Animal Master (5e Class)

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Beast Whisperer[edit]

An Beast Whisperer, is someone who uses animals as their weapons.

Beast Whisperer[edit]

An Animal Master is someone who prefers to use animals as their weapons instead of weapons. You can choose to use little poisonous bugs to be your weapons, or huge bears to be your tank. Its completely up to you.

Creating a Beast Whisperer[edit]

You must ask how your character started specializing with animals. Did they run a shelter? Were they a professional trainer? Were they perhaps

Quick Build

You can make an Animal Master quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Outlander background.

Class Features

As a Animal Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Animal Master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Animal Master level after 1st

Proficiencies

Armor: Light, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Animal Handling, Athletics, Insight, Nature, Perception or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers or (b) A Spear
  • (a) A Wooden Shield or (b) Leather Armor
  • (a) 10 Darts or (b) 5 Javelins
  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Animal Master

Level Proficiency
Bonus
Features Carrying Capacity Max CR
1st +2 Animal Wrangling, Animal Passiveness 1 1/8
2nd +2 Animal Communication 1 1/8
3rd +2 Healing Touch 1 1/8
4th +2 Ability Score Improvement 1 1/8
5th +3 Animal Command Improvement 1 1/8
6th +3 Animal Protection 2 1/8
7th +3 Spell Blessing 2 1/4
8th +3 Ability Score Improvement 2 1/4
9th +4 Catching Master 2 1/4
10th +4 Animal Command Improvement 2 1/4
11th +4 Pet Lover 2 1/4
12th +4 Ability Score Improvement 2 1/2
13th +5 Sharing is Caring 2 1/2
14th +5 Gift to All 2 1/2
15th +5 Catching King 3 1/2
16th +5 Ability Score Improvement 3 1/2
17th +6 Creation Gift 3 1
18th +6 Animal Weapon Training 4 1
19th +6 Ability Score Improvement 4 1
20th +6 4 1

Animal Passiveness[edit]

When you start, you are able to soothe an animal to be passive. As an action, a creature within 5 feet of you with a CR that corresponds to your level, as indicated by the table, you can pacify it as an action with this feature. You must succeed a DC 15 Charisma Throw + Proficiency to make a hostile creature an indifferent creature and a DC 10 Charisma Throw + Proficiency to make an indifferent creature a friendly creature. If you fail the throw against an indifferent creature, roll a D20; If it's 10 or below the indifferent creature becomes hostile, if it's above 10 then it flees. If you fail against a hostile creature, the creature then can make a free attack. If you or any of your companions harms the target, the animal becomes hostile.

Animal Command[edit]

When you start, you are able to take control of an animal to be your companion. When you encounter a beast, you are able to tame it as an action with this feature. You must succeed a DC 15 Wisdom Throw + Proficiency + Wisdom Modifier. On a successful throw, the beast you have encountered is now under your command. You are only able to wrangle a beast with a CR that corresponds to your level, as indicated by the table above. When you start, your training with animals shows. You are able to command your animal companion to use the attack and move actions in combat. Any other command given to it will only be obeyed to the best of its ability.

At 5th level, your animal companion may use the dodge and disengage actions in combat. Outside combat, you proficiency bonus is added to any investigation checks your animal companion makes.

Animal Control 3[edit]

Starting at level 8, you have Animal Control level three. At Animal Control level three, you are now fairly good with animals. Now your animals will listen to you for 10 actions and you can control large animals now. Here is a list of commands your animal will obey:

HEAL
the animal can heal 2d6 hit points to it self.
CHARGE
you can make your animal charge towards the target creature, this will give your animal x2 speed for this action, but give it a disadvantage when attacking, but +4 on the attack.
RIDE
your animal will let you ride it for as long as you wan't (unless its been more than the actions it will listen to you for). Your animal will not require a saddle to be ridden. You can make attacks well riding your animal, but the animal cannot.
DOUBLE ATTACK
your animal can attack twice in one action (this does not count as a bonus action), but the second attack has a disadvantage.

Your animal will still obey the SNIFF, DISTRACT, ATTACK, MOVEMENT CONTROL, and TARGET commands.

=== Animal Control 4 Starting at level 13, you have Animal Control level four. At Animal Control level four, you now know a lot about animals, and the animals are much more loyal towards. The animals will stay with you for 15 actions, and you can still give commands to large animals. Here is a list of commands your animal will obey:

ELEMENTAL ATTACK
you have learned away to control the element of the attack you animal makes, but only two, those to are fire and lightning. If a creature gets hit by a fire attack, it will deal an extra 2d4 burn damage, and the creature will take 1d8 every turn, and must succeed on a DC 12, Strength saving throw to stop getting burned. If a creature gets hit by a lightning attack, it will deal and extra 2d4 lightning damage, and the creature will be paralysed until it succeeds on DC 12, Dexterity saving throw.
SMASH
(only large animals can follow this command) your animal smashes the ground with all its mite, dealing 1d12 to all creatures in a 10ft radius (you and your party will also be damaged if they are within the range of the attack). Your animal will still obey the SNIFF, DISTRACT, ATTACK, MOVEMENT CONTROL, TARGET, HEAL, CHARGE,RIDE, and DOUBLE ATTACK commands.

Animal Control 5[edit]

Starting at level 17, you have Animal Control level five. At animal control level five, you know everything about animals, and all the techniques needed for them to easily obey you. Your animals will stay with you for 26 actions, and you can command any size of animals. Here is a list of commands you animal will obey:

MULTI ATTACK
your animal can attack 1d4 time(s) in one action (this does not count as a bonus action). You can only add modifiers to one of you attacks. If you roll a one, you have an advantage on that attack.
DESTRUCTION CALL
your animal will send out a frequency that only deals 2d12 damage to an animal its same size. If the creature dies from this command, you take 1d12 damage.
DUPLICATE
you found away to make your animal duplicate its self. The duplicate only lasts 1d4 number of actions and has all the same stats and attacks as the animal you duplicated. When the duplicate dies, it deals 3d6 damage to all creatures within 5ft of it.
DEATH TO ALL
you animal will deal 4d12 + 10 damage to all creatures within 18ft of it (you do not need to roll to see if the attack hit), this also includes you and other party members, but you only take 3d12 (the attack roll delt to you and your party members is a separate roll).
PEACE
your animal will make any creature you can see not attack you for up to five turns, and that animal must succeed on a DC 17 Charisma saving throw to attack again.

Your animal still knows the SNIFF, DISTRACT, ATTACK, MOVEMENT CONTROL, TARGET, HEAL, CHARGE, RIDE, ELEMENTAL ATTACK, and SMASH commands.

[edit]

Starting at 2nd level,

[edit]

Starting at 3rd level,

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.






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Multiclassing[edit]

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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