Dog Handler¶
Proficiencies gained:
- Level 1 training in Weapon Proficiency Training: Sub Machine Guns, Shotguns.
- Save Training Level 1 in Intelligence Saves.
- One level of training in Animal Handling and Investigation.
- Handler's Kit (Tools) - the K9 handler's bundle of short working lead, long tracking line, tactical harness and muzzle, bite sleeve, clicker and whistle, remote e-collar, reward pouch, and canine IFAK. Proficiency covers obedience and agitation work, scent-discrimination drills, silent hand and whistle signals, reading your dog's alerts, and field-treating canine injuries.
Man's Best Friend (3rd)¶
Gain a Level 1 Military war dog. Choose the Tracking Dog or the Attack Dog (stat blocks below). The dog takes its turn on your initiative but doesn't act unless commanded. You can verbally command it to move (no action). Use your action to command Attack, Dash, Disengage, Dodge, or Help. Once you have Extra Attack, you may substitute a dog's attack for one or all of your attacks. War dogs follow triage healing rules naturally. If it dies, you may request another by command. See Triage Code.
War Dog Training (7th)¶
If you have been with your dog more than a number of days equal to your level, the dog gains 2 traits from the list below. 3 at 10th, 4 at 15th, 5 total at 18th. Some can be taken multiple times.
- Choose one melee weapon attack the companion can make; increase its damage by 1 die. Max twice.
- +proficiency bonus to hit with melee attacks. Max once.
- +proficiency bonus on all saves. Max once.
- +proficiency bonus on all skill and ability checks. Max once.
- +1 to choice of STR, DEX, CON, or WIS (max 18).
- Gain Evasion. Max once.
- +2 AC. Max once.
- Multi-attack (2), may be taken twice for (3) total.
- Resistance to choice of Piercing, Slashing, Force, or Bludgeoning. Max 3 times.
- +1 HP per operator level. Max twice.
Specialization (10th)¶
Choose one of the following specializations.
Tactical Handler¶
Bonus action to command the dog to make one attack, Dash, Disengage, Dodge, or perform a special attack:
- Leap Attack: Move up to half movement, then 1 melee attack.
- Take Down: Grapple one target; on success target is prone and grappled.
- Defend Your Master: Move up to half movement; must end within 5 ft of you. All enemy attacks on you this turn have disadvantage.
Kennel Master¶
You gain a second war dog of your choice. It starts with 2 War Dog Training traits (see the 7th-level list) and gains additional traits on the same schedule as your first dog. Both dogs act on your initiative, but only one may receive a bonus-action command per turn. At 18th level, your Master Handler feature applies to this second dog (bringing it to 6 traits) rather than granting a third dog.
Veteran War Dog (15th)¶
Your dog gains 1 more War Dog Training trait (4 total).
Master Handler (18th)¶
Gain a second War Dog of your choice with 6 War Dog Training traits. If you chose Kennel Master at 10th, your existing second dog matures to 6 traits instead. When you command one dog to take an action, the other may take the same (or an equivalent) action.
Tracking Dog¶
Small (Labrador Black, Brown, or Yellow)
| AC | HP | Speed |
|---|---|---|
| 12 | 20 | 40 ft |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 10 (+0) | 3 (-3) | 16 (+3) | 8 (-1) |
- Skills: Acrobatics +2, Athletics +2, Perception +5, Stealth +4
- Condition Immunities: None
- Senses: Passive Perception 13
- Languages: None
- Challenge: ¼
Keen Hearing and Smell. Advantage on Wisdom (Perception) checks relying on hearing or smell.
Trained Tracker (Focus). Pick a Tracking Focus: Drugs, Explosives, or Personnel. +10 to any Skill check to detect the focus. Passive Perception vs focus = 17.
Actions. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4+1).
Attack Dog¶
Small (German and Dutch Shepherds, Belgian Malinois)
| AC | HP | Speed |
|---|---|---|
| 12 | 20 | 40 ft |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+2) | 14 (+2) | 14 (+2) | 3 (-3) | 13 (+1) | 8 (-1) |
- Skills: Acrobatics +5, Athletics +5, Perception +5, Intimidation +4
- Condition Immunities: None
- Senses: Passive Perception 13
- Languages: None
- Challenge: ¼
Keen Hearing and Smell. Advantage on Wisdom (Perception) checks relying on hearing or smell.
Lock Jaw. May attempt to grapple instead of using the attack action. +10 to Athletics during a grapple.
Actions. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+3).