The Handler v2.1

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The Handler Class










v2.1

Handler

Handler
Level  Proficiency
Bonus
 Attack
 Dice
 Features
1st +2  —  Handler Vocation, Hand-Reared Partner
2nd +2  1  Animal Whisperer, Combined Attack
3rd +2  1  Tandem Tactics, Handler Vocation Feature
4th +2  1  Ability Score Improvement, Call Back
5th +3  2  Teamwork Training
6th +3  2  Trusted Guide
7th +3  2  Shared Instincts
8th +3  3  Ability Score Improvement
9th +4  3  Handler Vocation Feature
10th +4  3  Championship Training
11th +4  4  Honed Reflexes, Tandem Tactics Option
12th +4  4  Ability Score Improvement
13th +5  4  Handler Vocation Feature
14th +5  5  Acclimatization Training
15th +5  5  Constant Companions
16th +5  5  Championship Training
17th +6  6  Handler Vocation Feature
18th +6  6  Natural Leader
19th +6  6  Ability Score Improvement
20th +6  7  Masterful Teamwork

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As the bugbear scout stretches out her gloved arm, a familiar weight settles onto it in a flutter of feathers and clutching talons. She murmurs to the raptor, her words almost lost in the wind ruffling the parched grass of these hills — though the bird seems to understand her mutterings. In turn, she interprets his subtle signals: the colonial force pressing through the valleys ahead is larger than expected. The scout strokes her companion's head and thanks him with a mouse. They will need every advantage in the days ahead.

In among the muck of an urban back-alley, a great mongrel growls threateningly at the half-ogre bruiser reaching for his master's sleeping form. Before the ruffian can decide where to place his attention, the supposedly sleeping man on the ground swings out with a heavy club into the leg of his would-be assailant. His hound leaps in unison with the blow, and together they topple the bruiser to the ground.

Like thunder given four-legged form, the knight's dark steed charges across the field directly towards the young dragon threatening this village. Even as the creature roars out its claim in poisonous breath, she does not falter — for she trusts absolutely in her partner to help win the day.

All these handlers build uncannily strong relationships with the beasts under their charge, and act in sync with these partners to achieve victories that none could alone.

A Dynamic Duo

A handler and their partner might be almost any combination of humanoid and beast, but they work together like kin. Trust and teamwork are their core strengths: a good handler knows how to utilize the speed of their companion to carve up the field between them, and never lets their quarry know which way to turn. Few can rival their bond, and none can break it.

Creating a Handler

To create a handler, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Handler table to see which features you get at each level. The descriptions of those features appear in the “Class Features” section.

Quick Build

You can make a handler quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution or Wisdom. Second, choose the guild artisan background.

Hit Points


  • Hit Dice: 1d10 per handler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per handler level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, blowguns, heavy crossbows, nets, scimitars, whips
Perfect Partners

Your partner is a creature you have an exceptional bond with — but that bond could be broken. If they die, you're separated, or you retire them, you can induct a new creature as their successor.

To do so, you must find a beast of the appropri-ate type for your Handler Vocation, which could be domesticated or wild, and placate it long enough to begin creating a firm bond with it. For each handler level you have, this process takes 3 hours and costs 50 gp: representing food, equipment, and other materials expended as you learn how to work with your new partner. Once you have spent this time and gold, the beast becomes your Hand-Reared Partner and replaces its normal statistics with those determined by your Handler Vocation.

You can have only one partner at a time. Bonds strong enough to endure an adventuring life take lots of time, effort, and understanding to maintain.


  • Tools: Leatherworker's tools
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Starting Equipment

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

  • (a) a whip or (b) any two simple melee weapons
  • (a) a heavy crossbow and a case of 20 bolts or (b) two handaxes
  • An animal husbandry kit of your choice (found at the end of the class description), and a veterinary supply kit
  • Hide armor, an explorer's pack, and a net

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose handler as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a handler.

Proficiencies Gained. If handler isn’t your initial class, here are the proficiencies you gain when you take your first level as a handler: light armor, shields, simple weapons, one skill from the class’s skill list.

Class Features

As a handler, you gain the following class features, as summarized in the Handler table.

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Handler Vocation

1st-level handler feature

You choose a vocation for your gifts: Astral Angler, Circus Act, Falconry, Houndmaster, Magpie, Rider, Shadowbond, Snake Charmer, or Wrangler, all detailed at the end of the class description. Your vocation grants you features at 3rd level and again at 9th, 13th, and 17th level.

Hand-Reared Partner

1st-level handler feature

You have raised a creature from birth to adulthood. You may have raised many, but this one is your particular partner; an impeccably-trained ally in your adventures. Your Handler Voc-ation determines the type of creature you command, which is friendly to you and your companions. See its game statistics in the stat block for your Handler Vocation, which uses your proficiency bonus (PB) in several places.

In combat, your partner shares your initiative count, but it takes its turn immediately before yours. It acts independently of you, but always follows your commands as best it can (no action required by you). It can't make an attack on its own turn unless you are incapacitated, but it can take other actions and reactions as normal.

If reduced to 0 hit points, your partner makes death saving throws, and it makes them at advantage. Once per day if your partner has died in the last minute, you can return it to life with 1 hit point by using a veterinary supply kit as an action (available for 100gp wherever Adventuring Gear is sold).

From 5th level, your partner can attack on its own turn.

Animal Whisperer

2nd-level handler feature

You have the ability to communicate in a limited manner with all beasts. They can understand the meaning of your words, and although you have no special ability to understand them in return, you can intuit their general mood, intent, and react-ion to your speech, allowing you to hold something close to a conversation. In addition, when you make a Charisma check or Wisdom (Animal Handling) check to influence a beast, add 1d4 to the roll if the beast has a similar form to your partner — for example, influencing equine creatures as a horse Rider.

Combined Attack

2nd-level handler feature

When you deal damage to a creature on your turn with a weapon attack or succeed in grappling or shoving it, you can use your reaction to command your partner to strike at a point you have just exposed. Your partner can move up to its speed towards the creature: if it ends its movement within 5 feet of the target, it can make a melee attack at advantage against that target.

As you gain levels in this class, your partner can roll additional weapon damage dice when determining the damage of this attack. The total number of dice rolled when your partner hits with this attack is shown in the Attack Dice column of the Handler table.

Tandem Tactics

3rd-level handler feature

You have perfected a coordinated style of fighting in combin-ation with your partner. Choose one tactic from the options detailed at the end of the class description. You can choose a second tactic to learn at 11th level. Whenever you gain a level in this class, you can choose one of the tactics you know and swap it for a different tactic from the options available to you.

Ability Score Improvement

4th-level handler feature

When you reach 4th level and again at 8th, 12th, 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.

Call Back

4th-level handler feature

As a bonus action when your partner is up to half its speed in feet away from you, you can call it back to your side. Your partner can use its reaction to move to an unoccupied space next to you without provoking opportunity attacks. If it does so, you can both expend a Hit Die to regain hit points equal to the number rolled on the die + your handler level.

Once you use this feature, you must complete a short or long rest in order to use it again.

Teamwork Training

5th-level handler feature

You have learned to trust each other and your allies more than ever before. You and your partner automatically succeed on any saving throws you are forced to make by a creature that is acting as your ally, and if an effect that would cause such a saving throw deals any damage on a successful save, then you both have resistance to that damage.

In addition, you and your partner can ignore any difficult terrain created by a creature that is acting as your ally.

Trusted Guide

6th-level handler feature

While you or your partner can see one another normally, you can each suppress the effects of the deafened condition, and while you or your partner can hear one another normally, you can each suppress the effects of the blinded condition.

Furthermore, if you and your partner can see or hear one another when either of you is forced to make a save against the charmed condition, you can both make a save against the effect and choose which roll to use after seeing the results.

