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Monster Trainers Handbook 5 e

The document is a beta playtest packet for the upcoming Monster Trainer's Handbook, introducing the Wild Trainer class and its features. It includes details on character levels, abilities, equipment, and the mechanics of capturing and summoning magical creatures known as wildkin. Players are encouraged to pre-order the handbook for full access to the playtest materials and to provide feedback for improvements.

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Daniel Garcia
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0% found this document useful (0 votes)
739 views25 pages

Monster Trainers Handbook 5 e

The document is a beta playtest packet for the upcoming Monster Trainer's Handbook, introducing the Wild Trainer class and its features. It includes details on character levels, abilities, equipment, and the mechanics of capturing and summoning magical creatures known as wildkin. Players are encouraged to pre-order the handbook for full access to the playtest materials and to provide feedback for improvements.

Uploaded by

Daniel Garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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handbook

Playtest Packet v. 1.0


Demo
An Introduction
to Monster Training!

Welcome, Trainers! This document contains beta playtest materials for


the upcoming Monster Trainer’s Handbook. Please note that all of this
material is subject to further revision.

Order Monster Trainer’s Handbook


to Unlock the Full Experience!
This is only a glimpse into the new content for Monster Trainer’s handbook! Scan the code
below to pre-order Monster Trainer’s Handbook on Gamefound and immediately gain
access to a complete playtest packet, where you can send us your feedback through a
survey. Help us mold Monster Trainer’s Handbook into the very best before the books hit
your shelves!

https://tinyurl.com/4m6k3kbm

2
Wild Trainer Class Preview
You may not be as tough as a fighter, or sling spells like a wizard, but you are able to bond with
magical creatures and train them to fight alongside you and other adventurers!
You vow to seek out and train rare beasts, restore their rightful bonds, and deepen your unity in
battle and beyond!

Prof. Wildkin Readied Roster Command


Level Features
Bonus Max CR Wildkin Max CR Points
Bond Relic, Summon Wildkin, Starting
Level 1 +2 1/2 2 1 - Companion*, Wild Capture
*Not included if multiclassing

Level 2 +2 1 3 3 3 Battle Command, Loyalty, Trainer Tactics

Level 3 +2 2 3 5 4 Trainer Archetype, Primal Evolution

Level 4 +2 3 3 6 4 Ability Score Improvement, +1 Loyalty (3 Total)

Level 5 +3 3 4 8 4 Primal Evolution


Level 6 +3 4 4 10 5 Trainer Archetype Feature, +1 Loyalty (4 Total)
Level 7 +3 5 4 12 5 Primal Evolution
Level 8 +3 6 4 14 5 Ability Score Improvement, +1 Loyalty (5 Total)

Level 9 +3 7 4 16 6 Primal Evolution

Level 10 +4 7 5 17 6 Trainer Archetype Feature, +1 Loyalty (6 Total)

Level 11 +4 8 5 19 6 Primal Evolution

Level 12 +4 8 5 19 7 Ability Score Improvement, +1 Loyalty (7 Total)


Level 13 +5 8 5 19 7 Primal Evolution
Level 14 +5 9 5 21 7 Trainer Archetype Feature, +1 Loyalty (8 Total)
Level 15 +5 10 5 23 8 Primal Evolution
Level 16 +5
Note:
11
this is a preview of the Monster Trainer class up to character level 6.
5 25 8 Ability Score Improvement, +1 Loyalty (9 Total)
Pre-Order Monster Trainer’s Handbook and gain access to the entire class!
Level 17 +6 12 6 28 8 Wild Command x2, Legendary Trainer
Level 18 +6 13 6 30 9 Primal Evolution, +1 Loyalty (10 Total)
Level 19 +6 14 6 32 9 Ability Score Improvement
Level 20 +6 15 6 34 10 Mythic Bond

Multiclassing Proficiencies
You must have a 15 Wisdom or Charisma ability score to Armor: Light Armor
multiclass into or out of this class Weapons: Two simple weapons or one martial weapon
Tools: Navigator’s tools
Saving Throws: Dexterity, Charisma
Hit Points Skills: Animal Handling; and choose two from Medicine,
Hit Points: 1d6 per Wild Trainer level Nature, Perception, Stealth, or Survival.
Hit Points at List Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per Wild Trainer level after 1st.

