Hawk Diesel
Adventurer
So I have to give credit to [MENTION=284]Caliban[/MENTION] for putting me on this path. I've always loved Eberron and the Halfling Barbarians that travel the Talenta Plains. This is an attempt to bring the archetype into 5e. I'll work on fluff text later, but right now I really wanna get the mechanics out and make sure they work.
Talenta Dino Rider
Bonded Dinosaur
As a member of the Talenta Dino Riders, you were given a dinosaur egg as a child. Caring for and nurturing this egg was a rite of passage into adulthood. When it hatched, you were considered a Pyode Kv'var-de which means "near-adult" or "soft hunter." As you grew, your dinosaur grew. It watched you, learned from you, and you from it. And now, it has finally reached maturity. By raising and caring for your dinosaur, and training it to be a great hunter, you have earned your place within the tribe as a Yeyin Sain'ja, or "Brave Hunter." You and your dinosaur are as one.
At 3rd level, you gain a dinosaur companion. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your companion begins with the following statistics:
Dinosaur
Medium or Large Beast
Speed 50 ft.
Hit Points 18 (3d8 + 3)
Armor Class 13
STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)
Senses Darkvision 60'
Languages Cannot speak, but understands any languages of its master
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
In addition, your Dinosaur is proficient in all savings throws, and you may choose 2 proficiencies out of the following skills for your dinosaur to be proficient: Athletics, Acrobatics, Perception, Stealth, Survival.
Your dinosaur has abilities and game statistics determined in part by your level. Your dinosaur uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your dinosaur also adds its proficiency bonus to its AC (if it is wearing no armor/barding. Otherwise, use whichever AC is higher) and to its damage rolls (both already included in statistics above).
For each barbarian level you gain after 3rd, your dinosaur gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your dinosaur’s abilities also improve. Your dinosaur can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dinosaur can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your dinosaur shares your alignment.
If your dinosaur dies, your bond causes its body to flash, leaving behind an egg in a pile of ash. The egg hatches into a hatchling dinosaur after a long rest. You bond is such that the hatchling magically grows much more quickly than normal, requiring only a week to reach maturity. Until your dinosaur reaches maturity, you must protect and nurture it, preventing it from being of use in combat.
Gahn'tha-cte Kujhade, or Ruthless Destroyer
At 6th level, Talenta Warriors learn to take on foes much larger than their size. If you are small, you are able to use Heavy weapons without penalty. In addition, you are considered one size category bigger for the purposes of grapple.
Nracha-dte Vor'mekta, or Relentless Stalker
Talenta Dino Riders are extremely capable at mounted combat. At 10th level, mounting and dismounting your dinosaur only costs 5' of movement. Also, as long as you are conscious, you cannot be knocked off your dinosaur.
N'yaka-de Paya, or True Master
You and your dinosaur truly act as a single being. Beginning at 14th level, whenever you enter rage, your dinosaur also gains the benefits of rage.
OPTIONAL RULES
In the interest of making this a bit interesting (ie customizing your dinosaur), whenever your dinosaur would normally gain a stat bump, you could instead take a Dinosaur Feat from the choices below:
Natural Armor
Your dinosaur gains armor plating, giving it a +2 to Armor Class.
Poison Spittle
Your dinosaur gains a spit attack that has a chance to temporarily blind an opponent. The dinosaur chooses a target within 30'. The target must make a Con Save (8 + Proficiency Bonus + Constitution Bonus) or be blinded. The target may make a new save at the end of each turn, ending the condition on a success. The dinosaur can use this ability once per long rest.
Multiattack
Prerequisite: Dinosaur must have a score of at least 16 in Strength or Dexterity
Your dinosaur can make two claw attacks when it takes the attack action.
Fly
Prerequisite: Dinosaur must have a score of at least 14 in Strength or Dexterity
Your dinosaur gains a fly speed equal to its walking speed. The dinosaur can carry you when flying as long as you are wearing armor no heavier than medium.
Quick Reflexes
Prerequisite: Dinosaur must have a score of at least 14 in Dexterity
Your dinosaur can react to danger. As a reaction whenever it takes damage, it can reduce the damage by half.
Powerful Jaws
Your dinosaur has instead mastered its jaws as a powerful weapon. As an action your dinosaur can make a bite attack that deals 1d8+strength piercing damage. If it hits with its bite attack, it can attempt a grapple as a bonus action.
Dinosaur Fortitude
Your dinosaur's maximum hit points increases +2 for each hit dice it possess. Anytime it gains new hit dice, it adds an additional +2 to its maximum hit points.
Superior Senses
Your dinosaurs senses sharpen as it grows as a hunter. Choose sight, hearing, or smell. Your dinosaur's proficiency bonus is doubled for Perception (Wisdom) checks involving that sense. May be taken multiple times, choosing a new sense each time.
