Monster Catcher (5e Subclass)

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Monster Catcher[edit]

Artificer Specialization

Monster catchers are artificers who specialize in taming monsters. They have developed a special device called Catching Sphere, that when thrown upon a monster, is able to both capture and tame it, making him loyal to the artificer at the same time. Some monster catchers are zoologists, and capture monsters in order to better study them. Others, use these monsters in battle, usually competing against other catchers.

Bonus Proficiency

When you adopt this specialization at 3rd level, you gain proficiency in Animal Handling. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Monster Catcher Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Monster Catcher Spells table. These spells count as monster catcher spells for you, but they don’t count against the number of artificer spells you prepare.

Monster Catcher Spells
Artificer Level Spells
3rd animal friendship, beast bond
5th find steed, summon beast
9th haste, summon fey
13th charm monster, choose one from summon aberration, summon construct, or summon elemental.
17th summon celestial, summon draconic spirit
Adept Trainer

When you reach the 3rd level, your monster taming training has paid off in two ways:

  • You add your Intelligence modifier, rather than Wisdom, on your Wisdom (Animal Handling) checks.
  • You can use your Animal Handling skill, instead of Deception, Intimidation or Persuasion, against any creatures with an Intelligence score of 5 or lower.
Catching Spheres

Starting at 3rd level, you learn how to craft a marvelous device of engineering and magic: the catching spheres. This device can be thrown on a creature, absorbing her into a extra-dimensional space inside the device, while allowing you to magically tame that creature.

Whenever a creature is unconscious or incapacitated, you can throw the sphere on the creature using a bonus action and spending a spell slot, forcing the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature is captured inside the sphere. The capture automatically fails against a creature with an Intelligence score of 6 or higher, or against a creature with a CR higher than a third your Artificer level.

You can also capture willing creatures, as long as they are of the appropriated CR. When you first gain this feature, you start with one captured creature of your choice, with a CR of 1/4 or lower. A creature inside the sphere is able to spend hit dice during a short rest, and can safely complete long rests.

You have two spheres when you first gain this feature, but gain one additional sphere when your proficiency bonus increase by 1. You can't capture more than one creature per sphere, but you can release a captured creature to make space for a new one.

You can use your Catching Sphere as a material component for spells from the conjuration school that summon monsters. If you lose a catching sphere, you can craft another over the course of a short rest, as long as you have your tinker's tools with you.

Tamed Monster

Also at 3rd level, you can use your captured monsters in combat. As a bonus action, you can throw the catching sphere in an unoccupied space within 30 feet of you, summoning the monster. You must spend a total of spell slots equal to the CR of the monster summoned. Monsters with a CR 1/2 or lower don't require spell slots.

Add your proficiency bonus to the monster'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 artificer 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. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the monster to take the Attack action. While traveling through your favored terrain with only the monster, you can move stealthily at a normal pace.

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, it returns to the sphere, and you must wait 24 hours before using the monster again.

You can't have more than one monster on the summoned at the same time. You also can't have a monster summoned from your catching sphere while you have a monster summoned, or vice versa.

Professional Trainer

At 5th level, when you command your monster to take the Attack action, the monster can make two attacks, or it can take the Multiattack action if it has that action.

Monster Evolution

When you reach the 9th level, you can magically evolve your monster using the help of infusions. You have 2 additional infusions, that doesn't count against your maximum number of infusions known. These additional infusions can only be placed on your monsters.

The infusions are placed directly upon the monster, without the need for equipment. For the purposes of infusing a monster, they are considered to have an armor, boots, helmet, rings and each of their natural weapons are considered a distinct weapon.

Special Attacks

Starting at 15th level, you can cast spells through your monster location, as if you were there, as long as you are within 30 feet of the monster. You can also target the monster with spells that have the range of touch or self at 30 feet.

Whenever you use this feature, if the spell requires a spell slot, has the casting time of an Action and the duration of Instantaneous, you can cast the spell using a bonus action.

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