3
Equipment rounded down). After a long rest, all wildkin are fully
healed.
You may magically store any number of wildkin inside a
You start with the following equipment, in addition to Bond Relic, but only a certain number may be selected
the equipment granted by your background: as ready after a long rest (similar to a Wizard preparing
spells), see Summon Wildkin section, pg. 4.
• a Bond Relic (see pg. 4)
All of your captured wildkin may be held within one
• (a) two simple melee weapons or (b) a simple melee
Bond Relic. Alternatively, when you unlock additional
weapon and a shortbow with 10 arrows
storable companion slots, that may be described as
• (a) leather armor or (b) a set of tools automatically acquiring a new Bond Relic. The GM may
• An explorer’s pack also make it possible for you to acquire a new one
through the narrative of gameplay.
Alternatively, you could begin with a starting wealth of
3d4 x 10 gp and purchase starting items of your choice If your Bond Relic is lost, the trainer may conduct
(your Bond Relic costs nothing and is automatically a spoken ritual (requiring no spell slots or material
included). components), which lasts 10 minutes. At the end of
the ritual, they can sense the general direction of the
object’s location in an unlimited distance, so long as it
Bond Relic is on the same plane of existence. They may conduct
this ritual a number of times per day equal to their
proficiency bonus. If a Bond Relic is destroyed, a new
Beginning at 1st level, you possess a Bond Relic, one can be constructed by performing an hour-long
one of the most valuable items in any Wild Trainer’s ritual uninterrupted, which requires 500 gp worth
possession. The primal magic in this relic allows them of rare components. All previously captured wildkin
to capture creatures. Once captured, the creature is magically reappear inside of it.
bonded with the trainer as a wildkin.
For many trainers, the relic takes the form of a
handheld orb that can be thrown and magically Summon Wildkin
returned to their grasp. For others, it is a handheld
statuette resembling a figurine of wondrous power, or Beginning at 1st level, you can summon captured
even a worn bracelet embedded with gemstones that wildkin (see What is a Wildkin sidebar) to fight by your
glimmer with the image of beasts magically held inside. side! Once a trainer has rescued a creature using their
The player may describe the physical form of their Bond Wild Capture feature, and the creature has spent the
Relic, but they will always have the following features: required time inside the Bond Relic, they may then be
• The relic is handheld-sized or easily worn on a hand summoned, so long as they are ready.
or around the wrist, or embedded into a worn item or
wielded weapon.
• The bond relic has the following statistics: What is a Wildkin?
• AC: 20 Wildkin is the term for any monster that a Monster
Trainer can bond with. A few types of wildkin are
• HP: 10 x your trainer level
detailed in the Bestiary section, with many more to
• Resistance to all damage come. In addition to the wildkin in this playtest, many
• Immunity to all conditions; and any effects that other types of monsters can be captured and bonded
require a saving throw with by a Monster Trainer. This includes monsters
published in official books, as well as other sources.
The Bond Relic can make an attack called Relic Strike,
which releases a bolt of magical energy. It is a ranged A wildkin cannot be an intelligent humanoid. The
weapon (30/60) that you are proficient with and that GM may apply other limitations or make rulings on a
deals 1d8 force damage. case-by-case basis for what monsters can and can’t
be bonded by a trainer (see Wild Capture feature
When creatures enter the Bond Relic, they are
for more details). Regardless of source, all monsters
transported to their primal demiplane, a utopian
that can be bonded by a trainer are referred to as
demiplane where wild creatures can live in peace.
“wildkin”, and are subject to the same limitations for
When you take a short rest, each wildkin in your bond
capturing, max CR, and stat conversion.
relic regains Xd10 + their Constitution modifier hit
points (X being equal to half your proficiency bonus

4
While you may capture and store any number of All captured wildkin are loyal to you and will obey your
creatures in a bond relic, only a limited amount can basic commands – such as moving to a particular area,
be selected as ready – which makes them available attacking a target, taking cover, Dodging, and so on.
for summoning. During a short or long rest, you may
As you grow in power as a trainer, you will be able to
choose a number of readied wildkin equal to the
issue more complex commands (see Battle Commands,
amount listed in the class table for your level.
starting at level 2) and coordinate your tactics on the
Your total number of readied wildkin make up your battlefield.
roster. The sum of your roster’s combined Challenge
If you are reduced to 0 hit points or fewer, any
Ratings (CR) may not exceed the amount specified on
summoned wildkin are still controlled by the player. The
the Roster Max CR column of Wild Trainer class table
wildkin may use their action to retreat back into their
for your level.
trainer’s bond relic.
Your chosen roster will be able to be summoned until
At level 17, you may have two wildkin summoned and
your next short or long rest, during which you may keep
active. When you use your action to issue a command,
or change your readied wildkin roster. Any wildkin that
you may command each wildkin as part of the action.
are not chosen are not able to be summoned, and enjoy
time in a peaceful demiplane contained in the bond
relic. Starting Companion
To summon a readied wildkin, you may use your
bonus action. The chosen wildkin magically appears
anywhere within 15 ft. of you. The Wildkin remains *Note: you do not receive a starting companion if you
until you dismiss it into the Bond Relic as a free are multiclassing into the Wild Trainer class.
action (which must happen during your turn) – or as a You begin with a starting companion. You may choose
reaction when the wildkin is reduced to 0 hit points or one of the four starting wildkin (see Bestiary, pg. 23).
fewer. When dismissed, it magically teleports back into
Alternatively, you may choose any wildkin from the
the Bond Relic.
Starting Wildkin List in the Core Book Bestiary. In this
When summoned, a wildkin is considered active. Active case, in addition to the abilities listed in their stat block,
wildkin do NOT act on their own initiative count; they this companion also gains the following unique trait:
act during the trainer’s turn.
Devotion. The creature has advantage on saving
Using your action, you may command a summoned throws against being charmed or frightened.
wildkin that is within 100 ft. of you, and that can either Additionally, 1/day when it fails an attack roll, ability
see or hear you (one is necessary, not both). A creature check, or saving throw when it is within 30 ft. of you,
can only be commanded once per turn. you may utter a verbal command (as a free action),
and allow the creature to reroll and use the second
When you do so, as part of the action used to command
result.
your wildkin, they may:

