SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

INT , WIS

Klasse-eigenschappen

Niveau 1

Field Research
Loyalty
Capture

Niveau 10

Field Research Improvement
Improved Loyalty

Niveau 11

Research League Feature

Niveau 12

Ability Score Improvement

Niveau 13

Wild Surge

Niveau 14

Research League Feature

Niveau 15

Field-Hardened
Improved Loyalty

Niveau 16

Ability Score Improvement

Niveau 17

Stampede

Niveau 18

Research League Feature

Niveau 19

Ability Score Improvement

Niveau 2

First Aid
Traps

Niveau 20

Wildlife Preserve

Niveau 3

Research League
Tranquilizer

Niveau 4

Ability Score Improvement

Niveau 5

Research League Feature
Improved Loyalty

Niveau 6

Field Research Improvement

Niveau 7

Smuggler

Niveau 8

Ability Score Improvement

Niveau 9

Hunting Blind

Vaardigheden

Armor

light

medium

Weapons
Skills

Startuitrusting

Klasse-eigenschappen

Field Research (Level 1)

You will do whatever it takes to track, reach, and research creatures in the wild. You gain the Bestiary benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Bestiary (1st level)

You collect all of your research and exploration notes into a tome called a bestiary. This knowledge provides you with significant advantages on your adventures. You have advantage on Wisdom (Survival) checks to track non-humanoid creatures, as well as on Intelligence (Nature) checks to recall information about them. Whenever you make a Wisdom check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Bestiary

Migration Patterns (6th level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Part of the Pack (10th level)

Your study of wild animals has given you keen insight into how they cooperate to bring down their prey. Your guardian beast gains advantage on attacks if you are within 10 feet of its target.

Additionally, attacks against you are made with disadvantage if the attacking creature is within 5 feet of your guardian beast.

Loyalty (Level 1)

Your study of the world's creatures has earned you the loyalty of a guardian beast spirit that takes physical form to accompany you. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places[...]. You also determine the beast's appearance, choosing something appropriate for the stat block.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another available action. You can command it to use a bonus action at the same time if it has one available. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend one of your hit dice. Roll the die, as well as any number of the beast's available hit dice, and add the total. The beast returns to life after 1 minute with that number of hit points, up to its maximum.

When you finish a long rest, your companion can reconstitute itself into a new form. The beast vanishes and reappears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. The beast vanishes if you die.

Capture (Level 1)

Capturing and studying wild animals requires a lot of skill to get the job done safely. You've learned to use your equipment to help you subdue creatures in the wild. Nets and whips have the capture property for you.

Nets

When you restrain a creature with a net, add your proficiency bonus to the DC of the Strength check to escape. The net's thrown range is 10/20 ft for you. You can repair a torn net with 1 minute of work and 5 feet of rope.

Whips

You can attempt to trip Large or smaller creatures with a whip. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. Make an attack roll with the whip; the target makes a Dexterity (Acrobatics) check against that roll. You succeed automatically if the creature is incapacitated. If the creature fails, it falls prone.

Capture

When making an attack with a capture weapon, you use your Intelligence modifier for the attack and damage rolls.

First Aid (Level 2)

You are trained to give medical aid to your guardian beast. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your zoologist level × 5.

As an action, you can touch your guardian beast or yourself and draw power from the pool to restore a number of hit points, up to the maximum amount remaining in your pool.

Traps (Level 2)

Your work often requires you to immobilize and subdue dangerous creatures. Sometimes the best way to do that is by setting a trap and you've become quite the expert with them. You have advantage on all Wisdom (Perception) checks made to spot a trap and on all rolls to disarm one.

You can create two kinds of traps: simple and complex. Simple traps are designed for quick release and can be used in combat. Complex traps usually cannot be set up in combat.[...]

When a creature other than you moves into a trap's space, it must make a Dexterity saving throw against your bestiary save DC; if it fails, it triggers the trap. If it succeeds, it can avoid the trap, which remains dormant until another creature enters the space. If a creature concentrating on a spell triggers a non-damaging trap, it must make a Concentration check as if it took 1 point of damage.

