding through the jungle, the mighty dinosaur lumbers along. "We are safe, it will never look for us here" says the adventurer to her companions perched atop an ancient but small pyramid. The dinosaur ponderousness turns against them, and they see it is not just a dumb beast they are facing, there is a rider directing the beast.

A pet wrangler bonds with a monster of great size and power. The pet wrangler themselves is not too impressive, but combined with their beast, they form a powerful adventuring pair. Usually from the fringes of civilization, pet wranglers hail from tundras, jungles, glaciers, or deserts, places where big monsters thrive. Much like the barbarians of such remote regions, pet wranglers often move into civilized lands, bringing their pets with them.

Initially a pet wrangler is a mundane class, but as they advance in level they learn magical abilities that affect themselves and their pets, but they never learn to cast spells.

Class Profile

As an pet wrangler, you gain the following class features.

Hit Points

  • Hit Dice: 1d12 per pet wrangler level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per pet wrangler level after 1st

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, net, trident, whip
  • Saving Throws: Constitution, Wisdom
  • Skills: Animal Handling plus your of two from Acrobatics, Athletics, Intimidation, Medicine, Nature, Perception, and Survival.

Equipment

You start with the following equipment, in addition to any gear acquired through your background. (a) scale mail or (b) studded leather armor

  • a dagger
  • a whip
  • an aklys, a spear with a hook at the end. Functions as a trident and used to train and control your pet.
  • an explorer’s pack

Alternatively you can start with 4d4 x 10 gp or 100 gp.

Class Features

Sense Pet

As a bonus action, you can sense the presence and location of the closest creature of your pet's creature type within 300 feet. Once you know of the presence of a creature, you can chose to ignore that creature when you use the ability again to find the next closest creature of this creature type. Any effect that protects against divination magic stops this ability.

Pet

At first level you choose a class of pet you work with. This choice decides the abilities of your pet. Your pet advances in power and abilities as you advance in level. The pet gains new abilities at level XX, XX, XX, and XX, which abilities it gains depends on the type of pet you have,

Your pet is a single unique creature. You gain many abilities that help keep your pet alive and to allow you to bring it along when you usually could not, but if it dies or is lost permanently, It takes you a full week to find and bond with a new pet. If your pet is unusual in the area, you may have to travel to where such creatures are common or change to a type of pet that is locally available. You can also spend a week to exchange your pet for another pet, which can be of another type.

It is usually most fun to use creatures actually encountered in play as pet choices, but this is not mandatory.

Protective Pet

As you are within 5 feet of your pet, you have half cover, giving you a +2 bonus to Armor Class and Dexterity saving throws.

Trainer’s Zeal

At 2nd level, your time training your pet has taught you how to recover quickly. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your mahout level. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 7th level, three times between rests starting at 14th level, and four times between rests at 20th level.

Whipmaster

At 2nd level your mastery of the whip allows you to use it in new ways.

  • As an action you can do a Grapple or Shove manoeuvre with the whip against a creature up to 10 feet away. When you use the whip to grapple, you do not need a free hand but cannot use the whip for other things until the grapple ends. When you shove, you can move the target in any direction without having to take disadvantage on the Strength (Athletics) check.
  • As a bonus action when wielding a whip you can create a loud snap. Used against a creature with an Intelligence of 5 or less within 20 feet, that creature must make a Charisma saving throw, DC 8 + your Wisdom modifier + your Proficiency Bonus or become frightened until the start of your next turn. The creature is frightened of the spot you created the snap, which can be any spot within 10 feet of you. This gives you influence over what direction the creature can move.
  • As a bonus action you can pick up an unattended item up to the size of a dagger and either pull it into your free hand or fling the object 20 feet in any direction - this is not precise enough to be used as an attack.

Familiar

At 3rd level, you extend your power to summon and dismiss living creatures. You learn the Find Familiar spell and can cast it as a ritual.

Lend Vigor

At 3rd level, the bond between you and your pet bring strength to limbs that otherwise have none. As an action you can take 1d12 damage and give your pet a number of temporary hit points equal to the die result plus your Constitution bonus. At 11th level, double the healing without increasing your loss of hit points. At 15th level, triple the healing.

Pet Telepathy

At 5th level you can communicate with your pet telepathically over any distance. Additionally, as an action, you can see through your pet’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the pet has. During this time, you are deaf and blind with regard to your own senses.

Reserve Pet

At 5th level, you can have a second pet in training while adventuring with your first pet. Your pet in training stays in a safe location, usually in its wilderness home, while you are out adventuring. Should your first pet die, you can call on your reserve pet to replace it at the end of a long rest. Once you have used this ability, it takes a week to replace your reserve pet before you can use this ability again.

Dismiss Pet

At 6th level, your pit becomes more similar to a familiar. As an action, you can temporarily dismiss your pet to a pocket dimension. You can do this at any range. Any equipment the pet wears, such as armor or saddle, disappears with it. Anything the pet carries, such as a load or passenger, falls to the ground. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If your is pet capable of serving as a mount, you can have it appear in your space, and you end up mounted on it.

You cannot dismiss your pet if the pet has taken Hit Point damage, is incapacitated, or suffers from any effect that causes harm over time such as a lasting disease or poison. While dismissed, the pet is in a stasis and need not breathe, eat, drink, or rest.

Empowered Familiar

At 7th level, your link to your lesser bestial allies improves. Your familiar(s) have Hit Points equal to three times your level, Hit Dice equal to your level, and add your proficiency bonus to their Armor Class and to Dexterity (Stealth) and Wisdom (Perception) checks. In addition you have two choices.

Either you can keep multiple familiars simultaneously, 2 at 7th level and another one at level 10, 13, 16, and 19, for a total of 7 familiars at level 19.

Or you can extend the range of the telepathy you and your familiar has to a range of one mile per level. This does not extend the range your familiar can be at when it delivers a spell.

Pet Growth

At 9th level when you summon your pet, you can opt to have the pet be Huge in size. This lasts until you next dismiss your pet. A Huge pet adds 1 Hit Point per level you have, has a space of 15 feet and a reach of 10 feet. Add one die to the damage of each of the pet's attacks.

At 17th level, you can have your pet grow to Gargantuan size. A Gargantuan pet gains 4 Hit Points per level and has a reach of 15 feet. Add two dice to the damage of each of the pet's attacks.

Example: An elephant pet does 2d8 damage with it's gore attack. A Huge elephant pet does 3d8 damage with a gore, while a Gargantuan elephant pet does 4d8 with its gore.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Pet Bond

At 13th level, the relationship you forge with your pet becomes remarkable and unbreakable. So long as you are able to see your pet and it is able to see you, you are both immune to the charmed and frightened conditions.

Second Pet

At 14th level, you can have a second pet. You must find and tame a second pet of the new type, each of which takes a week of downtime activity. You then dismiss your second pet to keep it in readiness. At the end of a short rest, you can replace your current pet with your second pet. You can only have one active pet at any time.

At 18th level, you can have a third pet, giving you three pets you can change between.

Your Reserve Pet ability allows you to replace any of your pets that are permanently retired, including second and third pets. You must spend a week of downtime activity for each pet in order to train a reserve pet.

Pack of Pets

At 20th level, you can have more than one pet present at once. You spend an action summoning each additional pet. At the start of each of your turns you suffer 1d10 necrotic damage for each present beyond the first. This damage cannot be prevented in any way.