Trainer Class
Trainer Class
loyal bear, “Biscuit”, sees the attack and lunges forward with
a roar, forcing the orc to break away. The elf seizes the
animal kingdom.
Trainers form a strong bond with their animal companion.
travel the roads and venture deep into the wilds, while others
the wastes.
may be, they each find their way to mark the world they live
in. Trainers are known for their loyalty and empathy above all
else. But when the stakes are high, and iron and steel clash in
sparks, trainers are ready for battle. Their animal companion Fighting synchronously, the duo of heroes stand side by side
is similar in temperament, bonded to their trainer, and always against all odds. They out move, out pace, and out flank
ready to leap to their aid. Animal companions can be less opponents by working as one. Communication is key, and
restrained than their more civilized trainers. It would be wise their symbiotic bond allows for communication without
not to poke the bear, so to speak. words. This bond extends beyond mere communication. It
and spells; even letting the pair share minds and thoughts
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4th +2 Ability Score Improvement 4 Skills: Choose two from Animal Handling, Athletics,
9th +4 Shared Spell 6 (a) one martial melee weapon or (b) two simple melee
weapons
10th +4 Way of Life Feature 7 one ranged weapon and a carrier for 20 ammunition
11th +4 Evolution 7
12th +4 Ability Score Improvement 8 To multiclass, you must have a minimum Wisdom score of 13.
13th +5 Saving Grace 8 If this is not your first class, you gain proficiency with light
18th +6 Inexhaustible 11 prowler. You decide the species of beast, but their statistics
20th +6 Legendary 12 and your proficiency bonus for the attack and damage
modifiers.
You can only have one ever have one companion. You
back to you.
the corpse with 5gp worth of rare herbs, spices, and other
is unknown to you for more than 7 days, you can perform the
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easily follow simple commands such as sit, stay, speak (bark beasts, and they recognize you as a kindred spirit. Through
or growl), come, go there, or play(such as paw shake and roll sounds and gestures, you can communicate simple ideas to a
over). However, more complex commands, such as making beast as an action, and can read its basic mood and intent.
attacks in combat or doing powerful stunts requires You learn its emotional state, whether it is affected by magic
dedicated training. of any sort, its short-term needs (such as food or safety), and
In combat, your companion shares your initiative count, actions you can take (if any) to persuade it to not attack.
and may act simultaneously. On your turn, you can verbally or Additionally, you can cast the animal friendship and speak
semantically command your companion where to move to(no with animals spells once. You regain the ability to do so after
action required by you). Your companion will instinctively take finishing a long rest.
attack. Archery You gain a +2 bonus to attack rolls you make with
ranged weapons.
Command points
Beginning at 1st level you gain access to Command Points. Defense While you are wearing armor, you gain a +1 bonus
At 1st level you know the following three basic commands. Two-Weapon Fighting When you engage in two-weapon
You may spend 1 command point to issue a basic fighting, you can add your ability modifier to the damage of
command(no action required) or you may use your action to the second attack.
issue the command instead(no command point required).
As you gain levels in this class, you gain access to Thrown Weapon Fighting You can draw a weapon that has
additional ways to use your command points. Your the thrown property as part of the attack you make with the
companion will unlock new actions, bonus actions, and weapon. In addition, when you hit with a ranged attack using
reactions. If a feature lists a command point cost, you must a thrown weapon, you gain a +2 bonus to the damage roll.
Attack. Your companion takes the Attack action. reaction to reduce the damage the target takes by 1d10 +
Tackle. Your companion attempts to knock the target prone be wielding a shield or a simple or martial weapon to use this
(Acrobatics) check (the target chooses the ability to use). If Blind Fighting You have blindsight with a range of 10 feet.
your companion wins the contest, the target is knocked Within that range, you can effectively see anything that isn’t
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companion's. After 5 minutes of meditation, you can use your You can cast the animal messenger spell. Once you cast this
action to see through your companion’s eyes and hear what it spell, you cannot do so again until you finish a long rest.
hears. You may continue to do so until you use your action to Additionally, while you are using your companion's senses
return to your normal senses. as part your Linked Minds feature, you may spend 1
During this time, you can telepathically speak with your command point to telepathically communicate with one
companion. This has a maximum range of 1 mile. person who is touching your companion for up to 10 minutes.
