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# Huntmaster v2.0.8 Any commoner can hunt a deer, it takes a trained master to hunt the terrible things that villagers only whisper about. These creatures are very much real, and it is a Huntmaster's sworn duty to bring them down. They are known for their strategic plans, steel wills, and animal companions. Huntmasters not off exploring new lands are often stationed within baronies on the cusp of the untamed wilds tasked with keeping the people and kingdom safe from what might lurk beyond. Huntmasters fight using their martial prowess as well as by bonding themselves with a creature of the wilds, usually a beast, that aids them in their endeavors. Sometimes these bonds are formed from mutual respect and a urge to do good, other times they are opportunistic, a means to a common goal or reward, still others Huntmasters dominate their companion's will. Either way the bond proves to be quite effective in boosting the Huntmaster's combat prowess.
### Planning and Preperation Huntmasters are often the last defense against the evil monsters of the world. As such they spend a lot of their time planning for what their enemies may bring to bare. They excel at pre-planning and making use of the tools and personal they have on hand. Effective Huntmasters study their adversary and create contingency plans in the case of catastrophe. The more time a Huntmaster as to plan, the better the odds for everyone. ### Nature of Companionship When a Huntmaster's training is completed they seek out and form a bond with a monster, usually a beast. In most cases these bonds are mutual, forged through long hours of training and living together. Bonds like these are forged as a means of benefiting each other. However there do exist Huntmasters that subjugate a companion using their superior will. In these bonds the companion is an extension of the Huntmaster's willpower. Although rare it is possible for companions to break off the bond, either from a breach of trust in the mutual bond or a companion finally having enough in a dominating bond.
##### The Huntmaster | Level | Proficiency Bonus | Features | Restores | Preparation die | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Fighting Style, Adept Hunter | - | - | | 2nd | +2 | Hunt Preperations | - | 1d4 | | 3rd | +2 | Companion Bond, Restore Companion | 1 | 1d4 | | 4th | +2 | Ability Score Improvement | 1 | 1d4 | | 5th | +3 | Extra Attack | 1 | 1d4 | | 6th | +3 | Bond Feature, Additional Restore | 2 | 1d4 | | 7th | +3 | Bolster Companion | 2 | 1d6 | | 8th | +3 | Ability Score Improvement | 2 | 1d6 | | 9th | +4 | Magical Companion | 2 | 1d6 | | 10th | +4 | Bond Feature, Additional Restore | 3 | 1d6 | | 11th | +4 | Bolster Companion | 3 | 1d8 | | 12th | +4 | Ability Score Improvement | 3 | 1d8 | | 13th | +5 | Coordinated Strike | 3 | 1d8 | | 14th | +5 | Bond Feature, Additional Restore | 4 | 1d8 | | 15th | +5 | Bolster Companion | 4 | 1d8 | | 16th | +5 | Ability Score Improvement | 4 | 1d8 | | 17th | +6 | Additional Restore | 5 | 1d10 | | 18th | +6 | Martyr Companion | 5 | 1d10 | | 19th | +6 | Ability Score Improvement | 5 | 1d10 | | 20th | +6 | Bolster Companion, Bond Feature | 5 | 1d10 |
\pagebreakNum ## Class Features As a Huntmaster, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per Huntmaster level
**Hit Points:** at 1st Level: 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Huntmaster level after 1st #### Hit Points **Armor:** light armor, medium armor, shields
**Weapons:** simple weapons, martial weapons
**Tools:** none
**Saving Throws:** Strength, Wisdom
**Skills:** Choose 2 from: Acrobatics, Animal Handling, Athletics, Investigation, Nature, Medicine, Perception, Stealth. #### Equipment You start with the following items, plus anything provided by your background:
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A Heavy Crossbow and 20 bolts
### Adept Hunter Beginning at 1st level, you have trained to be an expert hunter.
You gain proficiency in Survival, and have advantage on Survival checks made to identify the origin of tracks or other signs of monster activity.
### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
#### Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Blind Fighting You have blindsight with a range of 10ft. within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness, Moreover, you can see an invisible creature within that range, unless the creature hides from you.