Shared Instincts

7th-level handler feature

When initiative is rolled, both you and your partner can roll for initiative, and you choose which result to use as your own.

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Championship Training

10th-level handler feature

Together, you and your partner are ready to reach new heights. When you reach this level and again at 16th level, both you and your partner 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.

Factor in changes to the ability score of your partner when calculating the attack and damage rolls of its attacks, and the bonuses to any of its ability checks and saving throws.

Honed Reflexes

11th-level handler feature

Living and working with animal companions has sharpened your own agility to catlike quickness. You can now take up to two reactions per round, but only one per turn.

In addition, on the first round of any combat, your partner's speed increases by 15 feet and its jump distance is doubled if it is not surprised.

Acclimatization Training

14th-level handler feature

You've helped your partner adjust to working in harsh enviro-nments that may be outside of their own: such as hot deserts, high altitudes, freezing tundras, or immense depths. Choose two such environments when you gain this feature: neither of you are slowed by difficult terrain formed by those regions or suffer from detrimental environmental effects there.

Constant Companions

15th-level handler feature

You and your partner are determined to never leave each oth-er's side. You have advantage on saving throws while you can see or hear one another and neither of you is incapacitated.

Moreover, if you or your partner fall to 0 hit points and are not killed outright, one of you can use your reaction to comp-el the other to stand once more. The creature at 0 hit points can spend all its remaining Hit Dice, regaining hit points equ-al to the number rolled on the Hit Dice + your handler level.

Natural Leader

18th-level handler feature

Your commands carry uncanny authority to bestial ears. You can use an action to attempt to command a beast as if by a dominate beast spell cast at 6th-level, requiring no spell slots or material components. The Spell Save DC equals your handler level.

Masterful Teamwork

20th-level handler feature

Your teamwork and training are writ in legend. You can now change your choices of Tandem Tactics at the end of each short or long rest, and your partner can take an additional

Optional Rule: Feats

If your table uses the rules for feats found in the Player's Handbook, you or your partner can forgo taking the benefits of the Championship Training feature to take a feat of your choice instead. If a feat has prerequisites, your partner must meet them to take the feat, as normal.

turn during each round of combat. It takes its second turn immediately following the turn of a creature other than yourself that is friendly to both of you. Your partner can’t take this additional turn when either of you are surprised.

Handler Vocations

Below are the handler vocations you can choose from at 1st level. Each comes with its own kind of partner for you to care for, train, and work with to achieve your goals.

Astral Angler

Patience, practice, and a persuasive lure. A fisher needs all three for prosperity. A knack for the line, spear, and net is already invaluable, but some anglers find that their meditat-ive methods unlock another skill. These talented piscators have fished the silvery waters of the Astral Sea and caught a creature there with an aura of subconscious allure. No other live bait competes as a partner for trawling the bays, lakes, and rivers of the Material plane: or the fluid thoughts of its denizens.

Luminous Bait

1st-level Astral Angler feature

Your Hand-Reared Partner takes the form of a glow-worm, firefly, shimmering cormorant, or other disguised denizen of the Astral Plane, using the Luminous Bait statblock.

Life on the Water

1st-level Astral Angler feature

Your experience in working close to the water grants you the following benefits:

  • You are proficient with water vehicles.
  • You have a swimming speed of 30 feet.
  • You can use a fishing rod as a quarterstaff or whip (held with two hands). When you hit a creature of up to one size larger than you with a fishing rod, a spear, a trident, or a net and the creature is within 15 feet of you, you can reel it in to an unoccupied space next to you and attempt to grapple it as a bonus action.

Fishing for More

3rd-level Astral Angler feature

As an action while you are holding a fishing rod, net, spear, or trident, you can cast the detect thoughts spell using without requiring components or spell slots. Dexterity is your spellcasting ability for this spell. You can do so once, and regain the ability to do so once you finish a long rest.

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Luminous Bait

Tiny beast, shares your alignment


  • Armor Class 12 + PB (natural armor)
  • Hit Points 3 + three times your handler level (the bait has a number of Hit Dice [d4s] equal to your handler level)
  • Speed 15 ft., fly 30 ft., swim 35 ft.

STR DEX CON INT WIS CHA
5 (-3) 10 (+0) 8 (-1) 15 (+2) 16 (+3) 10 (+0)

  • Saving Throws Wisdom +3 plus PB
  • Skills Survival +3 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Amphibious. The bait can breathe air and water.

Soft Glow. The bait sheds dim light in a 10-foot radius. It can turn this light on or off as an action.


Actions

Hook, Line, and Synchronize. The bait forces a beast that can see it within 15 feet of it to make an Intell-igence saving throw (DC = 8 + PB + the bait's Intell-igence modifier). The target must have a swimming speed. A creature with a CR greater than your handl-er level divided by 3 automatically succeeds on this save. On a failed save, the beast moves to the bait and swallows it, and you can use your reaction to hook the beast. While hooked, the beast is connect-ed to you by a silvery cord that trails between you, fading to invisibility after 1 foot. A hooked beast becomes your partner for the purposes of all of your class features, and the game statistics of your lumin-ous bait are replaced by the statistics of the beast, retaining only the bait's Intelligence, Wisdom, and Charisma scores. The connection is maintained until the beast drops to 0 hit points, you release it as an action, or the silvery cord is severed by some effect that states it is able to cut cords of astral projection.

Subtle Sting. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + PB lightning or psychic damage

Starry Lure. The bait sends distracting psychic pulses at one creature it is aware of within 60 feet of it to heighten interest in itself. If the target can see the bait, it has disadvantage on attack rolls against other creatures until the end of its next turn, and it must succeed on a Wisdom saving throw (DC = 8 + PB + the bait's Intelligence modifier) to be able to move away from the bait that turn.

Patience Rewarded

9th-level Astral Angler feature

While waiting for a catch, you're prepared to react to the smallest, crucial movements. When initiative is rolled, you can Ready an action, specifying a trigger as normal. While you have yet to act in combat, you have a bonus to your AC equal to your Wisdom modifier (a minimum bonus of 1), and if the trigger for your Readied action occurs, you can take it without using your reaction.

Still Waters

13th-level Astral Angler feature

Your meditative life has strengthened you in mind and body over time. You gain proficiency in Wisdom saving throws.

The Big One

17th-level Astral Angler feature

The range of attacks you make with a fishing rod, net, spear, or trident increases by 10 feet, and you can now reel in creatures of any size if you hit them with these weapons.

In addition, while holding one of these weapons, you can cast out a silvery line as an action and attempt to hook the mind of a creature as if casting the feeblemind spell. Dexter-ity is your spellcasting ability for this spell. If the target fails its save, you pull its mind from its body as a semi-corporeal form that remains caught on your line for 1 minute
before vanishing. If the line
is severed by some
effect that can cut cords
of astral projection, or
you choose to sever it as
an action while it rem-
ains, the spell effect
ends on the target.

You can use this
action once, and can-
not do so again until
you complete a
long rest.

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Circus Act

Like a beacon blaring red and white, the big top calls out to the dreamers and the desperate everywhere. Missing posters tumble together in the wind with flyers for the latest tent in town as rumors whirl of local misfits who have run away to the circus. You were one such hopeful who rolled up for a life of traveling entertainment, and it was there that you bonded with your partner. You may have grown up together under the lights and adoration of the crowds, or perhaps you joined forces to break the chains of a cruel master. Whatever roads you've taken in the past, you're now a two-being show, chasing a new dream of adventure together.

Star Attraction

1st-level Circus Act feature

Your Hand-Reared Partner takes the form of a bear, a lion, a young elephant, or other large and impressive beast, using the Star Attraction statblock.