• Move up to its speed


• Perform any one of the actions listed on its stat block
Wild Capture
• Perform any one of the bonus actions listed on its stat
block Beginning at 1st level, you possess the power to use
your Bond Relic to capture creatures.
Note that summoned wildkin still take their reactions
normally – at any point during an initiative round when
the condition for the reaction is triggered. Capture Criteria
A creature is only eligible to be captured if it fits the
Summoning Action In-Game Action Required following criteria:

• The creature is not a humanoid and the GM agrees it


Summoning a wildkin is a suitable wildkin for the game/campaign.
Bonus action
from bond relic
• The creature’s CR (as per their stat block) is equal
to or less than the CR listed on the Wildkin Max CR
Action (1 command per
Commanding a wildkin column of the class table.
creature, per turn)
• They are not magically charmed. Trainers and their
Free action (during your turn) wildkin seek genuine bonds!
Dismissing a wildkin into
or reaction if the wildkin is
bond relic
reduced to 0 hit points or fewer

5
Binding Hit Points
The creature’s hit points are always equal to its
You gain the ability to capture creatures with your
Constitution score (not its modifier) x (half your total
bond relic. To do so, you use your bonus action to
level, rounded up).
designate a creature that meets all of the capture
criteria within 60 ft. of you with binding. When you Attack Bonus
do, you are concentrating. As per the normal rules, The creature’s attack bonus becomes (your WIS
you may only concentrate on one effect at a time. If or CHA modifier) + (the creature’s relevant ability
your concentration is broken, the creature is no longer modifier for the attack, usually STR or DEX).
marked with binding.
If the creature is reduced to 0 hit points or fewer within Save DCs
100 ft. of you while it is marked with binding, it triggers The creature’s DC for all saving throws (including
a capture roll. innate spells) is equal to 8 + (your proficiency bonus)
+ (the creature’s highest mental skill - INT, WIS, or
CHA).
Making a Capture Roll
To make a capture roll, roll 1d20 without any modifiers. Multiattack
On any result other than 1, it is captured. A captured If the creature has the ability to multiattack, its
creature immediately enters your bond relic and maximum number of attacks performed as part of
becomes subject to new changes to its stats (see After the multiattack cannot exceed your proficiency
Being Captured). If you roll a 1, the creature is not bonus minus one (so two attacks if your proficiency
captured and is unable to be captured by anyone for bonus is +3). It may still choose to use any of its
24 hours. If you rolled a 20, in addition to capturing the available attacks within that limit.
creature, they gain 1 Loyalty.
Spellcasting
Once you gain access to Battle Command (see level
If the creature has the ability to cast spells, they may
2), you may use Trainer Points to attempt to capture
not cast spells using a spell slot of a level higher
creatures during combat before they are reduced to 0
than your 1 + your proficiency bonus.
hit points or fewer.
Some non-hostile creatures may be eligible to be Legendary Actions
captured in non-combat scenarios. See the Capturing If the creature has Legendary Actions, they retain
Through Roleplay sidebar, pg. 6. the ability to use them in combat, but they must
instead be done as actions taken during their turn,
not at the end of another creature in the initiative
After Being Captured order’s turn (as Legendary Actions usually are).
When a creature is captured, they enter your Bond Relic
and are immediately subject to the changes outlined in
the Converting Captured Creatures to Wildkin sidebar, Death
pg. 6. Note that these new statistics will continue to
At the end of a trainer’s turn, if a summoned wildkin is
change as the wildkin advances in level alongside you.
at 0 hit points or fewer, they must make a death saving
throw (see PHB, pg. XX). The rules function the same
for them as they do for player characters. A wildkin that
was reduced to 0 hit points or fewer may not be used
Converting Captured Creatures to again until they have spent at least 1 hour resting inside
Wildkin their trainer’s bond relic.
Immediately, when a creature is captured, they
retain all of the information in their stat blocks
except for the following. These continue to increase/
decrease when the relevant abilities that calculate
Capturing Through Roleplay
them change. As an optional rule, the GM may rule that a non-
hostile creature is willing to bond with a trainer
• Hit Points
without the need for combat. For example, the
• Attack Bonus
trainer may have saved the creature from some peril,
• Save DCs
or has succeeded on a Wisdom (Animal Handling)
• Multiattack action (if applicable)
check (or used a spell such as beast bond) to calm
• Spellcasting
the creature.
• Legendary Actions
• Death Even in such cases, creatures eligible for capture are