Camouflage
Your dinosaur has mastered the ability to change the color of its skin to match its surroundings. Your proficiency bonus is doubled whenever making a Stealth (Dexterity) check.
Talenta Dino Rider
Bonded Dinosaur
As a member of the Talenta Dino Riders, you were given a dinosaur egg as a child. Caring for and nurturing this egg was a rite of passage into adulthood. When it hatched, you were considered a Pyode Kv'var-de which means "near-adult" or "soft hunter." As you grew, your dinosaur grew. It watched you, learned from you, and you from it. And now, it has finally reached maturity. By raising and caring for your dinosaur, and training it to be a great hunter, you have earned your place within the tribe as a Yeyin Sain'ja, or "Brave Hunter." You and your dinosaur are as one.
At 3rd level, you gain a dinosaur companion. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your companion begins with the following statistics:
Dinosaur
Medium or Large Beast
Speed 50 ft.
Hit Points 18 (3d8 + 3)
Armor Class 13
STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)
Senses Darkvision 60'
Languages Cannot speak, but understands any languages of its master
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
In addition, your Dinosaur is proficient in all savings throws, and you may choose 2 proficiencies out of the following skills for your dinosaur to be proficient: Athletics, Acrobatics, Perception, Stealth, Survival.
Your dinosaur has abilities and game statistics determined in part by your level. Your dinosaur uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your dinosaur also adds its proficiency bonus to its AC (if it is wearing no armor/barding. Otherwise, use whichever AC is higher) and to its damage rolls (both already included in statistics above).
For each barbarian level you gain after 3rd, your dinosaur gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your dinosaur’s abilities also improve. Your dinosaur can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dinosaur can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your dinosaur shares your alignment.
If your dinosaur dies, your bond causes its body to flash, leaving behind an egg in a pile of ash. The egg hatches into a hatchling dinosaur after a long rest. You bond is such that the hatchling magically grows much more quickly than normal, requiring only a week to reach maturity. Until your dinosaur reaches maturity, you must protect and nurture it, preventing it from being of use in combat.
Gahn'tha-cte Kujhade, or Ruthless Destroyer
At 6th level, Talenta Warriors learn to take on foes much larger than their size. If you are small, you are able to use Heavy weapons without penalty. In addition, you are considered one size category bigger for the purposes of grapple.
Nracha-dte Vor'mekta, or Relentless Stalker
Talenta Dino Riders are extremely capable at mounted combat. At 10th level, mounting and dismounting your dinosaur only costs 5' of movement. Also, as long as you are conscious, you cannot be knocked off your dinosaur.
N'yaka-de Paya, or True Master
You and your dinosaur truly act as a single being. Beginning at 14th level, whenever you enter rage, your dinosaur also gains the benefits of rage.
OPTIONAL RULES
In the interest of making this a bit interesting (ie customizing your dinosaur), whenever your dinosaur would normally gain a stat bump, you could instead take a Dinosaur Feat from the choices below:
Natural Armor
Your dinosaur gains armor plating, giving it a +2 to Armor Class.
Poison Spittle
Your dinosaur gains a spit attack that has a chance to temporarily blind an opponent. The dinosaur chooses a target within 30'. The target must make a Con Save (8 + Proficiency Bonus + Constitution Bonus) or be blinded. The target may make a new save at the end of each turn, ending the condition on a success. The dinosaur can use this ability once per long rest.
Multiattack
Prerequisite: Dinosaur must have a score of at least 16 in Strength or Dexterity
Your dinosaur can make two claw attacks when it takes the attack action.
Fly
Prerequisite: Dinosaur must have a score of at least 14 in Strength or Dexterity
Your dinosaur gains a fly speed equal to its walking speed. The dinosaur can carry you when flying as long as you are wearing armor no heavier than medium.
Quick Reflexes
Prerequisite: Dinosaur must have a score of at least 14 in Dexterity
Your dinosaur can react to danger. As a reaction whenever it takes damage, it can reduce the damage by half.
Powerful Jaws
Your dinosaur has instead mastered its jaws as a powerful weapon. As an action your dinosaur can make a bite attack that deals 1d8+strength piercing damage. If it hits with its bite attack, it can attempt a grapple as a bonus action.
Dinosaur Fortitude
Your dinosaur's maximum hit points increases +2 for each hit dice it possess. Anytime it gains new hit dice, it adds an additional +2 to its maximum hit points.
Superior Senses
Your dinosaurs senses sharpen as it grows as a hunter. Choose sight, hearing, or smell. Your dinosaur's proficiency bonus is doubled for Perception (Wisdom) checks involving that sense. May be taken multiple times, choosing a new sense each time.
Camouflage
Your dinosaur has mastered the ability to change the color of its skin to match its surroundings. Your proficiency bonus is doubled whenever making a Stealth (Dexterity) check.
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