Boon of the Big Top

1st-level Circus Act feature

You've picked up some vocational tricks from the motley ensemble of the big top where you cut your teeth. You gain proficiency with the disguise kit, the Performance skill, and with any improvised weapons you can wield in one hand. You also know how to communicate in Thieves' Cant.

In addition, choose one of the following boons. Your choice typically comes with a trinket of your expertise, such as an artificial flower, animal-fur sash, or juggling skittle.


Star Attraction

Large beast, shares your alignment


  • Armor Class 11 + PB (natural armor)
  • Hit Points 6 + six times your handler level (the cat has a number of Hit Dice [d10s] equal to your handler level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 10 (+0) 7 (-2) 12 (+1) 15 (+2)

  • Saving Throws Charisma +2 plus PB
  • Skills Performance +2 plus PB
  • Senses Passive Perception 11
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Crowd Pleaser. The star has advantage on Charisma (Performance) checks made to impress groups.

Surprisingly Nimble. The star has advantage on any Dexterity checks made to keep its balance or balance other creatures or objects upon it.

Actions

Inspirit. The star amazes and inspires one friendly creature that can see it within 60 feet of it. The cre-ature gains one Inspirited die, a d4. Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the die is rolled, it is lost. A creature can have only one such die at a time.

Swipe. Melee Weapon Attack: +2 plus PB to hit, reach 10 ft., one target. Hit: 1d6 + PB bludgeoning or slashing damage.

Showstopper. The star makes a display of stunning brilliance or volume, causing creatures of its choice within 60 feet of it that can see and hear it to make a Wisdom saving throw (DC = 8 + PB + the star's Charisma modifier). On a failed save, a creature's speed is reduced to 0 until the end of its next turn, and it has disadvantage on saving throws while it cannot move. If a creature's saving throw is success-ful or the effect ends for it, the creature is immune to the star's Showstopper for the next 24 hours.

Circuses & Animal Cruelty

Real world circuses traded on animal abuse. This vocation, and the class as a whole, embodies ideal-ized tropes of performing companions from popul-ar culture, rather than history as it sadly happened.

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Circus Boons

You can use your boon a number of times equal to your handler level, and regain all expended uses at the end of a long rest. You choose another boon to add to your repertoire of acts at 9th and 13th level.

Clown. When you take bludgeoning, piercing, or slashing damage, you can choose to have resistance to those damage types until the end of the current turn, and can use your reaction to drop prone or stand up from being prone.

Contortionist. You can contort yourself to squeeze through spaces large enough for a creature up to two sizes smaller than you without penalties for up to 1 minute. Alternatively, you can use a bonus action to instantly free yourself from any effects causing you to be grappled or restrained.

Fire-Breather. You can breathe upon a lit torch as an action to cast the burning hands spell without requiring components or spending a spell slot. Constitution is your spellcasting modifier for this spell, which is cast at a level equal to half your proficiency bonus (rounded down). You can draw and light the torch you use as part of taking this action.

High Flyer. You can use a bonus action to spring forward with gymnastic skill, gaining a flying speed equal to your walking speed until the end of your current turn. This benefit only works in short bounds; you fall if you move more than 15 feet and do not touch a solid surface before moving again.

Juggler. As a bonus action, you can make a ranged attack with an improvised weapon or a weapon that has the thrown property. You can draw the weapon as part of making this attack, which you can make using your Strength or Dexterity.

Magician. You can use an action to cast the prestidigitation cantrip. When you cast this spell, you can create up to three of its effects in one casting, and you can create a puff of smoke or shower of sparks that causes your partner to become invisible until the end of your next turn.

Promoter. You can use an action to cast the dancing lights cantrip. When you cast this spell, it doesn't require concentra-tion, and while the lights exist, you are able to make yourself magically understood by any creature that can see the lights.

Ringmaster. You can use an action to cast the thaumaturgy cantrip. When you cast this spell, you can create up to three of its effects in one casting, and you can can inspire one creature that can hear you within 120 feet as if by your partner's Inspirit action.

Strongman. When you make a melee weapon attack on your turn, you can choose to pump up your swing to show off your dazzling might. When you do so, you add your Strength modifier twice, rather than once, to the attack and damage roll of the attack, and also add your Strength modifier to any Charisma checks you make for the next minute.

Bamboozle

3rd-level Circus Act feature

The flair of your performances serves to dazzle and discomb-obulate. When your partner deals extra damage to a creature as a result of your Combined Attack, you can choose up to half the d6s rolled. The total number rolled on the chosen dice is subtracted from the extra damage dealt to your target, and is also subtracted from the damage of the first successful attack that target makes before the end of its next turn.

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Entrance of the Gladiators

9th-level Circus Act feature

A dramatic opening drumroll sets the stage for a bout of fine thrills and spills. When initiative is rolled, you or your partner can make a Strength (Performance), Dexterity (Performance), or Charisma (Performance) check, contested by the Wisdom (Insight) check of each hostile creature that can see and is within 120 feet of the performer. You and creatures friendly to you have advantage on attack rolls against creatures that lose this contested check until the end of your next turn.

Daring-Do

13th-level Circus Act feature

Both you and your partner are now immune to the frightened condition. Moreover, if a friendly creature within 60 feet of you that can see or hear you becomes frightened, you can use your reaction to immediately end the condition for it.

Perfomance of a Lifetime

17th-level Circus Act feature

Your double act is a must-see sensation, inspiring thrills of drama and triumph unlike any other. The die granted by your partner's Inspirirt action increases in size to a d6.

Furthermore, when your partner damages a creature through your Combined Attack feature and you, your partner, or the target of the attack have half of their maximum hit points or fewer, the high stakes readily inspire your audience. For each friendly creature that can see you or your partner within 60 feet of it, you can choose one of the dice that dealt damage to the target. The number rolled on the chosen die is added to the friendly creature's next ability check, attack roll, or saving throw. Each die can be assigned to only one creature. Once used, this bonus is then lost.

Falconry

You have trained extensively in the sport of falconry. Under your expert direction, the dexterous aerial acrobatics and predatory senses of your partner can pin down any quarry.

Bird of Prey

1st-level Falconry feature

Your Hand-Reared Partner takes the form of a falcon or other bird of prey, using the Bird of Prey statblock.

As the Falcon Flies

1st-level Falconry feature

When traveling long distances, you have advantage on any Wisdom (Survival) checks you make to find your way, and you can travel an additional mile for every hour traveled, so long as your partner is flying above you and can see the ground.

Eye in the Sky

3rd-level Falconry feature

You know your partner so well that you can always tell when they have spotted their mark. You share the benefits of your bird's Keen Sight trait while you can see or hear it.

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Out of the Blue

9th-level Falconry feature

When your partner deals damage to a creature with its Claw and Peck attack or through your Combined Attack feature to any creature that hasn’t taken a turn in the combat yet, you can treat each of the d4s rolled as if they rolled a 4.

Fight and Flight

13th-level Falconry feature

While your partner is flying, it can dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When it is 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.

Whenever your partner is subjected to such an effect created by a hostile creature, your weapon attacks deal an additional 2d4 damage until the end of your next turn.

Lightning Strikes Twice

17th-level Falconry feature

The deadly dives of your partner strike fear and uncertainty into anyone under its beady eye. When your partner moves at least 30 feet and deals damage to a creature using its Claw and Peck attack or through your Combined Attack feature, the area within 60 feet of the target becomes the bird's hunting ground until the end of its next turn.

Any creatures in your partner's hunting ground are vulnerable to the damage of your partner's melee weapon attacks. Once your partner successfully hits a target with a weapon attack, this effect ends for that creature.


