Houndmaster
Subclass features
Houndmaster
Level 3Cross-Compatible Subclass: This subclass originates from the Vagabond class
Note that cross-compatible subclasses might be stronger or weaker than other subclasses.
The GM decides if a subclass should be cross-compatible in your campaign.
Travel the Land with a Good Dog at Your Side
Stretching ever onward, the road is grueling and unforgiving. But, as Houndmasters know, it need not be lonely. A single dog, mankind's most loyal companion, can make all the difference in the world. Houndmasters are never found without their dogs, who both serve as inseparable companions and fearsome defenders as the need arises.
Faithful Hound
Your loyal hound is always at your side. It uses the Hound stat block and the following rules.
The Hound in Combat
In combat, your hound 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 to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the hound acts on its own and isn't limited to the Dodge action.
The Hound Dropping to 0 Hit Points
If the hound drops to 0 Hit Points, it has the Unconscious condition until you finish a Long Rest or it regains any Hit Points. When you finish a Short or Long Rest, it regains all of its Hit Points and loses this condition. See the sidebar "Does the Dog Die?" for information about losing or replacing your hound.
[stat block: Hound]
Sick 'Em! [Maneuver]
As a Bonus Action, you can expend one Battle Die to command your hound to attack a creature you can see within 40 feet of it. The hound moves up to its Speed without provoking Opportunity Attacks and makes one Bite attack against the target, adding the Battle Die to its attack and damage roll.
Hound's Instincts
Level 6Your dog has a sixth sense for danger.
Blindsight
The hound has Blindsight with a range of 30 feet.
Supernatural Scent
The hound can sense if a creature is possessed, magically disguised, or shape-shifted.
Loyal Redirection
Level 10When a creature you can see hits your hound while it is within 5 feet of yourself with an attack roll, you can take a Reaction to force the attack to hit you instead. Alternatively, your hound can take a Reaction to use this feature to cause an attack that hits you to hit it instead.
Old Dog, New Tricks
Level 14Your dog has learned how to perform dangerous combat maneuvers.
Battle Dice
Your hound has two battle dice, which are d10s. A battle die is expended when your hound uses it. It regains all of its expended battle dice when it finishes a short or long rest, or when it rolls initiative.
Maneuvers
Your dog knows two of your maneuvers that don't have a prerequisite. The hound's Bite counts as using a Melee weapon for the purpose of maneuvers.
Saving Throws
If a maneuver requires a saving throw, it uses your Maneuver save DC.
Raw data
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"className": "Captain",
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"subclassFeatures": [
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{
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"entries": [
"{@color {@style Cross-Compatible Subclass: This subclass originates from the {@color {@class Vagabond|ValdaSpire24Extras}|63A7A0} class|small-caps; large; bold}|e40707}",
"{@color {@style Note that cross-compatible subclasses might be stronger or weaker than other subclasses.|small-caps; large; bold}|e40707}",
"{@color {@style The GM decides if a subclass should be cross-compatible in your campaign.|small-caps; large; bold}|e40707}"
]
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"{@b Level 3: Faithful Hound.} The Hound is your Cohort and uses the rules in the Cohort feature. The Hound uses your Charisma modifier for attack and damage rolls. The Hound also has the Martial Excellence trait.",
"{@b Level 5: Martial Excellence.} The hound has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13."
]
},
"{@i Travel the Land with a Good Dog at Your Side}",
"Stretching ever onward, the road is grueling and unforgiving. But, as Houndmasters know, it need not be lonely. A single dog, mankind's most loyal companion, can make all the difference in the world. Houndmasters are never found without their dogs, who both serve as inseparable companions and fearsome defenders as the need arises.",
{
"name": "Faithful Hound",
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"Your loyal hound is always at your side. It uses the Hound stat block and the following rules.",
{
"name": "The Hound in Combat",
"type": "entries",
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"In combat, your hound acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. If you have the {@condition Incapacitated|XPHB} condition, the hound acts on its own and isn't limited to the {@action Dodge|XPHB} action."
]
},
{
"name": "The Hound Dropping to 0 Hit Points",
"type": "entries",
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"If the hound drops to 0 {@variantrule Hit Points|XPHB}, it has the {@condition Unconscious|XPHB} condition until you finish a {@variantrule Long Rest|XPHB} or it regains any {@variantrule Hit Points|XPHB}. When you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, it regains all of its {@variantrule Hit Points|XPHB} and loses this condition. See the sidebar \"Does the Dog Die?\" for information about losing or replacing your hound."
]
},
{
"name": "Does the Dog Die?",
"type": "inset",
"entries": [
"Your hound isn't just a minion to be sacrificed in combat. It's your most loyal companion and an integral component of your playstyle. Therefore, discuss with your GM how to handle losing your dog. It might be narratively impossible to lose your dog. Or the kidnapping or death of your dog might represent a pivotal moment in your story. You may even want to adopt another subclass, such as Adrenaline Junkie, during your dog's absence."
]
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"name": "Sick 'Em! [Maneuver]",
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"As a {@variantrule Bonus Action|XPHB}, you can expend one Battle Die to command your hound to attack a creature you can see within 40 feet of it. The hound moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and makes one Bite attack against the target, adding the Battle Die to its attack and damage roll."
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"While you are {@status Bloodied|XPHB}, your hound has {@variantrule Advantage|XPHB} on attack rolls."
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"Your dog has a sixth sense for danger.",
{
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"The hound has {@sense Blindsight|XPHB} with a range of 30 feet."
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"The hound can sense if a creature is possessed, magically disguised, or shape-shifted."
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"When a creature you can see hits your hound while it is within 5 feet of yourself with an attack roll, you can take a {@variantrule Reaction|XPHB} to force the attack to hit you instead. Alternatively, your hound can take a {@variantrule Reaction|XPHB} to use this feature to cause an attack that hits you to hit it instead."
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"Your dog has learned how to perform dangerous combat maneuvers.",
{
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"Your hound has two battle dice, which are d10s. A battle die is expended when your hound uses it. It regains all of its expended battle dice when it finishes a short or long rest, or when it rolls initiative."
]
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"Your dog knows two of your maneuvers that don't have a prerequisite. The hound's Bite counts as using a Melee weapon for the purpose of maneuvers."
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"If a maneuver requires a saving throw, it uses your Maneuver save DC."
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