6
still wary, and they will not automatically enter the Creature Rarity Skill Challenge Complexity
sacred, magical bond to become a trainer’s wildkin.
The GM may initiate a skill challenge that a trainer Common 3 successes needed before 4 failures
character must complete in order to “capture” the
Uncommon 3 successes needed before 3 failures
wildkin outside of combat.
Rare 3 successes needed before 4 failures
What is a Skill Challenge?
A skill challenge is composed of a series of Very Rare 4 successes needed before 2 failures
ability checks made in a row. A certain number
of successes must be reached before reaching a Legendary 5 successes needed before 1 failures
certain number of failures over the course of the
series of rolls. The amount of time that passes
between each roll is left to the GM’s discretion,
based on what best fits the game narrative.
Loyalty
Success Starting at 2nd level, you gain access to Loyalty. Loyalty
If the designated number of successes are achieved represents your cumulative level of bond with specific
before the designated number of failures occur, then wildkin you’ve captured. It is a powerful resource that
the trainer wins the skill challenge and can bond allows trainers to maximize the use of Battle Commands
with the creature! (also a new level 2 ability).
Failure At level 2, you gain 1 Loyalty Point. You may assign that
If they reach the designated number of failures first, point of Loyalty to any of your captured wildkin.
the creature does not bond, flees from the player Each captured wildkin may only have a maximum
character, and is immune to all attempts to bond number of Loyalty Points equal to your proficiency
with any trainer for 24 hours. bonus. As your proficiency bonus increases, so does
The GM may choose which skills are appropriate this cap.
based on the creature and the current in-game 1/day, you may reduce the cost of a single Battle
situation. For example, a Wisdom (Nature) check Command’s points equal to the Loyalty score of the
might be required to forage for a favored source of Wildkin, down to a minimum cost of 1.
food for the creature. Or a Charisma (Performance)
check might be needed to perform a song that Every two levels (except for 20th level), you gain an
impresses the creature. additional point of Loyalty.

Note: Only the bond-seeking trainer may make the Earning More Loyalty Through Gameplay. Additional
rolls for the challenge, but their fellow allies/party Loyalty Points can (and should) be something that
members may assist in some way such that the GM trainers can acquire through gameplay narrative –
grants advantage on some of the checks (but not similar to how a wizard may learn more spells than
all). A trainer cannot use the same skill more than their class table specifies by copying them from scrolls
twice during the entire skill challenge, and may or learning from a mentor, and so on. The easiest way
never perform the same check twice in a row. This the GM can implement this is by introducing Bonding
represents the variety of skills needed to win over Scenes (in the full playtest packet) for trainers to
the creature. complete; and players/GMs are encouraged to work
together to create additional opportunities to gain
The DC for each of the checks made for the Loyalty Points as they play.
challenge is equal to 8 + the CR of the creature
(anything less than CR 1 counts as 0; i.e. DC 8).
The skill challenge complexity refers to the number Battle Command
of successes versus failures needed to win the
challenge. Starting at 2nd level, you have honed skills as a trainer
Refer to the table below for guidance on how when it comes to both capturing and commanding
complex the skill challenge should be, based on wildkin. You now have a pool of points called
the creature’s rarity. For traditional creatures that Command Points.
do not have an assigned rarity rating, the GM may The primary use for Command Points is expending
choose whichever category best fits the rarity of the them to issue battle commands. Battle commands are
creature within the context of their game world. special maneuvers trainers can teach their bonded
wildkin.

7
Battle Commands Trainer Discipline
Many Wildkin have innate battle commands listed
in their stat blocks (and creature cards), designated
by the command tag (*). A trainer may also learn When you reach 3rd level, choose one of the Trainer
battle commands; they cannot perform these moves Disciples (see Subclasses, pg. 10) from the following:
themselves but may teach them to their captured • Primal Paragon
Wildkin (see Teaching Commands sidebar, pg. 55)
• Relic Engineer
To perform these powerful actions, the trainer must
spend command points equal to the cost listed next to • Tactical Commander*
the battle command. • Bond Cultivator*
You start with 3 Command Points and gain more as you * These are previewed in the full playtest packet
reach new levels, as shown in the class advancement
table.
Primal Evolution
To issue a command, the Wildkin must be able to hear
or see you (one or the other). You must then expend the Starting at 3rd level, you learn to harness your primal
required amount of command points when the Wildkin connection with Wildkin such that you can guide them
is able to take the required action associated with the to magically evolve into one of their new forms.
battle command (action, bonus action, reaction, etc.). At 3rd level, you may choose one of your captured
You regain all Command Points when you complete a Wildkin to evolve to their next form, which must happen
short or long rest. during a short or long rest.
At each subsequent level, when you gain an additional
Trainer Tactics Primal Evolution, you may choose to evolve another of
your captured Wildkin to their next form.
Once a creature evolves, it changes into its new form
Beginning at 2nd level, you gain access to abilities and uses the stat block for that evolution, but with
that help you both in capturing new creatures and the changes outlined in the Converting Captured
deepening your bond with them once you’ve done so. Creatures to Wildkin section (see Wild Capture, pg. 6).
As a bonus action, you may use your trainer focus The evolved creature may keep any Battle Commands
action to either Analyze Monster or Relinquish Vitality. it knew from its previous form but also gain any new
At 3rd level, you will gain an additional ability to use via Battle Commands included in its new form.
your Trainer Focus based on your chosen subclass.

