Trainer

The young elf is thrown to the ground by a savage orc. Her loyal bear, “Biscuit”, sees the attack and lunges forward with a roar, forcing the orc to break away. The elf seizes the moment of respite, draws her bow and dispatches the orc with a well-placed shot while he wrestles with Biscuit.
Holding his hand high, the human whistles to his eagle, “Loft”, who observes the world from high overhead. Loft returns to his human’s side, receiving whispered instructions with an understanding nestle against his companion. The human points to an owlbear they’ve been tracking together and whispers an attack word in elvish. Loft launches a distracting assault with talons and beak while his human stealthily advances with his sword drawn.
On the roof of the cantina, a Tiefling lays her head on her panther, “Midnight”, relaxing to the music played below after a successful heist. The bandits were taken off guard by their coordinated raid and are a constant presence as they keep a sharp eye out for a counterattack.
Each of these unique pairs denotes what it means to be a trainer. Trainers are as equally loyal to their companions as their companions to them. Each, fierce and dependable, rely on one another as they journey through life. Though diverse in background, they all share a common kinship with the animal kingdom.

Bonded Pair

Trainers form a strong bond with their animal companion. This bond strengthens with age, through sharing the struggles of life, and through successful adventures on their travels throughout the world. Some trainers are destined to travel the roads and venture deep into the wilds, while others stay closer to home, seeking employment as entertainers or enlisting in various services. United in focus, companion and trainer fight the monsters that threaten civilization or haunt the wastes.
Trainers are a diverse bunch. Ringmasters, hunters, calvary, or scouts. It doesn’t matter what their background may be, they each find their way to mark the world they live in. Trainers are known for their loyalty and empathy above all else. But when the stakes are high, and iron and steel clash in sparks, trainers are ready for battle. Their animal companion is similar in temperament, bonded to their trainer, and always ready to leap to their aid. Animal companions can be less restrained than their more civilized trainers. It would be wise not to poke the bear, so to speak.

Creating a Trainer

As you create your trainer character, consider the nature that gave you your particular abilities. Do you have innate animal empathy? Did you train with a single mentor? What are your past allegiances? Most importantly, how did you meet and bond with your animal companion? Did they choose you or did you choose them?

Double Trouble

Fighting synchronously, the duo of heroes stand side by side against all odds. They out move, out pace, and out flank opponents by working as one. Communication is key, and their symbiotic bond allows for communication without words. This bond extends beyond mere communication. It strengthens with time, letting the duo share skills, trainings, and spells; even letting the pair share minds and thoughts across great distance.
Just as the trainer gains strength with age, so too does the companion. Companions have unique capabilities that only a trainer can evoke. Its only through the cultivation of spirit that the trainer can unlock their hidden aspect. This opens the door for an incredible display of power that only a trainer and companion duo are capable of achieving.

Trainer Class Table

Level Proficiency Bonus Features Command Points
1st +2 Companion, Commands, Way of Life 2
2nd +2 Fighting Style, Coordinated Movement, Animal Friendship 3
3rd +2 Way of Life Feature, Linked Minds 3
4th +2 Ability Score Improvement 4
5th +3 Growth, Coached 4
6th +3 Way of Life Feature, Supernatural Training, Commune 5
7th +3 Defense Style 5
8th +3 Ability Score Improvement 6
9th +4 Shared Soul 6
10th +4 Way of Life Feature 7
11th +4 Evolution 7
12th +4 Ability Score Improvement 8
13th +5 Saving Grace 8
14th +5 Way of Life Feature 9
15th +5 Aspect 9
16th +5 Ability Score Improvement 10
17th +6 Fearless 10
18th +6 Inexhaustible 11
19th +6 Ability Score Improvement 11
20th +6 Legendary 12

Class Features

As a trainer, you gain the following class features

Hit Points

Hit Dice: 1d8 per trainer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 or 5 + your Constitution modifier per trainer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Athletics, Intimidation, Insight, Medicine, Nature, Performance, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) hide armor or (b) leather armor
  • (a) a entertainer’s pack or (b) an explorer’s pack
  • (a) one martial melee weapon or (b) two simple melee weapons
  • one ranged weapon and a carrier for 20 ammunition

Multiclassing

To multiclass, you must have a minimum Strength or Dexterity and Wisdom score of 13.
If this is not your first class, you gain proficiency with light armor, medium armor, and simple and martial weapons.