Starting at 3rd level, you can take advantage of an opening At 6th level, your animal companion has trained with you
made by your companion. Once per turn, after your enough to gain unique talents. Choose one of the following
companion hits a target, you may gain one of the following: features for your companion to learn.
the damage of the attack by 1d10 + your proficiency bonus (to
a minimum of 0 damage).
When you reach 4th level, and again at 8th, 12th, 14th, 16th,
and 19th level, you can increase one ability score of your No matter your choice above, your animal companion's
choice by 2, or you can increase two ability scores of your attacks count as magical for the purposes of overcoming
choice by 1. As normal, you can’t increase an ability score resistance and immunity to nonmagical attacks and damage.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
At 7th level, your honed reflexes enhance your ability to avoid
in one hand while your other hand is empty, you may use the
At 5th level, your companion grows in both size and maturity.
Dodge action as a bonus action.
It grows in size according to its stat block, and you can now
Uncanny Dodge. When you are hit by an attacker that you
use your companion's level 5 required features.
can see, you can use your reaction to halve the damage from
Additionally, your companion can take actions fully
the attack.
independently of your commands. They can take the Attack,
At 11th level, your animal companion grows to maturity. Its
stat block, and you can now use your companion's level 11
required features.
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you are forced to make a saving throw, and you can see or them. You and your companion cannot be held back, as you
hear each other, the other can use its reaction to roll a d8 and have reached the pinnacle of your prowess. When you roll for
add the result to the saving throw. You can use this feature initiative and have less than 4 command points remaining,
before or after making the roll, but before any effects are you regain command points to up 4 total.
If both you and your companion are effected by the same value cannot be reduced, you and your companion's speed
effect and both creatures use their reaction, the die roll may cannot be reduced, and you and your companion do not suffer
apply to both saving throws. the ill effects of the first 3 stages of exhaustion.
You cannot use this feature again until you complete a long
At 15th level, the primal magic that flows through your animal Actions at the end of another creature's turn.
subtracts the value from their next attack roll before the
Starting at 17th level, through trials and tribulations, so long
start of your next turn.
as you have each other you can overcome. If you and your
Guenywvar
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Actions
Medium (Level 5, Large) Beast, Your alignment
Bite or Claws. Melee Weapon Attack: reach 5ft., one
Armor Class 13 + proficiency bonus target. Hit: 1d6 + strength modifier piercing (Bite) or
Hit Points (4 + constitution modifier) x trainer level + 5 slashing (Claws) damage.
Hit Dice 1d6 per trainer level
Speed 30 ft. Grapple. It makes a Strength (Athletics) check
Proficiency Bonus your proficiency bonus contested by the target’s Strength (Athletics) or
Dexterity (Acrobatics) check (the target chooses the
ability to use). If its win the contest, the target
STR DEX CON INT WIS CHA becomes grappled.
14(+2) 11(+0) 15(+2) 7(-2) 11(+0) 9(-1) Takedown (level 11). The beast attempts to restrain a
target that it has grappled. It makes another grapple
Level 11: +1 +1 +2 +0 +1 +1 attempt against the grappled target. If its win the
contest, the target becomes restrained so long as it is
Saving Throws Strength, Constitution grappled.
Skills Athletics, Intimidation Gift of Life (Aspect of Spring Only) (Recharge 5-6). 1
Senses passive Perception 10 + Wisdom modifier Command Point. A brilliant green light emits from the
Languages Understands all languages that you speak. beast in all directions. Any number of creatures of your
choice within 15 feet of the beast regain 2d8 hit
Sentinel. When the beast hits a creature of equal or points.
smaller size with an opportunity attack, the creature’s
speed becomes 0 for the rest of the turn.
Bind (Level 5). When the beast is successful with a
Reactions
grapple attempt, it can immediately make one attack Frontline (level 5). Make an attack of opportunity against
against the creature. a creature when it moves to within 5ft of the beast.