• Analyze Monster. Choose a target within 60 ft. that


is eligible to be captured. Make a Wisdom (Animal Evo Stones
Handling) check equal to 8 + the CR of the creature You may instead choose not to evolve any creature
(minimum 8). On a success, the GM must reveal one when you gain a Primal Evolution through the class
of the following bullet points of information about the advancement table. Each time you do, you instead
target chosen by you. You may use this ability multiple gain one Evo Stone, which is a small, magical stone
times to learn additional and/or updated information: (which trainers usually embed into their bond relic).
• Current hit points You may save and store any number of Evo Stones.
• Armor Class During a short or long rest, you may expend one or
• Damage resistances and immunities more Evo Stones to trigger immediate evolutions in
a creature. Note, you may expend 2 Evo Stones to
• Damage vulnerabilities evolve a creature from their first to third form in this
• Saving throw proficiencies manner – effectively skipping over their middle form,
• Any other miscellaneous information the GM should you wish.
feels is useful to share

• Relinquish Vitality. You learn the ability to transfer


some of your own life force to your Wildkin. You
touch a Wildkin within 5 ft. of you. You may expend
and roll one hit die. The Wildkin regains that amount
of hit points + its CON modifier.

8
Optional Rule: Primal Affinity occur in the creature – which happens in addition to
its evolution to the next Tier. Each evolution has new
Each time you evolve a Wildkin, the GM may allow abilities themed to the primal elements, as well as a
a 50% chance for a random Primal Affinity effect to drawback.

D8 Primal Affinities
Moon-Touched. The creature is covered in runes infused with lunar ore. As a bonus action, they may innately cast the light
cantrip emanating from their body. The glow can be removed as a free action. 1/day, they may let out a growl to innately cast
1 the guiding bolt spell.
Drawback. The creature is vulnerable to necrotic damage.

Tundra Blood. The creature’s veins are infused with ice. They have resistance to cold damage. 1/day, the Wildkin’s trainer may
use a bonus action to touch the creature and gain resistance to cold damage for 1 minute. 1/day, the creature may let out a
2 growl to innately cast the ice knife spell.
Drawback. The creature is vulnerable to bludgeoning damage.

Flame-Wreathed. The creature’s flesh smolders and is warm to the touch. They have resistance to fire damage. 1/day, the
Wildkin’s trainer may use a bonus action to touch the creature and gain resistance to fire damage for 1 minute. 1/day, the
3 creature may let out a growl to innately cast the searing smite spell.
Drawback. The creature is vulnerable to cold damage.

Earth-Rooted. The creature is covered in bark and leaves. The creature’s AC increases by 1. 1/day; it may gain a burrow speed
4 equal to its base walking speed until the end of its next turn. 1/day, they may let out a growl to innately cast the entangle spell.
Drawback. The creature is vulnerable to fire damage.

Storm-Born. The creature crackles with lightning and its roars echo like thunder. The creature has resistance to lightning and
thunder damage. 1/day, the creature may let out a growl to innately cast the thunderwave spell. They may choose to have the
5 spell do lightning damage instead of thunder. If they do, the spell does an additional 1d8 lightning damage instead of pushing
creatures back.
Drawback. The creature has disadvantage on Constitution and Dexterity saving throws.

Cloud Dancer. The creature has glowing blue “wind runes” etched onto their body; they look as if a constant, gentle breeze is
swirling around them. 1/day, as a free action, they may activate a fly speed (propelled by powerful gusts of wind). For 1 minute,
6 they increase their fly speed in ft. = 10 x their proficiency bonus. (Increases from 0 ft. if it did not already have a fly speed.)
Drawback. The creature’s AC and Strength modifier are reduced by 1.

Shadow-Sworn. The creature is imbued with the dark energy from the shadow-lands. Umbral tendrils occasionally flicker
around their body. They are proficient in Stealth. 1/day, it may gain advantage on any Dexterity (Stealth) check. 1/day, the
7 creature may let out a growl to innately cast the ray of sickness spell.
Drawback. The creature is vulnerable to radiant and force damage.

Chaos-Embraced. The creature is in a constant state of change. Their abilities fluctuate just as much as their physical features.
At the start of each day, the creature rolls on this table and gains those features until the start of a new day. On a result of 8,
8 the Wildkin’s trainer may choose any of the other Affinities. In addition to their temporary powers, 1/day, they may also let out a
growl to innately cast chaos bolt.
Drawback. The creature has disadvantage on Wisdom and Charisma saving throws.