#### Defense While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. \columnbreak #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
#### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Hunt Preparations At 2nd level, you gain the capability to plan ahead for your hunts, preparing certain features that can give you an edge in given situations. These features are known as Preparations and they let a Huntmaster tool their abilities to be more advantageous if they know what to expect on a given adventure. Many Preparations utilize a die called your preparation die. The size of this die depends on your Huntmaster level, starting as a d4 at 2nd, it increases to a d6 at 7th, a d8 at 11th, and a d10 at 17th level. When you reach 2nd level in this class you can immediately activate Preparations up to your proficiency bonus. Active Preparations are in constant effect unless stated otherwise. A 2nd level Huntmaster has 6 Preparations available to it, listed below. As a Huntmaster levels up, more advanced/powerful Preparations will become available at 5th, 9th, and 17th level. A complete list of Preparations is available at the end of this document. Whenever you complete a long rest, you can choose to swap out a old Preparation with a new one, making sure to never have more than you proficiency bonus active at at time. #### Preparations The following list contains only the Preparations available to **2nd level** Huntmasters. For the higher level options, see the "Preparations List" at the end of this document.
**Attention to Detail:** When you make a skill check using either Intelligence or Wisdom, you can roll your preparation die and add the number rolled to the result.
**Covert Operation:** You have advantage on Stealth checks and on weapon attack rolls against creatures that are surprised.
**Extra Conditioning:** When you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result.
**Overwhelming Odds:** When a creature makes an attack at you, if there are two or more of that creature's allies within 5 feet of you the attack is made at disadvantage.
**Study Threat:** Choose a monster type, you gain a +1 bonus to hit and damage with weapon attacks against creatures of that type. When choosing humanoid you must pick a specific subspecies of humanoid (such as gnolls or orcs).
**Water Aerobics:** You and your companion gain swimming speeds equal to your walking speeds.
\pagebreakNum ### Companion Bond At 3rd level, you make a bond with a creature and make it your companion. This choice dictates the type of creature your companion is and it's base statblock. You gain features based of your choice at 6th, 10th, 14th, and 20th level.
Regardless of your choice, your companion can understand you verbal commands and follows your orders. Your Wisdom represents the power of your bond with your companion. Your companion's proficiency bonus is equal to your Wisdom modifier and it has a number of hit dice equal to your huntmaster level. In combat your companion shares your initiative but goes immediately after you. It can move and use its reaction on its own, but the only actions it can take on its turn are the Dodge and Help actions, unless you you take a bonus action to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just Dodge and Help. Any saving throws your companion forces are made against your companion save DC:
**Companion save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### Restore Companion Also at 3rd level, you gain the ability to restore the life of your chosen companion.
Once per long rest you can perform a 5 minute ritual to restore your companion to its full hit points, bringing it back to life if it died. Restoring your companion also teleports it to an empty space within 5 feet of you. Once you use this feature you cannot again until you take a long rest, if the ritual is interrupted you do not lose a use. You gain additional uses of this feature per long rest at 6th, 10th, 14th, and 17th level. You can also expend a restore to heal your companion immediately. As either an action or a bonus action you can roll one of your companion's hit dice and add your huntmaster level, you companion regains hit points equal to the result. ### Ability Score Improvement 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.