Companion

You've come across a friend in nature. How you came to cross paths is up to you. Select your companion from among the following animal families: a bruiser, a pack, a fowl, or a prowler. You decide the species of beast, but their statistics are specified under the Animal Companions stat block. When your companion makes an attack, it uses its ability modifier and your proficiency bonus for the attack and damage modifiers.
You can only ever have one companion, and you create a symbiotic bond with your companion. While touching your companion, your spirits resonate. Your companion can understand you telepathically, and it can telepathically communicate simple emotions and concepts back to you.
You are always aware of the direction and approximate distance between you and your companion, so long as it is on the same plane of existence and within 5 miles of you. If your companion is in motion, you know the direction of its movement. Additionally, you know if it is alive or not.
Your companion gains all benefits from short and long rests, like any other creature. If your companion is dead, you can spend 5 minutes performing a small ritual within 30ft of the corpse with 5gp worth of rare herbs, spices, and other uncommon components to resurrect it with 1 hit point, which can be done during a rest. If the location of your companion is unknown to you for more than 7 days, you can perform the same ritual to summon your companion to an unoccupied space within 30ft of you that you can see.

Commands

Your companion obeys your commands as best it can. It can easily follow simple commands such as sit, stay, speak (bark or growl), come, go, or play(such as paw shake and roll over). However, more complex commands, such as making attacks in combat or doing powerful stunts requires dedicated training.
In combat, your companion shares your initiative count, and may act simultaneously. On your turn, you can verbally or semantically command your companion where to move to(no action required by you). Your companion will instinctively take the Dodge action. However, it can also perform the Dash, Disengage, Hide, Search, or Use an Object(if possible) action on your command(no action required by you).
If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Your companion never requires your command to use its bonus action or reaction, such as when making an opportunity attack. However, it may require the use of command points.

Command points

Beginning at 1st level you gain access to Command Points. You have a number of command points equal to 2 + 1/2 your Trainer level(round down), as listed in the Command Points column of the Trainer class table.
Command points excite the symbiotic bond you have with your companion, allowing you to telepathically communicate your command.
When you spend a command point, it is unavailable until you finish a short or long rest. You must spend at least 15 minutes of the rest in light interaction with your companion to regain your spent command points.

Issuing Commands

At 1st level you know the following three basic command actions. You may spend 1 command point to issue a basic command(no action required) or you may use your action to issue the command instead(no command point required).
As you gain levels in this class, you gain access to additional companion traits. Your companion will unlock new actions, bonus actions, and reactions. If a feature lists a command point cost, you must spend the command point cost to use that feature (no action required). If the companion new action does not, you may treat it like a basic command action.

Attack. Your companion takes the Attack action.

Tackle. Your companion attempts to knock the target prone using its action. It makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your companion wins the contest, the target is knocked prone.

Help. Your companion takes the Help action.

Way of Life

Starting at 1st level, you choose an archetype which reflects the personal life style you have with your companion. The Life of the Woodsman, as well as other ways of life are detailed at the end of the class description. Your way of life grants features at 1st, 3rd, 6th, 10th, and 14th level.

Animal Friendship

At 2nd level, you gain the innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
Additionally, you can cast the animal friendship and speak with animals spells once. You regain the ability to do so after finishing a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Blind Fighting You have blindsight with a range of 10 feet. 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 successfully hides from you.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Coordinated Movement

Starting at 2nd level, you can take advantage of an opening made by your companion. As a bonus action, after your companion hits a target, you gain one of the following:
  • Move without provoking opportunity attacks from the attacked creature.
  • Gain half cover against attacks from the attacked creature until the start of your next turn.

Linked Minds

At 3rd level, you can link your mind to that of your companion's. After 5 minutes of meditation, you can use your action to see through your companion’s eyes and hear what it hears. You may continue to do so until you use your action to return to your normal senses.
During this time, you can telepathically speak with your companion. This has a maximum range of 1 mile.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Additionally, each time you gain an Ability Score Improvement, your companion can increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Growth

At 5th level, your companion grows in maturity and possibly size. It gains additional features listed in it's stat block and, if it is medium size, grows to large size.
Additionally, your companion can take actions fully independently of your commands. They can take the Attack, Tackle, or Help action, as well as other actions listed in the companion's stat block that do not require a command point on their turn. If you command your companion to take the Attack action, it can attack twice, instead of once, when it takes the Attack action on its turn.

Coached

At 5th level, part of your proficiency is passed on to your companion. Your companion gains proficiency in one skill that you are proficient in that it is not already proficient with.