9
Trainer Discipline (Sub-Class/Archetypes)

Primal Paragon categories until the end of your next turn. At the
start of a subsequent turn, roll 1d6. On a result of
Level 3: Favored Wildkin 1-4, this effect ends; otherwise, the effect continues
Choose one of the fifteen Wildkin Categories. You until the start of a subsequent turn, where you
gain the following bonuses for Wildkin of the chosen repeat the roll again if needed. This effect can last
category: a maximum duration of 10 minutes. You cannot use
this ability again until you complete a short or long
• 1/day, when you damage a creature with a Wildkin
rest.
of your chosen category, you may deal additional
damage of the attacker’s damage type. The extra Level 10: Unlocked Power
damage is 1d6, but increases to 2d6 at 5th level, 3d6 Choose a Battle Command of the category you
at 11th level, and 4d6 at 17th level. selected from the Battle Command list. You now
know this command and can automatically teach it
• 1/day, you reduce the cost of a Battle Command of to any Wildkin of the category type, provided they
a Wildkin with your chosen category by one (to a have at least 1 Loyalty.
minimum cost of 0). This effect can stack with Loyalty.
Additionally, you may automatically teach the same
Level 6: Primal Pathways battle command to one Wildkin you are bonded with
You gain both of the following abilities. that would not normally be able to learn that battle
Imbue Nature. You gain the ability to imbue any command due to their Wildkin category.
Wildkin with the power of your primal mastery for
a limited time. As a bonus action, you may choose Level 14: Maximize Advantage
one of your active Wildkin within 60 ft. of you. For When a Wildkin of your chosen category damages
the next 10 minutes, replace the Wildkin’s categories a creature, the creature becomes vulnerable to the
with your primal mastery category. Its Strong and damage type. If they were already vulnerable, treat
Weak category effects and its attacks’ damage the attack as a critical hit. You may not use this
types are changed to match the new category (i.e. ability again until you complete a short or long rest.
fire damage if imbued with a Flame category.) You
cannot use this ability again until you complete a
long rest.
Shift Nature. As a bonus action, you designate a
summoned Wildkin of your selected category. That
Wildkin ignores all effects of their Weak Against

10
Relic Engineer • Range Finder. Double the range of your relic strike
and Battle Capture.
Level 3: Battle Capture • Slumping Jolt. When a creature is hit by your relic
You gain proficiency with Tinker’s Tools, which you strike, you can halve its movement speed until the
can use to augment your bond relic. As an expert at start of your next turn.
empowering bond relics, you have learned how to • Zapping Lure. When you hit a creature with your relic
capture Wildkin in the midst of battle! strike, you can push or pull it by 10 ft.
• Burst Strike. When you damage a target with your
You designate a creature within 30 ft. of you relic strike, all creatures within 5 ft. of the original
that is under the effects of your binding. As a target take damage equal to half your damage roll
bonus action, you may expend any number of total.
your available Command Points. After you do, roll • Befuddling Ray. When you damage a target with
1d12 x the Command Points spent, and add your your relic strike, the target has disadvantage on the
proficiency bonus to the result. If the total result next saving throw they make over the next minute.
is equal to or less than the target creature’s current • Empowered Binding. Any time you expend at least 1
hit points, they are immediately captured and CP to perform your Battle Capture, add an additional
transported into your bond relic. Otherwise, the 1d12 to the total you roll.
creature is not captured (but future capture attempts
may be reattempted).
Level 10: Reliable Relic
Additionally, you gain the following improvements to
Your bond relic damage die improves to 1d10.
your class abilities:
Additionally, your relic can never be destroyed,
Analyze Monster can now identify two traits with and you can’t be disarmed of it unless you are
one roll. incapacitated. If the relic is on the same plane of
Relinquish Vitality works up to 30 ft. away, and you existence, you can summon it as a bonus action
may add your Wisdom or Charisma modifier to the on your turn, causing it to teleport instantly to your
amount healed. hand/person.

Level 6: Tinker Relic Level 14: Supreme Relic


You gain the ability to make an attack roll with your Your bond relic damage die improves to 1d12. A
bond relic as a bonus action. number of times per day equal to your Wisdom
modifier (minimum 1), you may re-roll any of the
During a short or long rest, you may select one of following failed check results and keep the second
the following traits to add to your bond relic. At roll.
level 10, you may choose two traits, and at level 14,
you may choose three. You may swap out different • An attack roll made with your bond relic
effects between rests. • A Capture Roll
• Any number of dice rolled as part of a Battle Capture
• Overclocked Catalyst. Relic strike deals additional attempt
damage equal to your Wisdom or Charisma modifier.

11
Wildkin & Attack
Categories Table - Wildkin Category Strengths & Weaknesses

Strong Weak
Symbol Type
Against Against
Wildkin Categories
Wildkin have assigned Wildkin categories – the innate,
broad category from which they draw their powers. Each Normal Construct, Void Gloom, Psychic
Wildkin category is “strong against” two others and
“weak against” two others.
Flame Ice, Forest Aquatic, Crag
Attack Categories
By default, every Wildkin attack will be assigned an
attack category (which mirrors the Wildkin categories)
and is designated by a tag next to each entry. In most Aquatic Fire, Crag Forest, Storm
cases, Wildkin specialize in using attacks that match
their category type but may have other attack categories
too. Some Wildkin may even have a wide array of attack Storm Flying, Aquatic Forest, Dragon
categories.