If your DM allows the use of feats, you may instead take a feat. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Bolster Companion At 7th level you can increase your companions capabilities. You can increase one ability score of your companion of your choice by 2, or you can increase two of it's ability scores of your choice by 1. This cannot cause a stat to go over 20 \columnbreak Your companion gains a augment of your choice from this chart. You choose additional ASIs and augments for your companion at 11th, 15th, and 20th level. You can only choose each option once. ##### Bolster Options | Augment | Effect | |:----:|:-------------| | **Defiant** | Your companion gains proficiency in 2 saves of your choice. | | **Precise** | Your companion gains a +2 bonus to hit on its attacks. | | **Tough** | Your companion gains a bonus to hit points equal to twice your Huntmaster level | | **Deadly** | Your companion's natural weapon deals an extra die of damage (1d6 becomes 2d6 etc.) | | **Armored** | Your companion gains +1 bonus to its Armor Class | | **Pack Tactics** | Your companion has advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature, and the ally isn't incapacitated. | | **Charge** | If your companion moves at least 20ft. straight toward a target and hits it with a melee attack on the same turn, the target takes an extra damage equal to 2 of the companions hit dice. | | **Keen Senses** | Your companion gains 60ft. of darkvision and has advantage on Wisdom (Perception) checks that rely on hearing or sight. | | **Stalker** | Your companion gains advantage on stealth checks and can hide as a bonus action on its turn if commanded. | | **Mobile** | Your companion gains +10ft. of movement and can dash as a bonus action on its turn if commanded.| ### Magical Companion At 9th level the magic of your bond enhances your companion, Your companions attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You and your companion become telepathically linked, you can communicate between each other from a range of up to 100ft. ### Coordinated Strike At 13th level, the magical bond between you and your companion strengthens to the point of evoking a powerful magical ability. As an action on your turn if you are within 60ft. of your companion, you can teleport to an empty space 5ft from your companion or have your companion teleport to an empty space 5ft. from you, after teleporting both you and your companion may make a weapon attack. You can use this feature a number of times equal to your Wisdom modifier, you regain all uses when you complete a long rest. \pagebreakNum ### Martyr Companion At 18th level feature, your companion can sacrifice itself to keep you alive. When you would be reduced to 0 hit points you can sacrifice your companion, reducing it to 0 hit points, to be reduced to 1 hit point instead. You can not use this feature again until you take a short or long rest. ## Companion Bonds Huntmasters choose different companions to suite their desired purposes. Most commonly some kind of beast either encountered, introduced too, or sought out. These companions pledge themselves to the huntmaster usually for a mutual benefit. ### Deadeye Deadeyes are huntmasters that excel at reconnaissance and singling foes out at a distance. Deadeyes are seen most commonly hunting near holdings for bandits or cultists. They tend to specialize in combatting other humanoids by thwarting raids and turning the tide of battles. They focus more on their marital prowess and marksmanship rather than the strength of their companion. **Bonus Proficiency:** Deadeyes gain proficiency with woodcarver's tools. When you make this bond at 3rd level you bond a tiny flying beast, usually a falcon or eagle, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock). At 3rd level, The companion of the Deadeye has the following features: ##### Nimble & Perceptive The companion has proficiency in Dexterity saving throws, Evasion, Flyby, and proficiency in perception. ##### Sniper's Mark Whenever you companion hits an enemy with an attack you can have it forgo damage to mark the target with Sniper's Mark. You deal an extra 1d6 damage with ranged weapon attacks to targets that are marked. The mark lasts 1 minute or until the companion marks another target. #### Eyes In The Sky At 6th level, you can use a bonus action on your turn to see through the eyes of your companion instead of your own until the start of your next turn. Also at 6th level, you know the location of any creature marked with Sniper's Mark as long as they are on the same plane of existence. #### Expose & Exploit At 10th level, Whenever your companion deals damage to a creature with an attack, you can use your reaction to command your companion to try to expose that creature. The target must make a Constitution save against your Companion DC or you gain advantage on attacks against it until the end of your next turn. Also at level 10, ranged weapon attacks you make at creatures marked marked with Sniper's Mark score a critical hit on a roll of 19 or 20 #### Expert Marksman At 14th level, the Deadeye sharpens their marksmanship to a deadly degree. Once per turn when you hit a creature at least 60ft. away from you with a ranged weapon attack you can deal bonus damage equal to half you Huntmaster level. Also at 14th level, Whenever your companion applies Sniper's Mark to a creature that you can see and has not been marked in the last 24 hours, you can use your reaction to make a ranged weapon attack at the creature. #### Effortless Elimination At 20th level, ranged weapon attacks you make at creatures marked with Sniper's Mark score a critical hit on a rolls of 17, 18, 19, or 20. Also at 20th level, your companion can deal damage and apply Sniper's Mark. ___ > ## Deadeye Companion >*Small beast, unaligned* > ___ > - **Armor Class** 13 (10 + DEX) > - **Hit Points** 10 (3d6) ** has 1 hit dice per your Huntmaster level ** > - **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|16 (+3)|11 (+0)|4 (-3)|14 (+2)|7 (-2)| >___ > - **Save Proficiencies** Dexterity > - **Skills Proficiencies** Perception > - **Senses** passive Perception 10 + Perception > - **Languages** Understands your commands but can't speak > - **Proficiency Bonus** Equals the Huntmaster's Wisdom modifier. > ___ > ***Evasion.*** If subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Flyby*** Doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ### Actions > ***Talons.*** *Melee Weapon Attack:* +(DEX + PB) to hit, reach 5ft., one target. *Hit* 6 (1d4 + DEX) slashing damage. Can choose to forgo damage to apply Sniper's Mark for 1 minute, only one creature can be marked at a time. > > ##### Statblock >Make sure to udpate your Companion's statblock each level. Your Dungeon Master can decide whether you roll the a hit die or take the average to update your companions hit points on level up. \pagebreakNum ### Marshal Marshals are huntmasters that are experts at chasing down and eliminating their targets with haste. They tend to lead the hunts when a threat to the local populace is discovered, using their companion's keen sense of smell to track down the monsters lair. **Bonus Proficiency:** Marshals gain proficiency with leatherworker's tools. When you make this bond at 3rd level you bond a medium beast, usually a wolf or panther, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock).