Bird of Prey

Tiny beast, shares your alignment


  • Armor Class 14 + PB (natural armor)
  • Hit Points 3 + three times your handler level (the bird has a number of Hit Dice [d4s] equal to your handler level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 8 (-1) 15 (+2) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Skills Acrobatics +3 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Flyby. The bird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Sight. The bird of prey has advantage on Wisdom (Perception) checks that rely on sight.

Nimble Flyer. When the bird falls, it can use its reaction to stop falling and fly in place.


Actions

Circling Mark. The bird circles over a creature it can see up to 120 feet below it, awaiting its demise. The first attack made against the target before the start of the bird's next turn is made at advantage, and it         deals an additional 1d4 + PB dam-
        age of the attack's type on a hit.

        Claw and Peck. Melee Weapon          Attack: +3 plus PB to hit, reach          5 ft., one target. Hit: 1d4 + PB         piercing or slashing damage

       Raptor's Screech. The bird cries        threateningly at one creature it is          aware of within 60 feet of it. If          the target can hear the cry and           doesn't move away from the           bird before the end of its            next turn, it has disadvan-
           tage on the first attack             roll it makes that turn.

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Houndmaster

You may have been trained and employed as part of a noble's house, or taken in other meager strays such as yourself. Wha-tever your pedigree, you have a knack for nurturing canine companionship and can teach any dog, old or new, all the tricks of an adventuring life.


Loyal Hound

Medium beast, shares your alignment


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your handler level (the hound has a number of Hit Dice [d8s] equal to your handler level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 13 (+1) 11 (+0)

  • Saving Throws Strength +2 plus PB
  • Skills Stealth +2 plus PB
  • Senses Passive Perception 11
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage. If the target is a creature, the hound can choose to grapple it (escape DC equals 8 + PB + the hound's Strength (Athletics) modifier). While the hound grapples a target, its bite can attack only that target, and it cannot use its Intimidating Howl.

Intimidating Howl. The hound lets out a full-throated howl. Each creature of the hound's choice within 60 feet of it and that can hear it must succeed on a Wisdom saving throw (DC = 8 + PB + the hound's Strength modifier) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hound's Intimidating Howl for the next 24 hours.

Warning Growl. The hound growls threateningly at one creature it is aware of within 30 feet of it. If the target does not move away from the hound before the end of its next turn, it has disadvantage on the first attack roll it makes that turn.

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Loyal Hound

1st-level Houndmaster feature

Your Hand-Reared Partner takes the form of a dog, a jackal, a wolf, or some other four-legged beast, using the Loyal Hound statblock.

Tugging at the Leash

1st-level Houndmaster feature

You or your hound can add a bonus to Charisma (Intimidat-ion) checks you make equal to either you or your hound's Strength modifier while you are within 10 feet of one another.

Bloodhound

3rd-level Houndmaster feature

You can always tell when your partner is onto a scent or a sound. You share the benefits of your hound's Keen Hearing and Smell trait while you can see or hear it.

Pointer

9th-level Houndmaster feature

When your partner uses its Warning Growl, it can signal to a friendly creature within 60 feet of the target. The friendly creature can use its reaction to move up to its speed towards the target. Until the end of your hound's next turn, the target has disadvantage on Dexterity (Stealth) checks made to Hide, and attacks made against it cannot suffer from disadvantage.

Watchdog

13th-level Houndmaster feature

While within 60 feet of one another, you and your hound cannot be surprised, and creatures hidden from you do not have advantage on attack rolls against either of you while your partner isn't incapacitated.

When a creature that was hidden from you makes an attack roll against you or your hound, the weapon attacks of you and your hound deal an extra 1d6 damage to that creature until the end of your next turn.

Adventurer's Best Friend

17th-level Houndmaster feature

While you can see or hear one another,
you and your partner both gain tempor-
ary hit points equal to your handler
level at the start of each of
your turns.

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Partner in Crime

Tiny beast, shares your alignment


  • Armor Class 13 + PB (natural armor)
  • Hit Points 3 + three times your handler level (the partner has a number of Hit Dice [d4s] equal to your handler level)
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
2 (-5) 17 (+3) 10 (+0) 7 (-2) 13 (+1) 9 (-1)

  • Saving Throws Dexterity +3 plus PB
  • Skills Sleight of Hand + 3 plus PB
  • Senses Passive Perception 11
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Dexterous Paws. Your partner can operate items and mechanisms that would ordinarily require the use of opposable thumbs.

Keen Smell. The partner has advantage on Wisdom (Perception) checks that rely on smell.

Slip Through. The partner can move through a space as narrow as 1 inch wide without squeezing.


Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + PB piercing damage.

Scramble. The partner moves up to its speed. While doing so, it can enter Small or larger creatures' spaces. It cannot end its movement in the space of a creature any smaller than size Medium. Whenever the partner enters a creature's space, the creature must make a Wisdom saving throw (DC = 8 + PB + the partner's Dexterity modifier).

On a failed save, a creature has disadvantage on the first attack roll or ability check it makes before the end of its next turn, as it is distracted by the partner clambering over and irritating it.

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Magpie

You are a scurrier, stealer, and hoarder of trinkets. Perhaps raised as a streetrat yourself, or merely an avid antiquarian, you work with your trusty partner to acquire the shiniest goods by hook or by crook.

Partner in Crime

1st-level Magpie feature

Your Hand-Reared Partner is a ferret, monkey, rat, squirrel, or similar beast, and uses the Partner in Crime statblock.

Hoarder

1st-level Magpie feature

A consummate collector of baubles and trinkets, you always seem to have room in a pocket or belt for one more little something that's shiny and new. Tiny objects weighing 2 pounds or less do not count towards your carrying capacity.

Nose for a Steal

3rd-level Magpie feature

Experienced in the art of the grift with your partner, you gain the following benefits:

  • Whenever you buy or sell an item, you adjust its value as either purchase or sale by a percentage of its normal selling price equal to 10 x your proficiency bonus.
  • You share the benefits of your partner's Keen Smell trait while you can see or hear it.
  • Your partner knows if an item is magical, as well as if it's cursed, by smell alone. You don't learn the nature of its properties or any curses, but you do learn the item's rarity.

Snatch

3rd-level Magpie feature

You've now trained your partner in crime to pickpocket from a distracted mark. Whenever your partner successfully hits a creature with an attack made via your Combined Attack feat-ure, it can attempt to steal one object of your choice that the creature is wearing or carrying. The target must make a Dex-terity (Sleight of Hand) check, contesting your partner's own Dexterity (Sleight of Hand) check. The target subtracts the highest number rolled on the d4s for the damage of your partner's attack from its check.

If the object is successfully stolen, your partner can immediately use its reaction to move up to its speed away from the target without provoking opportunity attacks.

The Evergreen Glint of Greed

9th-level Magpie feature

There's simply never enough shiny in your life. Both you and your partner can attune to up to four magic items at once.

In addition, against targets that are wearing or carrying items you can see worth at least 1gp, you and your partner gain a +1 to your attack and damage rolls, as well as to the results of Dexterity (Sleight of Hand) checks you make to steal from them. This bonus increases to a +2 if the target is wearing or carrying an uncommon or rare magic item you can see, and to a +3 if it is wearing or carrying a magic item you can see that is very rare or rarer in quality.

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Break a Few Eggs

13th-level Magpie feature

When you or your partner fail a saving throw or suffer a critical hit, you can instantly unattune from one of your attuned magic items to succeed on the save, instead, or turn the critical hit into a normal hit. When you do so, the magic item responds with crackling feedback, dealing 4d4 of force damage to a creature of your choice within 30 feet of you. This damage increases to 7d4 if the item is rare, or to 10d4 if the item is very rare or rarer in quality.

Five for Silver, Six for Gold...