Ice Flying, Forest Fire, Crag


Attack Categories for Traditional Creatures.
If you’ve captured traditional creatures from official
sources, refer to the Guide on assigning attack
categories (pg. 16). Forest Aquatic, Storm Fire, Ice

Strong Against Gloom Normal, Toxic Fairy, Void


In battle, when a Wildkin deals damage to a target with
an attack category that the target is “weak against,” the
Wildkin rolls double the amount of damage dice they Construct,
Psychic Normal, Void
normally would roll. For example, if they would normally Toxic
deal 2d6+3 with an attack, they deal 4d6+3.
Note that if the damaged creature also has vulnerability Dragon,
Flying Storm, Ice
Construct
(PHB, pg. 197) to the damage type, they take double the
total damage amount. If the attack was also a critical
hit (which normally) doubles the damage dice (PHB, pg. Aquatic,
Crag Fire, Ice
XX), these effects stack, so the total damage dice are Dragon
multiplied x4!

Weak Against Fairy Gloom, Dragon Toxic, Void


If a creature deals damage to a target with an attack
category that the target is “Strong Against,” the target
creature halves the damage total. Note that if a creature Normal,
Void Fairy, Gloom
also has resistance (PHB, pg. 197) to the damage type Psychic
(fire, bludgeoning, necrotic, etc.), this effect stacks with
it, and it halves the damage total again.
Dragon Storm, Crag Flying, Fairy
Below is a table illustrating the Wildkin categories and
their strengths and weaknesses.
Construct,
Toxic Psychic, Fairy
Gloom

Construct Toxic, Psychic Normal, Flying

12
Guide: Assigning Attack Categories
Type Grouping Effect
If a trainer captures a traditional monster not listed in
the Wildkin bestiary (such as a hellhound or owlbear),
Damage dice are doubled. Damage
they will need to determine the monster’s Wildkin type
total is doubled if the target creature
& Attack categories. Strong Against
is also vulnerable to the damage
If such a creature is captured, it becomes a Wildkin, type.
and the GM and trainer may work together to assign its
Damage total is halved. Damage
attack categories using the guidelines below. total is halved again (1/4 total) if the
Weak Against
target creature also has resistance to
Attack The Creature’s the damage type.
Category Damage Type for the Attack
They cancel each other out, and the
Normal Bludgeoning, Piercing, Slashing Strong Against and
creature is neither Strong nor Weak
Weak Against
Against that type.
Flame Fire

Aquatic Cold; Acid, Bludgeoning, Force Below are some examples to illustrate:
Storm Lightning, Thunder, Force, Radiant
Wraithtongue There is no overlap,
Ice Cold
Gloom/Aquatic grouping so everything adds
Forest Bludgeoning, Piercing, Slashing, Radiant up! Wraithtongue is
strong against all four
Gloom Necrotic Strong Against listed categories and
Normal, Toxic, Fire, Crag weak against all four
Psychic; damage dealt by charmed creatures Weak Against categories.
Psychic
under your control
Fairy, Void, Forest, Storm
Bludgeoning, Slashing, Piercing; Force,
Flying
Thunder

Bludgeoning, Slashing, Piercing; Thunder,


Crag
Poison
Blizzeroth and Weak Against
Fairy Bludgeoning, Piercing, Slashing, Radiant Storm/Ice grouping categories, they cancel
each other out.
Void Necrotic, Psychic, Force
Strong Against
Strong Against
Dragon All damage dealt by creature Flying, Aquatic, Forest
Flying, Flying, Aquatic,
Forest Weak Against
Toxic Poison Forest, Dragon, Fire,
Weak Against
Crag
Construct Bludgeoning, Piercing, Slashing Forest, Dragon, Fire,
Crag
So the final typing for
Hybrid Wildkin Categories In this case, both Blizzeroth would look
In some cases, a Wildkin is a hybrid of two Wildkin Storm and Ice (each of like:
categories – called a grouping. If you’re referencing Blizzeroth’s groupings) Strong Against
such a creature’s entry in the book or on their combat are effective against Flying, Aquatic
card, it will list all of the Strengths and Weaknesses. Flying. These effects do
not stack and can just Weak Against
The easiest way to compile its category-based Dragon, Fire, Crag
Strengths and Weaknesses is to list them all out be listed once.
together. Also, since there is an
If there is a shared type in both the Strong and Weak overlap with Forest
categories, they cancel each other out. in the Strong Against

13
Burrow speed. Keywords like
“rock,” “stone,” or “cave” in its stat
Crag
block, such as the Roper’s False
Appearance trait.
Converting Other Monsters Fey creature type, ancient/primal in
Fairy
to Categories nature.
Wild Trainers are able to capture and battle with
Aberration creature type. Strange or
traditional monsters, which do not have Wildkin Void
otherworldly nature; alien.
categories by default.
Consult the table below for guidance on how to assign Dragon Dragon creature type.
types.
These are general guidelines. A creature may fit the Deals poison damage on attacks.
criteria for multiple categories as defined on the table. Toxic
Inflicts poisoned condition.
In this case, the players and GM may work together to Resistance/immunity to poison
decide which category fits best. The GM is the final damage.
arbiter on assigning such types.
Construct Construct creature type.