A creature can spot your trap if its passive Perception is equal to or higher than your bestiary save DC. Otherwise, it must make a Wisdom (Perception) check against your bestiary save DC to spot it. If a creature spots a trap, it can use an action to make an Intelligence check against the same DC to disable it. It must be within 5 feet of the trap to make the attempt, but a failed disarm attempt triggers the trap. You can automatically disable your own traps as an action.

Simple Traps

You can deploy a simple trap at any point within 10 feet of you as an action; if not triggered, it disappears after 1 minute. You can deploy a trap into a creature's space; treat this as if the creature entered the trap's space. If you take 1 minute to set a simple trap, treat it like a complex trap.

Complex Traps

It takes 1 minute to set a complex trap, which lasts up to 8 hours before deactivating. You can reactivate a complex trap as an action within 1 hour of its deactivation; otherwise, it disappears.

You can create a number of traps equal to your Intelligence modifier (minimum 1); you cannot have more active traps than this. You regain all expended uses when you finish a short or long rest.

Research League (Level 3)

Your research habits grant you entry into an acclaimed league of zoologists specializing in a particular field, from the list of available options. Your choice grants you features at 3rd level and again at 5th, 11th, 14th, and 18th level.

Tranquilizer (Level 3)

You can distill the sedative from your tranquilizer trap and use it to coat weapons like a poison. If you hit a creature with a weapon coated in the sedative, it makes a Constitution saving throw against your bestiary save DC. If it fails, its movement is cut in half and it can't take reactions until the end of its next turn. If the target fails by 5 or more, it is restrained and incapacitated until the end of its next turn.

You can distill a number of doses of sedative equal to your Intelligence modifier (minimum 1) over 1 minute. You regain all expended uses when you finish a long rest.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat at any of these levels.

Research League Feature (Level 5)

At 5th level, you gain a feature from your Research League.

Improved Loyalty (Level 5)

Your time with your guardian beast spirit has increased its devotion to you. It gains the Multiattack benefit below, and it gains an additional benefit below when you reach 10th and 15th level in this class.

Multiattack (5th level)

The beast becomes a better guardian. When you command it to take the Attack action, it can make two attacks.

Living Vessel (10th level)

The beast gains the ability to attune to 1 magic item. The item must grant a passive effect. During the attunement process, the beast magically absorbs the item into its body. If the beast's attunement ends, the item reappears next to it.

While attuned, the beast gains the passive magical properties of the item (such as +1 to attack and damage from a dagger of venom, but not its poison effect).

Unbound Form (15th level)

The beast reveals its true form. Choose one of the options below; the beast gains the benefit. You can change your selection each time you gain a level in this class.

Wings

The beast grows a pair of wings; it gains a flying speed of 40 feet (or increases its flying speed if it has one).

Third Eye

The beast unveils a mystical third eye. It can attune to 2 magic items.

Field Research Improvement (Level 6)

Migration Patterns (6th level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Smuggler (Level 7)

Traveling with animals is not always convenient, but your resourcefulness is unmatched. You have seen how those with familiars can dismiss their pets and have made the technique your own. As an action, you can send your guardian beast to a pocket dimension, where it awaits your summons for up to 1 hour. It is unconscious while there, but rests peacefully; it gains the benefits of a short rest if it spends the full hour there. You can recall the beast as an action. When you do, or if the hour expires, the beast appears in an unoccupied space next to you (your choice).

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat at any of these levels.

Hunting Blind (Level 9)

To facilitate your research in even the most dangerous areas, you learn new ways to conceal your presence. When you use your Smuggler feature, you can also cast rope trick without expending a spell slot or material components.

Field Research Improvement (Level 10)

Part of the Pack (10th level)

Your study of wild animals has given you keen insight into how they cooperate to bring down their prey. Your guardian beast gains advantage on attacks if you are within 10 feet of its target.

Additionally, attacks against you are made with disadvantage if the attacking creature is within 5 feet of your guardian beast.

Improved Loyalty (Level 10)

Living Vessel

The beast gains the ability to attune to 1 magic item. The item must grant a passive effect. During the attunement process, the beast magically absorbs the item into its body. If the beast's attunement ends, the item reappears next to it.

While attuned, the beast gains the passive magical properties of the item (such as +1 to attack and damage from a dagger of venom, but not its poison effect).

Research League Feature (Level 11)

At 11th level, you gain a feature from your Research League.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat at any of these levels.

Wild Surge (Level 13)

Your guardian beast continues to benefit from your experiences. As an action, you can command the beast to grow larger. Its size doubles in all dimensions and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for it to double its size, it attains the maximum possible size in the space available. Its natural weapons deal 1d4 extra damage.

The beast can maintain this size for a number of hours equal to your zoologist level, all at once or in several bursts, each one using a minimum of 1 hour from the duration. You can give another command for it to return to its normal size. The duration fully refreshes when you finish a long rest.

Research League Feature (Level 14)

At 14th level, you gain a feature from your Research League.

Field-Hardened (Level 15)

Your time exploring the wilds has toughened you. You gain proficiency in Constitution saving throws.

Improved Loyalty (Level 15)

Unbound Form (15th level)

The beast reveals its true form. Choose one of the options below; the beast gains the benefit. You can change your selection each time you gain a level in this class.

Wings

The beast grows a pair of wings; it gains a flying speed of 40 feet (or increases its flying speed if it has one).

Third Eye

The beast unveils a mystical third eye. It can attune to 2 magic items.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat at any of these levels.

Stampede (Level 17)

When cornered, you're as ferocious as a wild animal. As an action, you can expend a use of your Smuggler feature to unleash a stampede. Magical echoes of the various creatures you and other zoologists have sent to that pocket dimension rush from you in a 60-foot cone. Each creature in the area must make a Dexterity saving throw against your bestiary save DC. A creature takes 8d10 force damage on a failed save, or half as much damage on a successful one.

Research League Feature (Level 18)

At 18th level, you gain a feature from your Research League.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat at any of these levels.

Wildlife Preserve (Level 20)

You are the ultimate creature conservationist. You can create an area around you to defend and protect creatures you care about. As an action, you manifest a 30-foot aura for 1 minute which grants the following benefits to any creatures you choose:

  • They regain the maximum number of hit points possible from any healing and automatically stabilize if they are reduced to 0 hit points.

  • Attacks against them have disadvantage.

  • They gain resistance to all damage if they are beasts or dragons.

Once you use this feature, you can't use it again until you finish a long rest.

Multiklassen

Multiklasse-vereisten

{"int":13}

Verworven Vaardigheden

Armor light , medium
Skills Choose Kies 1 van Animal Handling, Arcana, Athletics, Investigation, Medicine, Nature, Perception, Stealth, Survival
Weapons nets , whips

Subklasses

League of Beastkin
ZL
League of Dracologists
ZL
League of Tamers
ZL
League of Veterinarians
ZL

Subklasse-eigenschappen

League of Beastkin

League of Beastkin (Level 3)

These zoologists aren't satisfied to study creatures from a distance; their goal is often to become like the beasts they love. A Beastkin learns to alter their body, often manifesting monstrous features and powers . They are inspired by the magical beasts that accompany them on their journeys and many never adopt a single enhanced form, instead preferring to alter themselves repeatedly throughout their travels.

Beast Soul

Your first experiment with changing your form is the simplest. As a bonus action, choose one of the options below; you gain the associated benefits for 1 hour. You determine the extent of your physical changes, but you remain humanoid.

While transformed, you have a natural weapon (NW) and attack and damage type appropriate to your form (bludgeoning/b, piercing/p, or slashing/s): bite/p, claw/s, gore/p, hoof/b, maul/s, slam/b, shred/s, sting/p, or tail slap/b.

NW attack bonus

NW damage

You revert to your normal form if you are reduced to 0 hp or if you use a bonus action to end the transformation. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Agile Beast

Whenever you make a Dexterity check or saving throw, you gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).

Strong Beast

Whenever you make a Strength check or saving throw, you gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).

Tough Beast

Whenever you make a Constitution check or saving throw, you gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).

Advanced Beast Soul (Level 5)

Your NWs count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you use Beast Soul, choose one of these additional options; you gain its benefits as well.

Dauntless Beast

Your AC increases by 2.

Enduring Beast

Your current and maximum hit points increase by 2 per zoologist level.

Venomous Beast

Your NWs deal 1d6 extra poison damage.

Extra Attack (Level 11)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Hybrid Soul (Level 14)

Your transformations are no longer restricted to the humanoid shape. When you use Beast Soul, choose one of these additional options; you gain its benefits as well.

Centaur

Your lower half is a quadruped while your torso remains humanoid. Your speed increases by 10 feet, your size increases to Large, and your NWs deal an extra 1d4 damage. You can be ridden as a mount. Gear on your lower half merges with you; you gain no benefits from it.

Merfolk

Your lower half becomes an aquatic tail. Your walking speed becomes 5, your swim speed becomes 60, and you can breathe underwater. You are immune to the charmed condition. Gear on your lower half merges with you; you gain no benefits from it.

Tentacles

You grow 2 prehensile tentacles. When you hit a creature with your NW, you can attempt to grapple it with your tentacles. If it is already grappled by you, you can deal an extra 1d6 bludgeoning damage instead.

Wings

You grow wings and gain a flying speed equal to your walking speed.

Monster Soul (Level 18)

You have learned to embody the extraordinary abilities of powerful creatures. When you use Beast Soul, choose one of these additional options; you gain its benefits as well.

You can use the ability this feature grants a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses when you finish a long rest.

Chilling Gaze

As an action, choose one creature you can see within 30 feet; if it can see you, it must succeed on a Constitution saving throw against your bestiary save DC or take 3d6 cold damage and then be paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sleep Breath

As an action, exhale sleep gas in a 15-foot cone. Each creature in that area must make a Wisdom saving throw against your bestiary save DC. If it fails, it falls unconscious for 1 minute. It awakens if it takes damage or someone uses an action to wake it.

Stench

As an action, release a foul-smelling liquid in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your bestiary save DC. If it fails, it is coated in the liquid. A coated creature is poisoned for 1 minute, and creatures other than you and your guardian beast are poisoned while within 5 feet of it.

Stone Touch

When you hit a creature with your NW, you can choose to have it make a Constitution saving throw against your bestiary save DC. If it fails, it begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 minute.

League of Dracologists

League of Dracologists (Level 3)

Dracologists specialize in the study of one creature: dragons. Their interest ranges from passion to obsession and they tend to attract guardian beasts who are equally invested. Most will happily study chromatic and metallic dragons alike. Mounted knights and holy saints aside, when there's a dragon on the loose, there's no one better to call than a Dracologist.

Inspired by Dragons

Your fascination with dragons inspires your guardian beast. When you summon it, it now uses the Drake Companion stat block. It is otherwise a normal guardian beast.

In addition, if you can't already, you learn to speak, read, and write Draconic.

Draconic Heritage (Level 5)

The drake's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, the drake gains blindsight with a range of 10 feet. Its darkvision extends to 120 feet.

Advanced Dracology (Level 11)

Your continued study of dragons has allowed the drake to enhance its draconic form and share some of its power with you. You and the drake gain the following benefits:

  • While the drake is summoned, you gain resistance to the damage type chosen for the drake's Draconic Essence.

  • Choose one of the following each time you summon the drake: it gains a swimming speed of 40 feet and can breathe both air and water, or it grows wings and gains a flying speed of 40 feet.

  • The drake's bite attack deals an extra 1d8 damage of the type chosen for its Draconic Essence.

Erupting Power (Level 14)

Your observations have unlocked the secrets of a dragon's most iconic ability; the drake gains the following action:

Breath Weapon (Recharge 5-6)

The drake exhales a 30-foot cone of damaging breath; its Draconic Essence determines the damage type. Each creature in the cone must make a Dexterity saving throw (Constitution for poison damage) against your bestiary save DC, taking 8d8 damage on a failed save, or half as much damage on a successful one.

Embody the Dragon (Level 18)

Dragons are more than just fangs and scales; the drake has learned to embody their true majesty. It gains a new action and reaction and you gain a new passive effect

(Action) Frightful Presence)

Each creature of the drake's choice that is within 120 feet of the drake and aware of it must succeed on a Wisdom saving throw against your bestiary save DC or become 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 drake's Frightful Presence for the next 24 hours.

(Reaction) Shielding Scales

When the drake or a creature it can see within 30 feet takes damage, the drake can use its reaction to give the target resistance to that instance of damage.

(Passive) Inured

You have advantage on all saving throws against dragons.

League of Tamers

League of Tamers (Level 3)

Zoologists who devote their time to taming the most exotic beasts love to share tales of their travels and discuss the wildest creatures they've seen—including their guardian beasts. Fierce allies in combat, their beasts blend traits from multiple creatures to enhance their prowess and better protect their trainers. While Tamers readily send them into deadly combat, they never do so recklessly and are often the most devoted to their companions of all zoologists.

Adaptive Evolution

Your guardian beast learns to alter its form to mimic more exotic beasts. Choose one of the evolution options[...]; your companion gains the associated benefit.

If an evolution has a level prerequisite, you must meet that zoologist level to choose it. You can choose the evolution at the same time that you meet its prerequisites.

You can take each evolution only once, unless its description says otherwise. When you gain a zoologist level, you can replace one of the evolutions you know with another evolution you could learn at that level.

Magical Beast (Level 5)

Your guardian beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Choose an additional evolution; the beast gains its benefits.

Relentless Guardian (Level 11)

Your guardian beast can make an attack as a bonus action.

Choose an additional evolution; the beast gains its benefits.

Beneficial Bond (Level 14)

Your guardian beast can use a bonus action to share one of its evolutions with you for 1 minute. Once it uses this feature, it can't do so again until it finishes a short or long rest.

Choose an additional evolution; the beast gains its benefits.

Evolved Guardian (Level 18)

When the beast is within 30 feet of you and you are hit with an attack, the beast can use its reaction to magically trade places with you. The attack resolves against the beast instead of you. The beast's speed is 0 until the end of its next turn.

Choose an additional evolution; the beast gains its benefits.

League of Veterinarians

League of Veterinarians (Level 3)

At some point, every zoologist finds themselves in need of medical aid—for themselves, their companions, or the creatures they study. Veterinarians take up this need as their primary calling. As with many zoologist skills, their knowledge of the healing arts is both physical and magical. Their knowledge was originally learned from druids, but they have since taken it and made the field their own. The League welcomes any who would devote their lives to healing the animals of the wild.

Rejuvenating Touch

Specializing has taught you new healing techniques. When you use First Aid, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of First Aid, expending hit points separately for each one.

Tell Me Where It Hurts

Your skill has given you an uncanny knack for working with your preferred patients. You can cast speak with animals at will without expending a spell slot.

Dedicated Medic (Level 5)

Your dedication to the healing arts has greatly expanded your abilities. You gain the following benefits:

  • You can use First Aid on any creature you can touch.

  • Your pool of healing is equal to your zoologist level x 10.

  • You can use Rejuvenating Touch to end a condition affecting the target (blinded, deafened, paralyzed, or poisoned), just like curing a disease or neutralizing poison.

Parasitic Healing (Level 11)

Your experience with manipulating life force to heal has taught your guardian beast how to do it, too. When the beast hits a creature with an attack, it can choose to siphon life force from the creature. The beast gains a number of temporary hit points equal to the damage done.

The beast can use this feature twice, and regains all expended uses when it finishes a short or long rest.

Good Karma (Level 14)

When you use First Aid to restore hit points to another creature, you gain that number of temporary hit points, up to your zoologist level.

If you use Rejuvenating Touch on another creature and you are suffering from any of the same effects you remove, you remove them from yourself at the same time for free.

Caduceus (Level 18)

You can cast revivify without expending a spell slot or material components. You must finish a long rest before you can use this feature again.