17th-level Magpie feature

Your influence has spread, and you now command a wide-reaching network of scurrying helpers among beasts and humanoids alike that keep you well-supplied with treasures. At the end of each long rest, roll on the table below to determine the spoils you have been brought.

d8 Spoils
1 Nothing.
2 One of your agents reports to you with good news concerning one of your current allies or interests.
3 One of your agents reports to you with a treasure from the possessions of a powerful feminine figure known to you. Your DM can roll on on Magic Item Table C or Magic Item Table F in Chapter 7 of the Dungeon Master's Guide to determine what this treasure is.
4 One of your agents reports to you with a treasure from the possessions of a powerful masculine figure known to you. Your DM can roll on on Magic Item Table C or Magic Item Table F in Chapter 7 of the Dungeon Master's Guide to determine what this treasure is.
5 One of your agents reports to you with 4d6 x 100 silver pieces (or equivalent wealth) for your coffers, and can be sent to have a job requiring one week's work or less completed by a skilled hireling at no cost.
6 One of your agents reports to you with 8d6 x 100 gold pieces (or equivalent wealth) for your coffers, and can be sent to have a job requiring one week's work or less completed by a skilled hireling at no cost.
7 One of your agents brings you a secret you have been seeking. You learn one piece of hidden information about one of your current enemies or interests. Examples of secrets include the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
8 One of your agents delivers you a luck blade with 1 remaining charge. See Chapter 7 of the Dungeon Master's Guide for the properties of this weapon. The next time you roll this result on the table, you must reroll it and use the new roll instead.

Rider

Exceptionally skilled in the saddle, you might be anything from a knight to a cowboy to a humble courier. What remains the same, no matter the specifics of your vocation, is that your steed is your life and livelihood — and a stalwart ally besides.

Noble Steed

1st-level Rider feature

Your Hand-Reared Partner takes the form of a horse or other trained mount, using the Noble Steed statblock.


Noble Steed

Large beast, shares your alignment


  • Armor Class 13 + PB (natural armor)
  • Hit Points 6 + six times your handler level (the steed has a number of Hit Dice [d10s] equal to your handler level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 9 (-1) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Skills Athletics +3 plus PB
  • Senses Passive Perception 9
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Awesome Charge. If the steed is mounted by its handler and moves at least 20 feet straight towards a creature on its turn, it can lend its massive mome-ntum to the first strike of its rider. If the handler hits the creature with a melee weapon attack before the end of their next turn, they can use their reaction to add the damage of their Combined Attack to the attack automatically, without the steed needing to make its own attack roll.


Actions

Hooves. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 + PB bludgeoning damage.

Rear Up. The steed rears up threateningly at one creature of its choice within 15 feet of it. If the target does not move away from the steed before the end of its next turn, it has disadvantage on the first attack roll it makes that turn.


Reactions

Protective Turn. The steed can force an attack targeted at its rider to target it instead.

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Lead the Charge

1st-level Rider feature

You gain proficiency with martial weapons and heavy armor, and can add a bonus to Charisma (Persuasion) checks you make equal to your Strength or Dexterity modifier (your choice) while you are mounted.

Expert Rider

3rd-level Rider feature

You know your partner so well that you can ride together into even the most unpredictable conditions with confidence. You double your proficiency bonus for any save you make to avoid falling off your noble steed if mounted upon it, and mounting or dismounting a creature costs you only 5 feet of movement.

In addition, while you are mounted and you would roll an attack with disadvantage against an unmounted creature that is smaller than your mount, you can prevent the attack from having disadvantage. You can do so a four times, and you regain all expended uses when you finish a long rest.

Pressure the Flank

9th-level Rider feature

While you are mounted on your partner and your partner moves at least 20 feet towards a creature that is within 5
feet of another creature hostile to it, you are able to flank
the target with your combined speed and strength. The
first weapon attack you make against the flanked creat-
ure before the end of the current round deals an addi-
ional die of damage, and the target has disadvantage
on any Strength saving throws until the start of
your partner's next turn.

Jockey for Position

13th-level Rider feature

When your partner takes the Dash or Disengage action, it ignores difficult terrain, and it can leap over the space of any creature that is size Medium or smaller.

In addition, whenever you or your partner are forcibly moved by another creature or effect, either of you can use your reaction to reposition. When this reaction is used, both you and your partner can immediately move up to 10 feet horizontally in any direction. You can use this movement to mount your steed.

Run Roughshod

17th-level Rider feature

The weight of your charge can overrun even the most fortified positions. While mounted, your weapon attacks ignore half-cover, and also ignore three-quarters cover created by objects of size Large or smaller.

In addition, when you are mounted on your steed and reduce a creature to 0 hit points with a weapon attack or your Combined Attack, your steed can immediately move up to half of its speed directly towards another creature. You can make one weapon attack against this target if this movement brings you within range to do so, which deals an additional 3d10 damage of your weapon's type on a hit.

You and your steed can make this movement and additional attack multiple times within the same turn, up to a number of times equal to your steed's Constitution modifier.

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Shadowbond

All beasts cast shadows. Some of them even beasts themselv-es. Your own shadow is one such creature, tethered to you by a rare umbral contract. Beastmasters in the employ of the Raven Queen might be bound to this service — others put it down to bad luck: a childhood nightmare imagined so vividly it has come to life, or an omen that sticks close to its intended target. But, as sure as the sun shines, you're stuck with one another, and you must work closely together to achieve your goals in both the light of day and the dead of night.

Shadow Pup

1st-level Shadowbond feature

Your Hand-Reared Partner is your own living shadow, which takes the form of a variety of beastlike silhouettes and uses the Shadow Pup statblock.

Shadowgraphy

1st-level Shadowbond feature

Your relationship with your partner marks you: your shadow never takes after your own form, but instead resembles an animal of some kind. As a bonus action while you have an empty hand, you can cast a new shape for your shadow pup to take on. The form must be bestial, although its exact shape (such as hare, ox, or wolf, for example) is up to you, and its profile may be distorted as if by a skewed shadow.

When your partner remains motionless or acts only to move in step with you, it is indistinguishable from an ordin-ary shadow, seemingly cast by whatever animal its form resembles.

Hug the Shadows

3rd-level Shadowbond feature

You can teach others how to work with the shadows to avoid detection. Over 1 minute, you can instruct up to six friendly creatures that can see you in this method. For 1 hour, a crea-ture that received this instruction can add your proficiency bonus to any Dexterity (Stealth) checks it makes. If it is in dim light or darkness when it makes these checks, it can add twice your proficiency bonus to the roll, instead.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Whispers in the Dark

3rd-level Shadowbond feature

If your partner spends at least 1 minute within 5 feet of another creature's shadow, it can make a tenebrous connection to that creature. You can communicate telepathically in a language that you know to the creature while your partner remains within 5 feet of its shadow. The receiving creature is gains no special ability to understand you if it does not share a language with you, and is unaware of the origin of your words — only that they seem to emerge from dark corners around them.

If both your partner and the target of this feature are in the same area of dim light or darkness, then your partner can establish and maintain this connection while up to 60 feet away from the target.


Shadow Pup

Beast, equals your size, shares your alignment


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your handler level (the shadow has a number of Hit Dice [d8s] equal to your handler level)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 13 (+1) 9 (-1) 9 (-1)

  • Saving Throws Intelligence +1 plus PB
  • Skills Stealth + 2 plus PB
  • Condition Immunities prone
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Lengthening Shadows. When the shadow pup's hand-ler is between it and the nearest source of light, the reach of its melee attacks is increased by 10 feet. Additionally, when it uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 15 feet of it, rather than within 5 feet.

