Trainer (3.5e Class)

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Summoners and there lot come in many different shapes and forms all sharing one aspect, the ability to conjure. Most specialized and enigmatic are the Trainers. A great class for those who like the idea of capturing and training teams of monsters they have assembled. These teams of conjurations are the heart and soul of what it means to be a Trainer. Will you assert your will and be domination itself or learn to master the bonds of friendship.

Making a Trainer[edit]

A Trainer is a formidable addition to any team, however you should consider a few things before playing one. Eventually all trainers assemble a versatile team which makes them great solo players. It is however this ability to compensate for many roles that can leave another class feeling lost on a trainer. The ties to the League can make working a Trainer into a non-trainer team difficult. Lastly some frown on the indiscriminate binding and use of intelligent creatures. A Trainer gets along better with casters but generally has no disposition to other classes.

Abilities: Charisma is the most important ability score for a Trainer because it increases his influence over his summons and fellow League members. Like any class the obvious other choices are dexterity and constitution for survival. Intelligence can be useful because Trainers are naturally lacking in skills for relying on summons.

Races: For the most part, the founding members were a cast of human arch-mages. But the League takes on any races eager to learn the ways of the Trainer.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: "As wizard."

Table: The Trainer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Capture 1
2nd +1 +0 +3 +0
3rd +1 +1 +3 +1
4th +2 +1 +4 +1 Capture 2
5th +2 +1 +4 +1
6th +3 +2 +5 +2
7th +3 +2 +5 +2
8th +4 +2 +6 +2
9th +4 +3 +6 +3
10th +5 +3 +7 +3
11th +5 +3 +7 +3
12th +6 +4 +8 +4
13th +6 +4 +8 +4
14th +7 +4 +9 +4
15th +7 +5 +9 +5
16th +8 +5 +10 +5
17th +8 +5 +10 +5
18th +9 +6 +11 +6
19th +9 +6 +11 +6
20th +10 +6 +12 +6

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Craft (Int), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis),
Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, Taken individually) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Trainer.

Weapon and Armor Proficiency: A Trainer does not begin play with any proficiency.


'' (Sp):



--> :


All Trainers must adhere strictly to these rules or lose the benefit of all its class features until a master deems them worthy once more. -A trainer must not bind humanoids or other trainers. -Trainers must never steal a summon from another conjurer. -A summon can never be commanded to harm another League member or Humanoid unless in self defense or in defense of another trainer or humanoid. -Trainers and there summons must never willingly kill anything unless for hunting animals to eat and survive. -Every Trainer is entitled to challenge another Trainer to summon combat to which the challenged Trainer(s) must accept if they have at least one summon that is capable of fighting and is not one of the region's Elite Four or Master. -A summon combat must always be conducted between Trainers with equal numbers of opposing summons and equal numbers of opposing Trainers, a limit of two trainers and two summons per fight. -A Trainer is only allowed to have a limit of six summon scrolls for a single summon combat. -A Trainer can use the "allowed" items sold by the League but cannot otherwise in any way help its summons in combat except through communication. -A summon is out of a fight when it falls unconscious or is unable to continue fighting. -A winner is declared by being the only only one with summons left from its six. -Trainers that challenge a Leader earn a copy of that Leaders unique badge upon winning. -Only by consent of a Leader is a Trainer allowed to become a Leader. -All Leaders must forge a unique badge and found a gym where they will teach other trainers the way. -A Trainer with a copy of each of the regions badges held by the Leaders residing there is entitled to challenge any one of the region's Elite Four. -Upon defeating each member of the region's elite four consecutively without losing, switching out one the six summon scrolls or leaving between fights, a trainer earns the rite to challenge the region's Master. -Trainers that challenge a Master take that trainers place and earn that region's title of Master.

Epic Trainer[edit]

Table: The Epic Trainer

Hit Die: d4

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Trainer Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Trainer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Trainers in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Trainer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Trainers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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