Commune

At level 6, you can send messages via the animal kingdom. You can cast the animal messenger spell. Once you cast this spell, you cannot do so again until you finish a long rest.
Additionally, while you are using your companion's senses as part your Linked Minds feature, you may spend 1 command point to telepathically communicate with one creature who is touching your companion for up to 10 minutes.

Supernatural Training

At 6th level, your animal companion's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Defense Style

At 7th level, your honed reflexes enhance your ability to avoid danger. Choose one of the following options. Each time you gain a level, you may change this choice.

Evasion. When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.

Artful Avoidance. When you attack with a melee weapon in one hand while your other hand is empty, you may use the Dodge action as a bonus action.

Uncanny Dodge. When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.

Shared Soul

At 9th level, when you or your companion is targeted by a spell, and you are within 60 feet of each other, the one not targeted by the spell may use its reaction to also be affected by the spell.
Additionally, any resurrection magic cast on either you or your companion affects both of you, so long as your bodies are within 60 feet of each other.

Evolution

At 11th level, your animal companion grows to maturity. Its ability scores increase as indicated in its Animal Companion stat block, and you can now use your companion's level 11 required features.

Saving Grace

At 13th level, your spirits protect each other. Anytime either of you are forced to make a saving throw, and you can see or hear each other, the other can use its reaction to roll a d8 and add the result to the saving throw. You can use this feature before or after making the roll, but before any effects are applied.
If both you and your companion are effected by the same effect and both creatures use their reaction, the die roll may apply to both saving throws.
Once this feature is used, neither of you can do so again until you finish a long rest, unless you expend 2 command points to take it again.

Aspect

At 15th level, the primal magic that flows through your animal companion blooms and unlocks a transformation called an Aspect, as specified in the Animal Companion stat block.
While the beast has transformed, it can use its Aspect features as specified in the companion's stat block.

Fearless

Starting at 17th level, through trials and tribulations, so long as you have each other you can overcome. If you and your companion can see or hear each other, you both gain immunity to charmed and frightened.

Inexhaustible

Starting at 18th level, you reached your limits and surpassed them. You and your companion cannot be held back, as you have reached the pinnacle of your prowess. When you roll for initiative and have less than 4 command points remaining, you regain command points up to 4 total.
Additionally, you and your companion's maximum hit point value cannot be reduced, you and your companion's speed cannot be reduced, and you and your companion do not suffer the ill effects of the first 3 stages of exhaustion.

Legendary

At 20th level, your companion grows to embody part of the most tremendous beasts of the world. Between each of your turns, your companion can take 1 of the following Legendary Actions at the end of another creature's turn.

  • Detect. Make a Wisdom (Perception) check.
  • Recuperate. Roll a d6. Gain temporary hit points equal to the die roll.
  • Move. Move up to 1/2 its speed.
  • Demoralize. Roll a d6. A creature of your choice within 5ft subtracts the value from their next attack roll before the start of your next turn.

Life of the Mystic

Mystic have seen the world through the eyes of others. You too have seen the world through the eyes of nature's primal spirits. They have graced with part of their power, and asked that you uphold the spirit of the wilds.
Consider how you gained your mystical power. The Mystic Origin table offers some examples.
Mystic Origin
d4Origin
1The touch of an archfey has left a visible brand. It still stings to this day.
2After months of a recurring dream, the spirit of the forest stands nearby when you awake. It tells you that you were dreaming through its eyes before fading into ether.
3Your companion is either blessed or cursed. You have leached some of that enigmatic power.
4Your parents were part of a druid circle. A segment of their power has passed onto you.

Spellcasting

1st-level Life of the Mystic feature
You embrace a mystical life, fueled by nature, gifting you with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You only learn one cantrip; the druidcraft cantrip, which you can cast without verbal components.

Spell Slots

The Mystic Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known at 1st-Level and Higher

You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and evocation spells on the druid spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through memorization and harmony with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mystic Spellcasting

Level Spells Known 1st 2nd 3rd 4th
1st 2 2
2nd 3 2
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

Mystic Touch

1st-level Life of the Mystic feature
You gain the ability to sense the magic within objects and creatures. When you touch an object or a creature and spend 1 minute ruminating on it, you learn of its power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells or curses are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. Instead, if you touch a creature, you learn what spells or curses, if any, are currently affecting it.

Innervate

3rd-level Life of the Mystic feature
After casting a spell of 1st level or higher, your companion becomes innervated. They can add 1d6 per spell level to the damage roll of their next attack made before the end of your current turn.

