Animal Handler

The Animal Handler is someone who has
dedicated countless hours training animals
for a variety of tasks both marital and social.
This could be formal training through an academy
or the trial and error process in their own home.
The fruits of their labor can be easily seen through
the command they have over the animals they keep.

Well Trained Companion

At 3rd level you are able to begin travelling with a trained animal. After spending 50gp for a properly trained animal and 8hrs adapting and connecting you form a sufficient bond. You may also raise the animal from a young age. You normally select your companion from among the following animals: ape, black bear, boar, giant badger, giant weasel, mule, panther, and wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

An animal trained by you gains a variety of benefits while it is traveling with you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in. An animal companion also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 3rd, you can train an additional CR 1/4 worth of trained animal. (i.e. a single CR 1/4 creature at 3rd. then, two CR 1/4 creatures or a single CR 1/2 creature at 4th level.)

You also learn tricks that are empowered by training dice.

Tricks Training

When you choose this archetype at 3rd level, you learn tricks that are powered by special dice called trick dice.

Tricks. You can teach two tricks to your animal companions from the list below. Some tricks may enhance an attack in some way. You can use only one trick per attack. You learn two additional tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Training Dice. You start with 4 training dice, which are d8s, and you expend one whenever you use a trick. You regain them all when you finish a short or long rest. You gain another trick die at 7th level and one more at 15th level.

Saving Throws. If a trick requires a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Well Oiled Machine

Beginning at 5th level, you and your trained animals have become a force to reckon with. When you use the Attack action on your turn, if a trained animal can see you, it can use its reaction to make a melee attack against any creature within range. Only one trained animal may do this on your turn.























Well Trained

At 7th level, while you have a trained animal within 5 ft of you, you both have advantage on all saving throws.

Strengthened Bond

When you reach 10th level, your trick dice turn into d10. When you reach level 18, your dice turn into d12.

On the Same Wavelength

When one of your trained animals is within 30ft of you, either of you can use your reaction to provide advantage on all attacks made until your next turn.

Tricks

The tricks are presented in alphabetical order.

Bet You Can't Hit Me. When one of your trained animals is hit with a weapon attack, you can expend one trick die to attempt to goad the target into attacking you. The target must make a Wisdom saving throw, you add the trick die to the saving throws DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Bite ‘Em. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your trained animals to strike. When you do so, choose a trained animal who can see or hear you and expend one trick die. That creature can immediately use its reaction to make one attack, adding the superiority die to the attack's damage roll.

Call to the Wild. On your turn, you can use a bonus action and expend one trick die to embolden the resolve of your trained animals. When you do so, choose up to two trained animals who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

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Don’t Eat Me. When you, or a trained animal, hit a creature with an attack, you can expend one trick die to attempt to frighten the target. You add the trick die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you, or your trained animal, until the end of your next turn.

Fetch. When one of your trained animals hits a creature with an attack, you can expend one trick die to have it attempt to disarm the target, forcing it to drop one item of your choice that is visible. You add the superiority die to the attack's damage roll, and the target must make a Strength or Dexterity saving throw. On a failed save, the trained animal now holds the object.

Keep On Movin. When you hit a creature with an attack, you can expend one trick die to move up to two of your trained animals into a more advantageous position. You add the trick die to the attack's damage roll, and you choose up to two trained animals who can see or hear you. Those trained animals can use their reaction to move up to half their speed without provoking opportunity attacks from the target of your attack.

Not On My Watch. When another creature damages you, or one of your trained animals, with a melee attack, either of you can use your reaction and expend one trick die to take the hit instead and reduce the damage by the number you roll on your superiority die.






































On the Move. When you move on your turn, you can expend a trick die, adding the total to the AC of a trained animal of your choice until you stop moving.

Precise Strike. When your trained animal makes an attack roll against a creature, you can expend one trick die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Springing Attack. When your trained animal makes a melee attack you can expend one trick die to increase its reach for that attack by 5 feet. If it hits, you add the trick die to the attack's damage roll.

Stomp Them Out. You can spend a trick die to have a trained animal use their movement to pass through an enemy space while making an attack that does not provoke an attack of opportunity. On a successful attack you add the trick die to the attack’s damage roll.

Trip Them Up. When one of your trained animals hits a creature with anattack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

Who Did That. When you, or one of your trained animals, hits a creature with an attack, you can expend one trick die to distract the creature, giving your allies an opening. You add the trick die to the attack's damage roll. The next attack roll against the target by an attacker other than you, or your trained animal, has advantage if the attack is made before the start of your next turn.