Cleave (Level 11). When the beast takes the Attack Impose (Aspect of Spring Only). If a creature within 5ft
action, its attacks target two creatures that are within of the beast drops to 0 hit points, the beast can
5ft of each other, and within 5ft of the beast. Make one willingly end its aspect early so that the creature drops
attack roll, and apply the result to both targets. to 1 hit point instead.
Regeneration (Aspect of Spring Only). The beast regains
5 hit points at the start of its turn if it has at least 1 hit
point, and less than 1/2 of its maximum hit points.
Bonus Actions
Aspect of Spring (Level 15). 2 Command Points. The
beast may transform into an Aspect of Spring. A soft
glow shimmers around the beast and seems to
rejuvenate the plant life around it. The beast
immediately regains 10 hit points. The transformation
lasts for 10 minutes or until the beast chooses to
revert to its normal form (no action required). The
transformation ends early if the beast drops to 0 hit
points. The beast may not use this ability again until it
has finished a long rest.
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Reactions
Uncanny Dodge (Level 5). The beast can nimbly
maneuver to reduce the harm done to it. When an
attacker that the beast can see hits it with an attack, the
beast can use its reaction to halve the attack’s damage.
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Woodsman Origin
7th-level Life of the Woodsman feature
d6 Origin
You can mark a target as your quarry. As a bonus action
You tended to a wounded bear cub, in return its you can mark a target within 120ft that you can see with a
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mother let you rest in her den. mystic brand that lasts 1 hour. Once per turn, either you or
Hired as a cartographer, you found yourself more your companion can deal an extra 1d4 damage to the target,
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adept in the wilds than back in town. and both of you have advantage on any Wisdom (Perception)
Your father is from a barbarian tribe, while your mother disadvantage on the attack rolls against it.
6 a city girl. You find yourself calling home between the Also, your companion is aware of the location of any
two. invisible creature within 30 feet, provided that the creature
1st-level Life of the Woodsman feature
Living outside of the urban confines has taught you to live 14th-level Life of the Woodsman feature
off the land, and always keep one eye open to danger. You and Once per turn, when you and your companion make an
your companion cannot be surprised, so long as you are attack against the same target, you can roll 1d4 and add the
conscious. Additionally, you gain proficiency in Nature , result to either total, potentially changing a miss into a hit.
ally hits the target marked by your tracker feature, you can
Both you and your companion’s hit point maximum You can use this special reaction a number of times equal
increases by 1. As you gain levels in this class, you both gain to your Wisdom modifier(minimum of once). You regain all
one additional hit point per level. expended uses after you finish a short or long rest.
Companions
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10th-level Life of the Rider feature
Born in the saddle, you've traveled from here to there and
You raise a call to arms, encouraging your allies and
back again. It's not you keeping up with your companion, but
demoralizing your foes. You can use a bonus action and
your companion keeping up with you as you always feel the
spend 2 command points to emit an aura of battle. You and
need to keep going, keep pushing to get to the next location.
friendly creatures within 60 feet of you gain temporary hit
Whatever your case maybe, it is true with your companion by
points equal to your trainer level, and have 10ft of bonus
your side, you move with a hastened step and a heart of gold.
move speed on their next turn. You have 10ft of bonus
Consider how or why you started this journey. The Rider
movement speed on your current only.
Origin table offers some examples.
Additionally, the aura lasts for 1 minute, and any foe within
Rider Origin 10ft of you has disadvantage on attack rolls against creatures
1st-level Life of the Rider feature
throws made to avoid falling off. If you fall off and descend no
more than 10 feet, you can land on your feet if you’re not
3rd-level Life of the Rider feature
7th-level Life of the Rider feature
You implicitly trust your companion and they trust you. You
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Consider how you gained your bond with the drake. The
Drakewarden Origin table offers some examples.
7th-level Life of the Drakewarden feature
You studied a dragon’s scale or claw, or a trinket from The target of the attack, and each creature of your choice
1 its hoard, and created your bond through the token’s within 5ft of the target take 1d6 extra damage of the type
A secret order of rangers who collect and guard You can do this a number of times equal to your proficiency
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draconic lore taught you their ways. bonus. You regain all expended uses after finishing a short or
long rest.