Primeval Connection

3rd-level Life of the Mystic feature
You may cast any druid spell that has a ritual tag as a ritual, even if you do not know the spell. You may do this so long as the spell is of a level that you have a spell slot for. For example, you cannot cast water breathing if you do not have 3rd level spell slots.
You may ritually cast spells this way a number of times equal to your Wisdom modifier (minimum once). You regain all uses of this feature after you finish a long rest.

Elemental Grounding

6th-level Life of the Mystic feature
You can be a momentary sanctuary, shielding you from the various forces of nature. You lean the absorb elements spell, which doesn't count against your number of spells known, and you can cast absorb elements at 1st-level, without expending a spell slot a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Traversing Power

10th-level Life of the Mystic feature
You awaken a primal connection to the natural world and with your companion. You may cast spells as if you were in your companions space, but your must your own senses.
Additionally, any creature within 5 feet of your companion has disadvantage on the first saving throw it makes against a spell you cast.

Vortex

14th-level Life of the Mystic feature
As an action you can conjure a storming vortex around you and your companion. This vortex lasts for 1 minute, but ends early if you are knocked unconscious. Once you use this feature, you cannot use it again until you finish a short or long rest. While the vortex rages, it provides the following:
The vortex provides half cover to you and your companion.
Creatures other than you or your companion that start their turn within 10ft of you or your companion must succeed on a Dexterity saving throw or take 1d8 lighting, fire, or cold damage (your choice).
As a bonus action before the vortex ends, you can collapse the vortex resulting is a nova burst ending the vortex early. Each creature of your choice that you can see within 15 feet of you and your companion must make a Constitution saving throw. On a failed save, a creature takes 6d8 lighting, fire, or cold damage (your choice), and is pushed back 10ft and knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed nor knocked prone.

Prowler Companion

Medium (Level 5, Large) Beast

Armor Class 12 + proficiency bonus
Hit Points (4 + constitution modifier) x trainer level + 4
Hit Dice 1d6 per trainer level
Speed 30 ft., climb 30ft.
Proficiency Bonus your proficiency bonus

STRDEXCONINTWISCHA
Level 1:13(+1)14(+2)12(+1)9(-1)13(+1)9(-1)
Level 11:+2+2+1+0+2+1

Saving Throws Dexterity, Charisma
Skills Acrobatics, Perception, Stealth
Senses Darkvision 60ft.
Languages Understands all languages that you speak.

Pounce. As part of the attack action, if the beast moves at least 20 feet straight toward a creature, the target takes an extra 1d6 damage from the attack.
Ambusher (Level 5). If the beast was hidden from a creature at the start of its turn, it can make its melee attack rolls against that creature with advantage.
Sneak Attack (level 11). Once per turn, the beast can deal an extra 3d6 damage with an attack if the beast had advantage on the attack roll.
Evasion (Level 11). The beast can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When the beast 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 succeed on the saving throw, and only half damage if it failed.
Shadowed Veil (Aspect of the Moon Only). The beast's body becomes blurred, shifting and wavering in wisps of darkness to all who can see it. For the duration of the transformation, any creature has disadvantage on attack rolls against it. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Silent Step (Aspect of the Moon Only). The beast creates no sound for the duration of the transformation.
Silent Step (Aspect of the Moon Only). The beast creates no sound for the duration of the transformation.

Bonus Actions

Cunning Action (Level 5). 1 Command Point. The beast takes the Dash, Disengage, or Hide action.
Shadow Step (Aspect of the Moon Only). When the beast is in dim light or darkness, as a bonus action, the beast can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The beast then has advantage on the first melee attack it makes before the end of the its turn.

Actions

Bite or Claws. Melee Weapon Attack (finesse): reach 5ft., one target. Hit: 1d6 + strength or dexterity modifier piercing (Bite) or slashing (Claws) damage.
Mist of Spires (Aspect of the Moon Only) (Recharge 5-6). 2 Command Points. The beast momentarily dissipates into a mist, and rapidly lashing out at nearby foes. The beast chooses up to 5 targets within 30 feet. It makes 1 attack against each target. On a hit, a target takes 4d10 force damage.
After attacking, the beast can teleport to an unoccupied space it can see within 5 feet of one of the targets it hit or missed.
Aspect of the Moon (Level 15). 2 Command Points. The beast may transform into an Aspect of the Moon. Wisps of shadow mask the beast in darkness. Upon transformation, the beast becomes invisible for up to 10 minutes, or until the beast attacks. The transformation lasts for 10 minutes or until the beast chooses to revert to its normal form (no action required). The transformation ends early if the beast drops to 0 hit points. The beast may not use this ability again until it has finished a long rest.