Monster Trainer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing any significant fluff. The class features table shows many features that aren't explained.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Monster trainer[edit]

Because Pokemon trainer is trademarked.

When you like the monster manual better than the players hand book.[edit]

For those who's dream never came true when turning 10, well good news, now it can.

Creating a Monster trainer[edit]

Find a way to grapple, or get another PC to do it for you.

Quick Build

You can make a Monster trainer quickly by following these suggestions; First, dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Monster trainer you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor.
Weapons: none.
Tools: none.
Saving Throws: Dexterity, Charisma.
Skills: Animal Handling and any three others.

Equipment

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

  • Leather armor.
  • 5 simple potions.
  • 1 revive item.
  • 5 monster balls.
  • If you are using starting wealth, you have 4d4x10 gold. in funds.

Table: The Monster trainer

Level Proficiency
Bonus
Features
1st +2 Monster trainer,self pacifism,monster balls,Monster mechanics.
2nd +2 Amulet coin.
3rd +2 Amulet coin improvement.
4th +2 Ability Score Improvement
5th +3 Great ball.
6th +3 Extra throw.
7th +3 Amulet coin improvement.
8th +3 Ability Score Improvement
9th +4 Guaranteed hit
10th +4 Craft potion.
11th +4 Auto potion.
12th +4 Ability Score Improvement
13th +5 Amulet coin improvement.
14th +5 Craft revive.
15th +5 Ultra Ball.
16th +5 Ability Score Improvement
17th +6 Amulet coin improvement.
18th +6 Auto revive.
19th +6 Ability Score Improvement
20th +6 Amulet coin improvement, Master ball.

Monster Trainer[edit]

You have discovered an ancient blueprint that has ended up engraving the instructions into your mind. You have learned a long lost ancient art of Monster training, along with how to create a item lost to time called a Monster ball. You may have up to six monsters within the Monster balls on you at one time, when a seventh monster is caught, it magically disappears. If this is your starting class, then you start with any monster CR 2 or under.

Monster Balls[edit]

Monster balls are tiny prison spheres for monsters, they come in four variations basic, great, ultra and master. Each ball can only be made and used by the player. To create a monster ball it takes 30 minutes per ball and a different gold amount depending on the ball. Each ball also has an individual save DC, basic has a DC of 13 and costs 1 gold per ball, great has a DC of 16 and costs 25 gold per ball, ultra has a DC of 20 and costs 100 gold per ball, a master ball will always succeed and costs 100 platinum to create. Each ball is a one time use, no matter if it was successful or not.

Monster mechanics[edit]

To successfully tame a monster (any non-humanoid or a non-sentient humanoid) you must first successfully throw a ball at them. Once hit, the Monster gets sucked into the ball and must make 3 saving throws using its best ability score modifier. If the monster fails to meet the DC of the ball, it is tamed, if it succeeds three times, then it breaks out of the ball. (This works as death saving throws would)

Once a monster is caught, it will follow directions to attack or other actions, however if the monsters challenge rank is above your Monster trainers level plus your proficiency modifier, then a Charisma check of 10 + the difference between its CR and your Training number is needed. If the DC is met the monster will follow your directions for this interaction, if not then you must make a new check every turn until you succeed.

Monsters no longer need to eat or drink however, they will still do so for their enjoyment. In trade for this, the monsters are only able to heal from potions or magic.

With a max number of 6 monsters within there monster balls on you at one time, all others are magically sent away to a pocket dimension of unlimited space only usable for monster balls. Monsters can be freely interchanged at a time of rest, but not during travel or interaction. Only 1 monster may be out of the monster ball at a time, to switch between equipped monsters during combat takes one main action of the character.

If a monsters HP drops to zero the player has 1 round to recall the monster or the monster will bleed out and die, if recalled a new monster is automatically sent out in return. The monster is considered unconscious and can not be used unless a revive item or revive spell is used.

Monsters act on the same turn as the owner, however attacks are based on the monsters attacks and abilities, controlling the monster requires a bonus action.

If the player has reached zero HP while a monster is still active, the monster must make all of it's actions to disengage whatever it is doing and may attempt additional rolls to stabilise the player using their intelligence modifier. If the player fails all saving throws and dies, each monster caught is simultaneously released and forced into a frenzy, attacking everything within sight, targeting the closest things to them.

The monsters may level up as well, using the players experience table and starting at the level equal to its CR. If the monster is above CR 20 then it will forever require the level 20 experience. For each level gained the monster may roll one of its predetermined hit dice (see monster) and increase a single attack by a single dice size (Max 20), if the dice is already at 20 the monster would gain an additional die for that attack.

Self pacifism[edit]

Being raised to never throw the first, or any punches, the player themselves can not attack anything with any damaging items or weapons, items and equipment are used freely.

Amulet coin[edit]

For every monster defeated and looted by you or your monster you gain 1d4-1 extra gold. 1d6-1 at level 3, 1d8-1 at level 7, 1d12-1 at level 13, 1d20-1 at level 17, and 1d100-1 at level 20.

Extra throws[edit]

At level 6, the player may make take second main action for using an item or making another monster ball throw.

Craft potions[edit]

You have used so many potions that you are now able to craft a special potion that can only be used on one of your monsters, they may be crafted with 15 minutes of downtime and 100 gold each. At 11th level each monster may hold a Potion which can be used as a free action on any point within the round. This potion heals the monster it is used on or is holding at for 3d10 damage.

Craft Revive[edit]

Keeping your monsters alive is essential in a fight, you have learned how to craft a speciality item that works only on your monsters for 1 hour of down time and 500 gold each. If one has fell unconscious you may spend your main action to revive that monster to half of its health. At 18th level each monster may carry a revive item on them which is automatically used once they fall unconscious.


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.

Multiclassing[edit]

To Multiclass, an ancient blueprint is required along with a Charisma of 15.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: