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"Houndmaster" Fighter
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<blockquote data-quote="Laurefindel" data-source="post: 7992516" data-attributes="member: 67296"><p>That's how I wished the ranger's animal companion had been designed; not so much as an extra fighter but as a mobile mechanics giving PCs a variety of different options. It isn't far from what I'd like it to be, but I know I'm in a minority as to what I think the animal companion should be. But I digress...</p><p></p><p>5e proposes many models to take after. If anything, it's one of the annoying things about 5e PC-controlled animals; between familiar, mounts from find steed and phantom steed, summoned creatures, animal companions, there are way to many models.</p><p></p><ul> <li data-xf-list-type="ul">There's the familiar approach - low hp, acts on its own on its own initiative count, provides limited battlefield control and a cheap way for the character to gain the help action. Very fragile but easily replaceable.</li> <li data-xf-list-type="ul">There is the PHB beastmaster approach - higher hp, requires you to use your action to command, acts on your initiative count, can make an attack as one of your own when you take the attack action. Better at battlefield control (leave it next to a baddy, let it use default dodge action, have it make an AoO if the baddy moves). Unfortunately, it doesn't have enough hp and is too hard to replace to do that consistently.</li> <li data-xf-list-type="ul">There is the revised beastmaster approach - animal is basically an extra (weaker) PC controlled by you.</li> <li data-xf-list-type="ul">There is the revised revised beastmaster approach (which is like the Artificer's steel defender IIRC) - a tad more hp that the PHB version and easier to replace, uses your bonus action to command, acts on your initiative count, otherwise similar to PHB version in capacity. The fact that it acts after you reduces the situations of abuse.</li> </ul><p></p><p>It seems that you are aiming for a mastiff as an extension of the character more than as an extra PC. So PHB beastmaster and Eberron Battle Smith's steel defender models work best. Commanding the mastiff as an action conflicts with the fighter's advantage at higher level, that is, having 3 or 4 attacks when taking the Attack action. Therefore, I'd suggest to explore the steel defender approach.</p><p></p><p>Let's see what it could look like:</p><ul> <li data-xf-list-type="ul">3rd level: Gain mastiff. Copy steel defenders stats, use mastiff from PHB as a base (page 307), or make you own stat block. Stats increase with PC's proficiency bonus. Acts on PC's initiative after PC. Use your bonus action to command an action such as attack or help; otherwise takes dodge. Select one or two tricks from a list (trip on a hit, gain pack tactics, grant help when it attacks, make extra attack when pounces and trips, gains mobility, gains disadvantage on AoO against it, gains advantage on AoO against enemies, gains evasion, barks at invisible creatures it can smell, etc).</li> <li data-xf-list-type="ul">7th: Mastiff can now make an attack using one of your own attacks. Mastiff can now use Dash, Disengage, or Help when not given a command. Select a new trick.</li> <li data-xf-list-type="ul">10th: When mastiff is reduced to 0 hp, it drops to 1 hp instead. Select a new trick.</li> <li data-xf-list-type="ul">15th: When you use second wind, your mastiff heals too. Select a new trick.</li> <li data-xf-list-type="ul">18th: When you take action surge, the mastiff takes another round too. Select a new trick.</li> </ul><p></p><p>That's just from the top of my head; it would need (a lot) of polishing, but that's the way I'd go.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7992516, member: 67296"] That's how I wished the ranger's animal companion had been designed; not so much as an extra fighter but as a mobile mechanics giving PCs a variety of different options. It isn't far from what I'd like it to be, but I know I'm in a minority as to what I think the animal companion should be. But I digress... 5e proposes many models to take after. If anything, it's one of the annoying things about 5e PC-controlled animals; between familiar, mounts from find steed and phantom steed, summoned creatures, animal companions, there are way to many models. [LIST] [*]There's the familiar approach - low hp, acts on its own on its own initiative count, provides limited battlefield control and a cheap way for the character to gain the help action. Very fragile but easily replaceable. [*]There is the PHB beastmaster approach - higher hp, requires you to use your action to command, acts on your initiative count, can make an attack as one of your own when you take the attack action. Better at battlefield control (leave it next to a baddy, let it use default dodge action, have it make an AoO if the baddy moves). Unfortunately, it doesn't have enough hp and is too hard to replace to do that consistently. [*]There is the revised beastmaster approach - animal is basically an extra (weaker) PC controlled by you. [*]There is the revised revised beastmaster approach (which is like the Artificer's steel defender IIRC) - a tad more hp that the PHB version and easier to replace, uses your bonus action to command, acts on your initiative count, otherwise similar to PHB version in capacity. The fact that it acts after you reduces the situations of abuse. [/LIST] It seems that you are aiming for a mastiff as an extension of the character more than as an extra PC. So PHB beastmaster and Eberron Battle Smith's steel defender models work best. Commanding the mastiff as an action conflicts with the fighter's advantage at higher level, that is, having 3 or 4 attacks when taking the Attack action. Therefore, I'd suggest to explore the steel defender approach. Let's see what it could look like: [LIST] [*]3rd level: Gain mastiff. Copy steel defenders stats, use mastiff from PHB as a base (page 307), or make you own stat block. Stats increase with PC's proficiency bonus. Acts on PC's initiative after PC. Use your bonus action to command an action such as attack or help; otherwise takes dodge. Select one or two tricks from a list (trip on a hit, gain pack tactics, grant help when it attacks, make extra attack when pounces and trips, gains mobility, gains disadvantage on AoO against it, gains advantage on AoO against enemies, gains evasion, barks at invisible creatures it can smell, etc). [*]7th: Mastiff can now make an attack using one of your own attacks. Mastiff can now use Dash, Disengage, or Help when not given a command. Select a new trick. [*]10th: When mastiff is reduced to 0 hp, it drops to 1 hp instead. Select a new trick. [*]15th: When you use second wind, your mastiff heals too. Select a new trick. [*]18th: When you take action surge, the mastiff takes another round too. Select a new trick. [/LIST] That's just from the top of my head; it would need (a lot) of polishing, but that's the way I'd go. [/QUOTE]
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