Two-Dimensional. Attack rolls made against the pup from more than 5 feet away are made at disadvanta-ge unless it is climbing. It can occupy another creat-ure's space and vice versa, and can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow pup can take the Hide action as a bonus action, and it doesn't reveal itself if hidden from a creature when using its Creep or Flicker attacks.

Tethered. The shadow pup cannot move further than its movement speed away from its handler.


Actions

Creep (In dim light or darkness only). Melee Weapon Attack: +2 plus PB to hit, reach 10 ft., one target. Hit: 1d6 + PB psychic damage, and the target must succeed on a Wisdom saving throw (DC = 8 + PB + the pup's Dexterity modifier) or be frightened until the end of its next turn.

Flicker (In dim light or bright light only). Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + PB psychic damage, and the target has disadvantage on Wisdom (Perception) checks it makes until the start of the shadow pup's next turn.

Penumbral Claw. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + PB necrotic damage.

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Sheath of Shadow

9th-level Shadowbond feature

Your shadow pup gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

In addition, whenever you use your Call Back feature, you are sheathed in shadow until the end of your next turn. While you're sheathed in shadow, attacks have disadvantage against you, you share the damage resistances of your pup, and you can take the Hide action as a bonus action so long as you are in dim light or darkness.

Unleashed Umbra

13th-level Shadowbond feature

As an action, you can command your partner to pounce at a corporeal creature within 30 feet of it. Your partner makes a melee weapon attack against the target. On a hit, the target takes 5d6 psychic damage instead of the attack's normal damage, and your partner replaces the target's shadow.

While your partner acts as another creature's shadow, the creature is affected in the following ways:

  • It is considered your partner's handler for the purposes of its Lengthening Shadows and Tethered traits.
  • You can communicate telepathically with the creature, and it gains no benefits from being invisible.
  • Your partner can use its reaction when the creature makes an attack roll or saving throw to force the roll to be made with disadvantage.

 Your partner remains as another creature's shadow for up to 1 hour, unless you use a bonus action to cause it to return to you early, or use this action again against a new target.

You can use this action a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.

Looming Adumbration

17th-level Shadowbond feature

Like the long shades of a gathering evening, you can use an action to empower your partner to stretch out to terrifying size. For 1 minute, your partner gains the following benefits:

  • Its size becomes Gargantuan, and its movement speed increases by 15 feet.
  • Its space becomes magical darkness that is impenetrable to darkvision. Nonmagical light, or magical light created by a spell of 8th-level or lower, can't illuminate the dark-ness. If any of your partner's space overlaps with an area of light created by a spell of 8th-level or lower, the spell that created the light is dispelled. Friendly creatures of your choice, including yourself and your partner, can see through the darkness for the duration.
  • Friendly creature's within your partner's space gain the benefits of your Hug the Shadows feature for the duration.

Once you use this feature, you must complete a long rest before you can do so again.

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Snake Charmer

Performers at heart, you and your coldblooded companion have worked the streets and amazed the locals in many a town square market, medina, or bazaar. With your combined knowledge of the arts and the body, you make for quite the mesmerizing pair — drawing in a curious crowd and gifting balms or banes to all you meet.


Swaying Serpent

Small beast, shares your alignment


  • Armor Class 12 + PB (natural armor)
  • Hit Points 4 + four times your handler level (the serpent has a number of Hit Dice [d6s] equal to your handler level)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 14 (+2)

  • Saving Throws Wisdom +1 plus PB
  • Skills Performance +1 plus PB
  • Senses Blindsight 10 ft., Passive Perception 11
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Actions

Bare Fangs. The serpent hisses and bares its fangs at one creature of its choice within 30 feet of it. If the target does not move away from the serpent before the end of its next turn, it has disadvantage on the first attack roll it makes that turn.

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 poison damage + PB piercing damage. If the target is a creature, it must succeed on a Constitution saving throw (DC = 10 + PB + the snake's Constitution modifier) or become poisoned until the start of the serpent's next turn.

Hypnotic Sway. The serpent begins to move in a bewitching dance. Each creature of the serpent's choice within 30 feet of it and that can see it must succeed on a Wisdom saving throw (DC = 8 + PB + the snake's Dexterity modifier) or be charmed for 1 minute. A creature charmed in this way is also cons-idered charmed by the serpent's handler, and cannot willingly move away from the serpent or handler. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the serpent's Hypnotic Sway for the next 24 hours.

Taste Air. The serpent extends the range of its blind-sight out to 30 feet until the start of its next turn.

Swaying Serpent

1st-level Snake Charmer feature

Your Hand-Reared Partner takes the form of a cobra, a rattesnake, a scorpion, or some other venomous animal, using the Swaying Serpent statblock.

Enchanting Scales

1st-level Snake Charmer feature

You gain proficiency with the flute and two other instruments of your choice. In addition, you add a bonus to Charisma (Pe-rformance) checks you make while playing an instrument equal to your serpent's Dexterity modifier while it is within 15 feet of you.

Deadly Gifts

3rd-level Snake Charmer feature

The potency of your partner's venom has increased. When a target fails its saving throw against being poisoned by your partner's venom 3 times within 1 minute, then it remains poisoned until it completes a short or long rest.

In addition, you can milk your partner's venom as part of a long rest to gain 1d4+1 vials of basic poison (as found in Chapter 5 of the Player's Handbook). A vial of poison harvested in this way remains potent for a number of days equal to your Wisdom (Medicine) modifier if not applied to a weapon or piece of ammunition.

When you apply this poison to a weapon or piece of ammunition, it has the same save DC and effect on a hit as your partner's Bite. As part of the same long rest in which you harvest the poison, you can alter each of the vials you gain to have one of the following additional effects:

Addletongue Toxin. A creature poisoned by this venom forgets 1d4 languages it knows for the duration. If it forgets all languages it knows, then it cannot speak until the poisoned condition ends on it.

Balance Sapper. A creature poisoned by this venom has disadvantage on saving throws and ability checks against effects that would move it unwillingly or knock it prone.

Cleansing Antitoxin. This liquid has no poisonous effect. A creature that drinks it is cured of the poisoned condition and gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Enchanter's Tincture. A creature poisoned by this venom has disadvantage on saving throws against being charmed.

Eyerobber Venom. A creature poisoned by this venom is also blinded for the duration.

Mnenomore Tonic. A creature that drinks this poison loses one random memory from the past 24 hours which is no more than 1d4 hours long. A willing creature can summon a specific memory to mind while drinking to have it erased.

Potent Medicine. This liquid has no poisonous effect. A creature that drinks it regains 1d4+2 hit points and suppres-ses the effects of any disease affecting it for 24 hours. It confers no benefit to undead or constructs.

Slothclot Poison. Whenever a creature poisoned by this venom regains hit points, it subtracts 1d6+2 from the hit points regained.

Watermuscle Venom. A creature poisoned by this venom has disadvantage on Strength and Dexterity checks made to escape being grappled or restrained.

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Serpentine Senses

3rd-level Snake Charmer feature

You know your partner so well that you can always tell when they have fixated on something. You can also sense what your snake can see with its blindsight while you can see or hear it.

Sibilant Whispers

9th-level Snake Charmer feature

Your music and your partner's movements are sublimely compelling. Creatures cannot have advantage on saving throws made against your partner's Hypnotic Sway action, and on a successful save, a creature is no longer immune to the effect for 24 hours.

In addition, when a creature is charmed by your partner's Hypnotic Sway, you can use a bonus action to compel it to move up to its speed towards either you or your partner before it takes any actions on its next turn.

Snake Eyes

13th-level Snake Charmer feature

Your partner now has truesight out to the same range as its blindsight. You can also sense anything your snake can see with its truesight while you can see or hear it.

In addition, the first time in a combat that a creature fails its save against poison inflicted by either you or your partner, it also takes 2d6 additional poison damage. If the result on both d6s is a 1, the target is immediately charmed as if by your partner's Hypnotic Sway.