A true dragon gave you a drake egg to care for. When it
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hatched, the drake bonded to you.
You drank a few drops of dragon blood, forever 10th-level Life of the Drakewarden feature
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infusing your nature magic with draconic power. You awaken the power of a true dragon. As an action, each
You had a vivid dream of a mysterious man, frightened of you and your drake for 1 minute. A creature can
Once you use this feature, you can’t do so again until you
finish a long rest.
companions and obeys your commands. See its game You watch each other's back at all times. You become
statistics in the Drake Companion stat block. The drake has a immune to the damage and effects of your drake's Breath
Draconic Essence, which you choose when you bond with the attack, and at 15th level your drake's Wing Attack.
drake and cannot be changed. Additionally, when either you or your companion are the
1st-level Life of the Drakewarden feature hits, it does damage as normal, and the initiating attack gains
The bond you share with your drake creates a deeper disadvantage.
Draconic.
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Mystic have seen the world through the eyes of others. You Wisdom is your spellcasting ability for your druid spells, since
too have seen the world through the eyes of nature's primal you learn your spells through memorization and harmony
spirits. They have graced with part of their power, and asked with nature. You use your Wisdom whenever a spell refers to
that you uphold the spirit of the wilds. your spellcasting ability. In addition, you use your Wisdom
Consider how you gained your mystical power. The Mystic modifier when setting the saving throw DC for a druid spell
Origin table offers some examples. you cast and when making an attack roll with one.
rules of spellcasting and the Spells Listing for the druid spell
8th 2 6 4 2 — —
list. 9th 2 6 4 2 — —
Cantrips 10th 3 7 4 3 — —
You learn the druidcraft and one additional cantrip of your 11th 3 8 4 3 — —
choice from the druid spell list. You learn an additional druid
level or higher. You regain all expended spell slots when you
16th 3 11 4 3 3 —
finish a long rest. 17th 3 11 4 3 3 —
—
For example, if you know the 1st-level spell shield and have
18th 3 11 4 3 3
a 1st-level and a 2nd-level spell slot available, you can cast
The Spells Known column of the Mystic Spellcasting table You gain the ability to sense the magic within objects and
shows when you learn more druid spells of 1st level or higher. creatures. When you touch an object or a creature and spend
Each of these spells must be of a level for which you have 1 minute ruminating on it, you learn of its power. If it is a
spell slots. For instance, when you reach 7th level in this magic item or some other magic-imbued object, you learn its
class, you can learn one new spell of 1st or 2nd level. properties and how to use them, whether it requires
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You can cast spells as though you were in your companion's As an action you can conjure a storming vortex around you
space, but you must use your own senses. and your companion. This vortex lasts for 1 minute, but ends
becomes innervated. Their next attack in the next minute The vortex provides have half cover to you and your
10th-level Life of the Mystic feature succeed on a Dexterity saving throw or take 1d8 lighting,
You and your companion can cast misty step without fire, or cold damage (your choice).
expending a spell slot. You and your companion can do so a As a bonus action before the vortex ends, you can collapse
combined number of times equal to your Wisdom modifier the vortex resulting is a nova burst ending the vortex early.
(minimum of once), and you regain all expended uses when Each creature of your choice that you can see within 15
you finish a long rest. feet of you and your companion must make a Constitution
In addition, whenever you or your companion casts misty saving throw. On a failed save, a creature takes 4d8
step, they can bring along one willing creature within 5 feet. lighting, fire, or cold damage (your choice), and is pushed
That creature teleports to an unoccupied space of their back 10ft and knocked prone. On a successful save, a
choice within 5 feet of the destination space. creature takes half as much damage and isn’t pushed nor
knocked prone.
