Master of Monsters (5e Subclass)

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Master of Monsters[edit]

A halfling wandering through the forest, cloaked by a grey mantle, walks silently, accompanied by a dark leopard. With a subtle gesture, the feline disappear in the shadows, biting the neck of a surprised ogre, killing it instantly.

An elven lady, flying on the back of a pegasus, shouts in the sky a command for him to dodge, that obeys almost before the word let her mouth, showing the synchrony and link between them, just in the right time to evade the blazing blast of fire exhaled by a young red dragon.

A half-orc raises his greataxe while darting forward, charging towards a horde of goblinoid enemies, letting out a fierce scream that boosts the resolve of his rhinoceros companion.

Master of monsters are beast and monster tamers, specialized in training monsters to fight alongside them. They don't rely in the power of their weapons, or in the strength in their arms, but rather, they trust in the bond they form with monsters, using this bond to develop their instincts and fighting capabilities, unleashing the full potential inside those creatures.

A monster tamer have many skills to train and command their monstrous companions in battle. Although they sometimes lack the ability to handle themselves in battle, they trust that with enough training and with a strong link with their companions, they don't need to.

Monster Companion

Also at 3rd level, you develop the ability to train monsters and use them in combat. Choose a beast or monstrosity that has a challenge rating of 1 or lower and with the Intelligence score lower than your Wisdom. Add your proficiency bonus to the creature’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your master of monsters level, whichever is higher. Like any creature, the monster can spend Hit Dice during a short rest.

The monster obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the monster where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the monster takes the Dodge action.

If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself. The monster never requires your command to use its reaction, such as when making an opportunity attack.

If the monster dies, you can obtain another one by spending 8 hours magically searching and bonding with another monster that isn’t hostile to you, either the same type of monster as before or a different one. You must have seen the monster before, and you must be in a location that monster is typically found.

Monster Taming

Starting at 3rd level, you gain a pool of special dice called taming dice. You have four taming dice, which are d6's, and you recover any expended dice after finishing a long rest. The size of the die becomes 1d8 at 5th level, 1d10 at 9th level and 1d12 at 13th level.

Starting at 5th level you regain your dice after a short or a long rest.

At 3rd level, you can use your dice to fuel the following features: Evade and Attack. To benefit from these features, your monster companion must be capable of seeing or hearing you, or must be within 5 feet of you.

Evade. As a bonus action, you can spend one taming die to command your monster to evade strikes. Roll the die spent. The monster gain a bonus to its AC equal to the number rolled until the start of your next turn.
Attack. As a bonus action, you can spend one taming die to command your monster to aim its strikes. Roll the die spent. The monster gain a bonus to its attack rolls equal to the result on the die.
Conjure. You can spend one taming die to cast a spell with the range of self on your monster, as long as it is within 30 feet. Alternatively, you can use this command to cast any spell from the monster's position, as if you were on that position.
Monstrous Coordination

Beginning at 7th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

In addition, you can tame into a monster with a challenge rating as high as your ranger level divided by 3, rounded down.

Taming Recovery

At 11th level, when you start your turn and have no taming dice remaining, you regain 1 taming die. At 15th level, you regain 2 dice instead of 1.

In addition, you can now tame dragons.

Storm of Claws and Fangs

At 15th level, you can use your action to command your companion to make a melee attack against each creature of your choice within 5 feet of it, with a separate attack roll for each target.

In addition, you can now tame creatures from any type.

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