Irresistible Intoxicants

17th-level Snake Charmer feature

The poison your partner makes is by now world-renowned for its potency: damage that you or your partner inflict with poison ignores resistance to poison damage. Moreover, you can use a bonus action to cause one creature you can see that is currently charmed or poisoned by either you or your partn-er to become subjected to the effects of the otto's irresistible dance spell. You don't have to concentrate on the effect of this spell, although its effects end early if the original charmed or poisoned condition effecting the target creature ends, or if you subject another creature to the spell's effects this way.

You can intoxicate a creature in this way twice, and regain all expended uses of this feature upon completing a long rest.

An Adventurer of Many Talents

The archetypes presented here offer a huge range of roles and flavors to explore within the beastmas-ter fantasy that the handler class embodies. But if you want to further set your character out from the crowd and add to your bespoke arsenal of abilities, you can do so by honing some Martial Talents.

These features grant non-spellcasting classes new ways to interact with and influence the world: be it on the field of a combat or in the messy mix of personal and political narratives. Like spells, the talents you have can dramatically shape the way you play your character. An example of the way talents can be used is found in the Handler Vocation on the following page: the Wrangler.

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Wrangler

With nothing but their bare hands and sometimes a length of rope, these daredevil adventurers can wrestle even the very biggest of beasts into submission. Such handlers are possessed more often than not of stupendous strength, which they train by lifting their growing partners as weights. No task is too big or cause too small for the wrangler, some of whom work as veterinarians or conservationists in wilds where others fear to tread.

Dire Beast

1st-level Wrangler feature

Your Hand-Reared Partner takes the form of a giant boar, a crocodile, a dinosaur, a wild bull, or some other massive and muscular animal, using the Dire Beast statblock.

Beast-Honed Brawn

1st-level Wrangler feature

Wrestling with the biggest beasts has toned your muscles and honed your technique. You gain the following benefits.

Fierce Grip. Whenever you attempt to grapple a creature as part of the Attack action, and at the start of each of a creat-ure's turns while it is grappled by you, the creature takes 1d4 bludgeoning damage.

Wild Weight Training. Your strength has grown with your animal companion. You count as the same size as your partner when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you add a bonus to Strength (Athletics) checks you make equal to your partner's Constitution modifier while you're not suffering from one or more levels of exhaustion.

Wrangler Talents
Handler Level Martial Talent
3rd tackle
4th pacify monster
6th wrangle monster
8th leverage
10th topple

           Vocational Talents

                3rd-level Wrangler feature

                 Your knack for wrastlin'
                 great varmints is shown
                in displays that few could
                accomplish. You gain cer-
                   tain martial talents at
                 the handler levels listed
                 in the Wrangler Talents
                  table. See the Martial
                  Talents rules for how
                  talents work. You use
               your Strength to determine
              the save DC for these talents.

Steer Attack

9th-level Wrangler feature

When a creature within 10 feet of you takes makes an attack roll, you can use your reaction to attempt to pounce on it and redirect the attack. Make a Strength (Athletics) check contested by the attacker's own Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you grapple the creature and choose a new target for its attack roll, which must be in range of the creature's attack. If there is no other target in range, you can direct the attack harmlessly into empty air or ground instead.

If the creature you grapple is of a size larger than you are normally able to, you release it at the start of your next turn.

Big Game Handler

13th-level Wrangler feature

A steady diet of exercise and adventuring has further increased the size and strength of yourself and your companion. You gain the following benefits.

Crushing Grip. The damage you deal to creatures with your Fierce Grip feature increases to 1d8.

Dire Threat. Your partner has grown to the uppermost bounds of a Large beast. As part of its Dire Charge action, it can tense its muscles and bristle its hide to exaggerate its bulk, becoming Huge for a number of rounds equal to its Constitution modifier. If there isn’t enough room for it to become Huge, it attains the maximum possible size in the space available. While Huge, the beast's attacks deal an extra die of damage. The first time the beast grows, it suffers no ad-verse effect. If it does so again before finishing a long rest, it suffers one level of exhaustion upon returning to normal size.

Iron Pincer. You can grapple a creature one size larger than normal while your partner is within 5 feet of it.

  Black Pudding Press | Handler v2.1

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Titan Toppler

17th-level Wrangler feature

Not even the mightiest of creatures can stand against you. The first time in a combat that a creature succeeds on its saving throw against one of your Vocational Talents, you can force it to reroll the save, possibly causing it to fail.

In addition, whenever you successfully grapple a creature or it fails its save against your topple talent, you can bring it to the ground in a crashing takedown, which deals an extra 2d10 bludgeoning damage to the target and kicks up a rumbl-ing quake of dust. The quake fills a sphere centred on the target with a radius in feet equal to the size of the target's space (5 feet for Medium creature, 10 feet for a Large creature, and so on). Each creature in the area other than yourself must make a Constitution saving throw against your Talent Save DC. On a failed save, a creature takes 4d10 thunder damage, is knocked prone, and is blinded for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. The target of your grapple or topple automatically fails this saving throw.

A creature blinded by the dust can repeat its saving throw at the end of each of its turns, ending the effect on a success. The dust created by the takedown spreads around corners, and its area is heavily obscured. It lingers in the area for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You can perform a crashing takedown once, and cannot do so again until you complete a short or long rest.

Dire Beasts of the Rivers

Plenty of archetypal wranglers make their name wrestling with beasts of the waterholes and waterways. If your Hand-Reared Partner takes the form of a hippo, a dire lizard, an enormous crocodile, giant toad, or similar semi-aquatic creature, you may wish its statblock to more accurately reflect its nature. To do so, make the following changes to the Dire Beast's statistics (with your DM's permission):

  • Replace the beast's Relentless trait with the Hold Breath trait as follows: " The beast can hold its breath for 30 minutes."

  • Reduce the beast's walking speed by 15 feet.

  • Add a swimming speed of 35 feet.


Dire Beast

Large beast, shares your alignment


  • Armor Class 11 + PB (natural armor)
  • Hit Points 6 + six times your handler level (the beast has a number of Hit Dice [d10s] equal to your handler level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 7 (-2) 7 (-2) 9 (-1)

  • Saving Throws Strength +3 plus PB
  • Skills Athletics +3 plus PB
  • Senses Passive Perception 9
  • Languages Understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Incredible Bulk. At the end of a short or long rest, the beast gains temporary hit points equal to 1d12 + its Constitution modifier + PB (a minimum of 1 hit point). The beast does not gain these temporary hit points if it is suffering from one or more levels of exhaustion.

Relentless (Recharges after a Short or Long Rest). If the beast takes damage of four times your handler level or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Dire Charge. The beast snorts, paws the ground and telegraphs a massive charge evident to any who can see it. Until the end of its next turn, the beast's attacks deal an additional die of damage, and any creatures it moves within 5 feet of takes bludgeon-ing damage equal to its Strength modifier provided the beast moves 15 feet or more in a straight line.

If the beast takes damage exceeding four times your handler level in a single turn, its charge is tempora-rily stymied and it loses the benefits granted by this action early.

Savage. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.

Thundering Bellow. The beast roars threateningly at one creature of its choice within 20 feet of it. If the target does not move away from the beast before the end of its next turn, it has disadvantage on the first attack roll it makes that turn.


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Tandem Tactics

The tactics are presented in alphabetical order. If the effect of a tactic is applied when you damage a creature with your Combined Attack, you choose only one effect from the options you know to apply each time you deal this damage.

Carrot and Stick

When you damage a creature with your Combined Attack, the target has disadvantage on attack rolls against any creature that is not you or your partner until the end of its next turn.