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3rd-level Life of the Gravetender Feature
The Gravetender is of an even more ghastly interest,
As an action, you can touch one creature to curse it. The
summoning the dead to serve him. He is able to have a spirit
target must succeed on a Wisdom saving throw (DC of 8 +
of the departed to remain at his side. Gravetenders learn to
Constitution modifier + proficiency bonus) or become cursed.
sap the life force from the living and the dieing, and using that
The withering curse reduces the target's speed by 10ft, and
energy to manipulate rejuvenate themselves and their
they subtract 1d4 from the damage of each of their melee
companion.
attacks. At higher levels in this class, this curse reduces a
Though gravetenders may be seen as necromancers by
greater amount of damage: 2d4 at 8th level, 3d4 at 13th, and
some. Others may have been part of the clergy. Consider how
4d4 at 18th level.
you gained your undead power. The Gravetender Origin table
The curse lasts 10 minutes. A remove curse spell ends this
offers some examples.
effect early. You can use this curse a number of times equal to
Gravetender Origin your proficiency bonus. You regain all expended uses of this
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You've worked as a gravekeeper, and communed with
the dead on more than one occasion. 7th-level Life of the Gravetender Feature
As a failing student of wizardry, your companion has When you hit a target with an attack, you can covert the
2
trusted you to practice your necromancy on them. damage of the attack to necrotic damage, and you leave a
A close call, a brush with death has linked your spirit to companion for the same amount.
4 the spirit of another. Yet, you were brought back, Additionally, you can cast speak with dead once, and can
bringing the spirit of the other with you. cast it without material components. You regain the ability to
1st-level Life of the Gravetender Feature
10th-level Life of the Gravetender Feature
Risen from the grave, your companion is bound to you and
As a bonus action, you can shield yourself and your
this world. Your companion's type becomes undead as well as
companion from magical harm. For 1 minute, you and your
beast, and it gains resistance to poison and necrotic damage.
companion have advantage on saving throws against spells
1st-level Life of the Gravetender Feature Once you use this feature, you cannot use it again until you
You have an innate sense of death, undeath, and those that finish a short or long rest.
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1st-level Life of the Swarmkeeper feature
The Swarmkeeper tames the surging hordes of small
When you and your swarm occupy the same space, it can
creatures that strike fear into the hearts of most. Rats, bees,
cling to you using its action, reducing its size to match yours
bats, and snakes are all options in the Swarmkeeper’s
if necessary. Conversely, on its turn, it can release from
arsenal, ready to spread out across the battlefield and then
you(no action required), returning to its original size.
coalesce onto targets in a suffocating flood. Some
However, it cannot cling and release on the same turn. If the
Swarmkeepers are outcasts or hermits, keeping to
swarm is ever forced to move while clinging to you, it first
themselves and their attendant swarms rather than dealing
releases itself from you.
with the discomfort of others. Other Swarmkeepers enjoy
When the swarm is clinging to you, the following applies:
building vibrant communities that work for the mutual
You had often heard the whispers in the dark, in places lash out. Your companion can make 1 attack against that
where humans were not in abundance. It was not until creature(no action required).
1 years later that you actually thought to whisper back, Starting at level 5, you can attack twice, instead of once,
and when you did, he found a group of companions of whenever you take the Attack action on your turn.
After years of solitude, you visited the deepest parts of Additionally, you can coalesce the spirits into various
4 the forest. There, you befriended a pixie and her tiny forms. You can cast silent image once, and can cast it without
this spell. Once you cast this spell, you cannot do so again
Swarm Appearance
d4 Appearance 10th-level Life of the Swarmkeeper feature
2 Miniature twig blights illusory duplicates of yourself that appear in your space and
4 Horde of rodents determine whether the attack targets you or one of your
you to mirror the effects of certain spells. You learn the A duplicate's AC equals 10 + your Dexterity modifier. If an
infestation and mage hand cantrips if you don’t already know attack hits a duplicate, the duplicate is destroyed. Duplicates
them. Wisdom is your spell casting ability for these spells. ignore all other damage and effects.
The mage hand takes the form of your swarming nature A creature is unaffected by the duplicates if it can't see, if it
Once you use this feature, you cannot use it again until you
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you. For the duration of your turn, you and the swarm ignore
against each creature that you move within 5 feet of. The
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Binder.