At 3rd level, The companion of the Marshal has the following features: ##### Powerful Jaws The companion deals bonus damage with its Bite attack equal to your Wisdom modifier. Also When the companion hits a creature your companion can grapple that creature, unless it is two or more sizes bigger, until it bites a different target. ##### Exploitative Your companion has the sneak attack feature. At 3rd level its sneak attack damage die is 1d6 this increases by 1d6 each time you gain a feature from this subclass. #### SIC 'EM At 6th level, You can command your companion to strike again when it misses. When your companion misses with a Bite attack, you can use your reaction to allow your companion to make a Bite attack as a bonus action. #### Predator's Efficiency At 10th level, the magic of your bond greatly increases the capabilities of your companion. You companion gains the following benefits:
You can increase one ability score of your companion of your choice by 2, or you can increase two of it's ability scores of your choice by 1. This cannot cause a stat to go over 20
Bite's base damage(before augments) is increased to 1d12
The companion's speed increases to 50ft.
#### Tag Team At 14th level, you and your companion have learned to work together to great result. You have advantage with weapon attacks against creatures your companion is grappling. Whenever a creature hits you with an attack, your companion can use its reaction to move up to half its speed toward that creature and make a Bite attack against it. #### Apex Predator At 20th level, your companion gains the following action option:
**Multiattack**: The companion makes two Bite attacks. Also 20th level, whenever your companion hits a creature that is within 5ft of you with an attack, you may use a reaction to make an attack at it. ___ > ## Marshal Companion >*medium beast, unaligned* > ___ > - **Armor Class** 13 (10 + DEX) > - **Hit Points** 17 (3d8 + 3) ** has 1 hit dice per your Huntmaster level ** > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|13 (+1)|4 (-3)|12 (+1)|7 (-2)| >___ > - **Save Proficiencies** Strength > - **Skills Proficiencies** Athletics > - **Senses** passive Perception 11 > - **Languages** Understands your commands but can't speak > - **Proficiency Bonus** Equals the Huntmaster's Wisdom modifier. > ___ > ***Keen Smell.*** The Companion has advantage on Wisdom (Perception) checks that rely on smell. > > ***Sneak Attack (1d6).*** The Companion deals an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated and the >companion doesn't have disadvantage on the attack roll. Damage increases 1d6 each time you gain a Bond feature. > > ***Finesse.*** The Companion can use Strength or Dexterity for its Bite attack. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* + (STR/DEX + PB) to hit, reach 5ft., one target. *Hit* (1d8 + STR/DEX + PB) piercing damage. The target is grappled until the companion bites a different target. > \pagebreakNum ### Vanguard Vanguards are huntmasters that take it upon themselves to be the aegis of the weak and helpless. They come to the aid of those that call for help in times of dire need. When your farmland finds itself intruded by an owlbear, a Vanguard will answer the call and a assemble a plan and strike team to deal with the monster. When you make this bond at 3rd level you bond a large beast, usually a bear or bull, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock). **Bonus Proficiency:** Vanguards gain proficiency with heavy armor and smith's tools. At 3rd level, The large beast of the Protector has the following features: ##### Defensive The companion has proficiency in Constitution saving throws, and has bonus to AC equal to your Wisdom modifier. ##### Reaction: Divert Attack When an ally within 5ft of your companion is the sole target of a weapon attack, the companion can use its reaction to change the target of that attack to itself, as if it was in the allies' space. #### Mighty Roar At 6th level your companion can unleash roars to help your allies or hinder your enemies, your companion gains the following as action options: **Taunting Roar:** As an action, the companion can force a creature it can see within 10 feet to make a Wisdom save. On a failed save, the target has disadvantage on all attack rolls against targets other than the companion until the end of it's next turn. **Encouraging Roar:** As an action your companion can grant an ally within 10 feet advantage on saving throws until the start of the companions next turn. #### Dauntlesss Powerhouse At 10th level, The base damage die of your companion's Slam attack increases to 1d10, and you can have any Huge or smaller creature hit by Slam fall prone. Also at 10th level, you and your companion are immune to being frightened or charmed as long as you are within 60ft. of each other. #### Bellower At 14th level the vigor of the companions roars increases. When you hit with a weapon attack, you can use your reaction, to have your companion take one of its roar actions. Your companion gains the following as action options: **Empowering Roar:** As an action, all allies within 10 feet of the companion gain advantage on their next attack roll made before the start of the companion's next turn. **Frightening Roar:** As an action your companion can force each creature of the your choice within 10 feet of the Companion to make a Wisdom save or be frightened until the end of the Companion's next turn. \columnbreak #### Bestial Might At 20th level, As an action you can instill yourself and your companion with power, you **each** gain the following benefits for the next 10 minutes:
Your size increases by one category. (Medium->Large, etc.)