Catch and Release

When you damage a creature with your Combined Attack and you or your partner are grappling the target, you choose which of you continues to grapple it. Whichever of you does so must be within range to do so, and ordinarily able to grapple the target. For example, a Small partner cannot grapple a Large creature.

Dart In, Dart Out

When you damage a creature with your Combined Attack, you can both immediately move up to half your respective speeds without provoking opportunity attacks from the creature that you hit.

Divide and Conquer

When you damage a creature with your Combined Attack, you can shove the target 5 horizontally feet either backwards or to one side if it is up to one size larger than either you or your partner (whichever of you is largest).

Harry and Harangue

When you damage a creature with your Combined Attack, you can both trip and tug at it. The target's speed is reduced by 15 feet until the end of its next turn.

Hide and Seek

If you were hidden from your target at the start of your turn before triggering your Combined Attack, you can immediately attempt to Hide again as part of the same reaction used to trigger it if your partner successfully hits the target.

Mutual Comfort

Once per round when you and your partner are within 10 feet of one another, you can each reroll a saving throw against an effect currently afflicting you that allows a new saving throw at the start or end of each of your turns, ending the effect early on a success.

Pack of Two

When both you and your partner are within 5 feet of the same creature and neither of you are incapacitated, you each have advantage on attack rolls against that creature.

Rip and Tear

When you damage a creature with your Combined Attack, the target is left wounded for 1 minute. The first time on another turn that the target is hit with an attack, the wound reopens. Each attack that hits the target that turn deals extra damage equal to your proficiency bonus, and the effect then ends.

Rough and Tumble

When you damage a creature with your Combined Attack, you can knock your target prone if it is up to one size larger than either you or your partner (whichever is largest).

Side-by-Side

When you and your partner are within 10 feet of one another, you each gain a +1 bonus to your AC.

Shock and Awe

When you damage a creature with your Combined Attack, the target has disadvantage on the first saving throw it makes before the end of your next turn.

Sound and Fury

When you damage a creature with your Combined Attack, it takes an additional 1d4 thunder damage and is deafened until the end of your next turn as you both raise a powerful war cry, howl, or roar.

Tag Team

Once per turn when neither of your speeds is 0 and you are within 5 feet of one another, you and your partner can swap places without spending any movement to do so. If you do so before taking an attack of opportunity, the creature that takes your place makes the attack, instead.

Tight-Knit

At the end of another creature's turn, you or your partner can move 5 feet towards one another if you are more than 10 feet apart and neither of your speeds is 0. You can each move this way only once per round.

Tooth and Claw

Your partner adds your handler level to the damage it deals to a creature through your Combined Attack.

Vim and Vigor

When you or your partner regain 5 or more hit points, the other one of you can expend a Hit Die and regain 5 hit points as well, so long as you are within sight and not incapacitated.

Watch and Learn

When you damage a creature you can see with your Combin-ed Attack, you study its response to learn one as yet unseen action or reaction it can perform, as determined by your DM.

Animal Husbandry Kits

The following kits are each specialized for a specific vocation, but can be slected by any Handler at character creation.

Astral Angler. A bucket, a fishing tackle, and a net.

Circus Act. A whip, a costume, and a wooden stool.

Falconry. A sturdy leather glove, a tiny bell, and a lure.

Houndmaster. A collar and leash made of 10 foot chain.

Magpie. A feather on a string and a pouch full of treats.

Rider. A bit and bridle, riding saddle, and saddlebags.

Shadowbond. A hooded lantern, flask of oil, and a cloak.

Snake Charmer. A bowl, a flute, 5 glass vials and a sponge.

Wrangler. 50 feet of silk rope and a ball of rubber bands.

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Menagerie of Magic Items

The items presented below have been designed for PCs with levels in the handler class, although some can be used by any character. The items are presented in alphabetical order.

Blade of No Quarter

Weapon (any axe, dagger, or sword), rare

The dour steel of this weapon has been forged into a practical blade and hilt with no bells or whistles: meant for blood and not for show. When you're wielding this weapon and a creature within 10 feet of you (which can include yourself) makes a weapon attack on your turn that allows it to roll additional damage dice alongside the weapon damage die, you can treat any 1 on these additional damage dice as a 2.

Championship Ribbon

Wondrous item, uncommon (requires attunement by a beast)

While wearing this ribbon, your melee weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bon-us to attack and damage rolls with melee weapon attacks.

Dagger of Drawing

Weapon (dagger), rare

This unusual dagger has a blade smithed in the resemblance of a serpent and an ivory hilt in the shape of a man, the blade meeting his open mouth. It is commonly used by the medicine men and women of the Ingcamb Valleys.

As an action, you can touch the dagger to a creature that is diseased or poisoned. The target creature is cured of its condition as the disease or poison is drawn out of it and into the dagger. The dagger can also draw poison out of a bottle or similar vessel in the same way. The dagger can hold one disease or poison at a time, and it can do so indefinitely.

The first time the dagger hits a creature that is not a construct or undead while it is holding a disease or poison, the target is subject to the effects of the held disease or poison as it is expelled from the dagger. If the disease or poison allows the target a saving throw, the save DC and other parameters of the save are the same as when made by the original creature the disease or poison was drawn from.

Platinum Whistle

Wondrous item, rare (requires attunement by a handler)

When you blow on this beautifully smithed whistle as an action, your partner immediately becomes aware of your exact location and their distance from it, so long as you are on the same plane of existence.

In addition, if your partner has died, you can blow the whistle as an action to return them to life them as if by casting either revivify (if they died within the last minute) or raise dead (if they died within the last 10 days), requiring no material components or spell slots to do so. Once the whistle has been used in this way, it cannot be blown again until the next dawn.

Professional's Baldric

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a handler)

This fine leather shoulder-to-hip belt is given in recognition of excellent partnership between a handler and their animal companion. Whenever one of your Tandem Tactics features or one of your partner's features forces a saving throw, you gain a bonus to the save DC for that feature. The bonus is determined by the rarity of the baldric.

Talisman of the Mongoose

Wondrous item, rare (requires attunment)

This wooden talisman strung on a leather thong is carved in the likeness of the humble mongoose. While you are wearing it and a hostile creature that can inflict poison damage or the poisoned condition is within 15 feet of you, you gain a +1 bonus to your AC and melee weapon attack rolls.

In addition, you can use a bonus action while such a creature is within 15 feet of you to take the Dodge action. You can do so once, and you regain the ability to do so when a creature that can inflict poison damage or the poisoned condition misses you with an attack roll.

Ties that Bind

Wondrous item, rare (requires attunement)

These ties come in linked pairs: they may be bracelets, rings, collars, or similar attire in any combination. While attuned to a tie, you are also linked with the creature attuned to the other one. Once per day, either attuned creature can cast warding bond upon the other, using the ties as the material component.

In addition, whenever either attuned creature regains hit points and is within 5 feet of the second creature, the second creature also regains 5 hit points.

Thanks to my Patrons & Playtesters!

The continued development and improvement of this class and all my other homebrew is down to patrons of BLACK PUDDING PRESS like these!

Fortunato Martinez    Alex Stewart
Sean Barrett        Noah Williams
Joshua          Coca_7
Connor Sanders       Gamzee Makara
Woods          Demonically Spawned
Baron Cevapi        robbdylanc


  Handler Class Icon design by ahsannazir and Phil Robinson (AKA u/Pixel_Engine)
  Original Theme elements by u/Iveld and TheFlippinDnDAccount
  Watercolour stains by u\flammableconcrete

  u/Pixel_Engine is the creator of the Gourmet class, the ki-based Mystic, the
  Lictor class, and the homebrew compendium Hippocamper's Complete Cookbook
  More of his work can be found at BLACK PUDDING PRESS.

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