You gain 25 temporary hit points.
The reach of your weapon attacks extend an addtional 5 feet.
You deal an additional weapon die of damage with weapon attacks.
Once you use this feature, you cannot use it again until you have taken a long rest. ___ > ## Vanguard Companion >*Large beast, unaligned* > ___ > - **Armor Class** (10 + DEX + PB) > - **Hit Points** 26 (3d10 + 9) ** has 1 hit dice per your Huntmaster level ** > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|16 (+3)|4 (-3)|13 (+1)|7 (-2)| >___ > - **Save Proficiencies** Constitution > - **Senses** passive Perception 11 > - **Languages** Understands your commands but can't speak > - **Proficiency Bonus** Equals the Huntmaster's Wisdom modifier. > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* +(STR + PB) to hit, reach 5ft., one target. *Hit* 6 (1d8 + STR) bludgeoning damage > > ***Roar.*** See Taunting/Encouraging(6th+ level), and Empowering/Frightening(14th+ level) > > ### Reactions >***Divert Attack*** When an ally within 5ft of the companion is the sole target of a weapon attack, the companion can change the target of that attack to itself, as if it was in the allies' space. \pagebreakNum # Preparation List: ##### Attention to Detail When you make a skill check using either Intelligence or Wisdom, you can roll your preparation die and add the number rolled to the result. ##### Covert Operation You have advantage on Stealth checks and weapon attack rolls against creatures that are surprised. ##### Extra Conditioning When you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result. ##### Overwhelming Odds When a creature makes an attack at you, if there are two or more of that creature's allies within 5ft of you the attack is made at disadvantage. ##### Study Threat Choose a monster type, you gain a +1 bonus to hit and damage with weapon attacks against creatures of that type. When choosing humanoid you must pick a specific subspecies of humanoid (such as gnolls or orcs). ##### Water Aerobics You and your companion gain swimming speeds equal to your walking speeds.
##### Anti Air _Prerequisite: 5th level Huntmaster_ When you hit a creature that is flying with a weapon attack, it deals extra damage equal to your preparation die. ##### Anti Mage Maneuvers _Prerequisite: 5th level Huntmaster_ You and your companion's weapon attacks cause concentration checks to be made a disadvantage. ##### Anticipate Opposition _Prerequisite: 5th level Huntmaster_ If you or your companion hit a weapon attack that was made at disadvantage, it deals extra damage equal to your preparation die. ##### Apprehension _Prerequisite: 5th level Huntmaster_ Attacks of opportunity against you and your companion have disadvantage. ##### Emergency Countermeasure _Prerequisite: 5th level Huntmaster_ After you or your companion get hit by a critical hit, whoever got hit (you/your companion) can regain hit points equal to 2 rolls of your preparation dice plus your wisdom mod. ##### Encouragement _Prerequisite: 5th level Huntmaster_ When your companion fails a saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result. ##### Exploit Openings _Prerequisite: 5th level Huntmaster_ Once on a turn, when you hit a creature that is grappled or prone with a weapon attack, you can deal an extra damage equal to your preparation die. ##### Harder They Fall _Prerequisite: 5th level Huntmaster_ Once on a turn, when you hit a creature at least 2 sizes larger than you with a weapon attack, you can deal extra damage equal to 2 of your preparation dice. ##### High Alert _Prerequisite: 5th level Huntmaster_ You can add your preparation die to your initiative rolls. You and your companion cannot be surprised. ##### Mental Toughness _Prerequisite: 5th level Huntmaster_ You and your companion have advantage on saving throws on being frightened or charmed. ##### Sturdy Stances _Prerequisite: 5th level Huntmaster_ You and your companion have advantage on saving throws against being knocked prone or moved against your will. ##### Travel Accommodations _Prerequisite: 5th level Huntmaster_ You and your companion gain a climb speed equal to their walking speed, and your companion's carry weight is doubled. ##### Weather Proofing _Prerequisite: 5th level Huntmaster_ Choose one of Hot or Cold climates. you and your companion gain either fire or cold resistance. Everything each of you wear or carry is protected by harsh, either hot or cold, temperatures.
##### All Out _Prerequisite: 9th level Huntmaster_ If you took the Attack action on your turn, you can make a weapon attack at disadvantage as a bonus action. ##### Careful Offensive _Prerequisite: 9th level Huntmaster_ If your companion misses with a Weapon attack it can dodge or disengage as a bonus action. \pagebreakNum ##### Expect Casualties _Prerequisite: 9th level Huntmaster_ The first time until the next long rest you or your companion are reduced to 0 HP they instead fall to 1 hit point. This can happen once for each of you. ##### Extra Padding _Prerequisite: 9th level Huntmaster_ Your companion gains resistance to non-magical Bludgeoning, Piercing, and Slashing damage. ##### Hard and Fast _Prerequisite: 9th level Huntmaster_ On your first turn of each combat your weapon attacks deal extra damage equal to 2 of your preparation dice. ##### Plan for Perfection _Prerequisite: 9th level Huntmaster_ When you or your companion land a critical hit with a weapon attack, roll 2 of your preparation dice, the target takes that much extra damage (of the same type as your weapon) and whoever dealt the hit (you/your companion) gains that much temporary hit points. ##### Stick Close _Prerequisite: 9th level Huntmaster_ While you and your companion are within 10 feet of each other you each gain a +1 bonus to AC.
##### In Pursuit *Prerequisite: 13th level Huntmaster* You and your companion's movement speed is increased by 15 feet. This affects all kinds they have (swim, fly etc.). ##### Listening Techniques *Prerequisite: 13th level Huntmaster* You gain blindsight up to 60 feet in addition to your other senses. ##### Press the Attack *Prerequisite: 13th level Huntmaster* Once per turn, When you hit creature with a weapon attack that you have already done damage to this turn, that creature takes a additional damage equal to your preparation die ##### Reflex Training *Prerequisite: 13th level Huntmaster* As a reaction when you or your companion would be hit by a melee attack, you can roll your preparation die and add the number to you or your companion's AC for that attack.
##### Account for Everything _Prerequisite: 17th level Huntmaster_ Whenever you make a skill check, you can treat a d20 roll of 9 or lower as a 10. \columnbreak ##### Cover Weaknesses _Prerequisite: 17th level Huntmaster_ You and your companion can add your preparation die to saving throws in which they are not proficient. ##### Go for the Throat _Prerequisite: 17th level Huntmaster_ When your companion lands a weapon attack against a creature, you can use your reaction to have the attack deal additional damage equal to 2 of your preparation dice. ##### One Step Ahead _Prerequisite: 17th level Huntmaster_ Attack rolls made against you and your companion have disadvantage if you are within 10 feet of each other. >**Note:** This list is not exhaustive, if you have a cool idea for a Preparation let your Dungeon Master know and see if they want to allow a custom one.
> ##### Optional Rule: Multiclassing > **Ability Score Minimum** Wisdom 13, Strength or Dexterity 13 > >When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. > >**Armor** light armor, medium armor, shields > >**Weapons** simple weapons, martial weapons > >**Skills** Choose 1 from: Animal Handling, Athletics, History, Nature, Medicine, Perception, Stealth, and Investigation. > >**Note to Dungeon Masters:** Multiclassing has not been play-tested your mileage may vary.