Type Core Qualities

No special resistances/immunities/ Wildkin Categories in Standard Encounters


vulnerabilities. No innate attacks that
deal other types of damage (except
Normal The GM may choose to assign Wildkin Categories
for bludgeoning, piercing, and
slashing). No flying, swim, or burrow to non-captured, traditional monsters being fought
speed. in a standard combat encounter. This way, the Wild
Trainer’s Wildkin and their opponents will be subject
to the bonuses and penalties associated with Wildkin
Deals fire damage on attacks. Fire Categories. Using the categories adds another layer
Flame
resistance/immunity. of complexity and strategy to combat, which might be
more fun for your gaming group.
Aquatic Innate swim speed. Amphibious trait. Alternatively, the GM may prefer to leave Wildkin
Categories out of standard combat, and only apply
Deals lightning, thunder, and/ these rules when Wildkin are fighting one another, or
or radiant damage on attacks. in a special scenario, such as an Arena Mode battle -
Storm
Knows spells that fit storm category which can be previewed in the full playtest packet.
(thunderwave, lightning bolt, etc.)

Deals cold damage on attacks. Cold


Ice
resistance/immunity.

Plant creature type. Knows spells


Forest that fit forest category (grasping
vines, entangle, plant growth, etc.).

Undead creature type. Deals necrotic


Gloom damage on attacks. Has Incorporeal
trait, or similar ones.

Deals psychic damage on attacks.


Psychic Psychic resistance/immunity and/or
charm condition immunity.

Innate fly speed (not necessarily


Flying hover). Physically possess wings or
winglike anatomy.

Burrow speed. Keywords like


“rock,” “stone,” or “cave” in its stat
Crag
block, such as the Roper’s False
Appearance trait.

Fey creature type, ancient/primal in


Fairy
nature.

14 Aberration creature type. Strange or


Void
otherworldly nature; alien.
Wildkin Bestiary
1. Kitso* (Normal) CR 1/2
2. Kitsumo (Normal) CR 1
3. Pyrox* (Flame) CR 1/2
4. Flarex (Flame) CR 1
5. Tidelure* (Aquatic) CR 1/2
6. Hydrotide (Aquatic) CR 1
7. Barklet* (Forest) CR 1/2
8. Oakward (Forest) CR 1
9. Sparkhare (Storm) CR 1
* designates a Starting Wildkin
10. Buzstlezoom (Storm) CR 2
11. Squink (Gloom) CR 1
12. Umbrat (Gloom) CR 2
13. Note: there
Psynobi (Psychic) CR 3are many more wildkin stat blocks in the full playtest packet.
Pre-Order Monster Trainer’s Handbook and gain access to the entire bestiary!
14. Kagewom (Psychic) CR 4
15. Shardsting (Crag) CR 1
16. Gleamtail (Crag/Toxic) CR 3

15
Kitso STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Small beast, shares trainer alignment

Armor Class 12 (natural armor) of the trainer and able to take an action in order to use
Hit Points 12 this ability.
Speed 30 ft.
Challenge Rating 1/2
Actions
Skills Athletics +4, Perception +3, Stealth +2 Beak. [Normal] Melee Weapon Attack: +4 to hit, reach 5
Saving Throws Constitution +4, Strength +4 ft. Hit: 1d6 + 2 slashing damage.
Senses Darkvision 60 ft., passive Perception 13
Languages understands all languages of their trainer but can’t speak Enheartening Cuddle (1 CP). [Normal]. Kitso hugs a
Proficiency Bonus +2 willing allied creature within 5 ft. The creature regains
Save DC 13 1d6+2 hit points. If the creature already has full hit
points, it gains 5 temporary hit points instead.
Evolution Stage: 1/3
Rarity: Uncommon
Wildkin Category: Normal
Bonus Actions
Strong Against: Construct, Void Hootbear Cunning. [Normal] Kitso may use their bonus
Weak Against: Gloom, Psychic action to dash, disengage, or hide.

Cute Demeanor (1/long rest). Kitso grants their bonded


trainer advantage on a single Charisma (Performance
or Persuasion) check made to win over, cheer up, or
positively impress a creature. Kitso must be within 10 ft.

16
Kitsumo STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Medium beast, shares trainer alignment

Armor Class 13 (natural armor) Actions


Hit Points 32
Speed 30 ft. Claw & Beak. [Normal] Melee Weapon Attack: +4 to hit,
Challenge Rating 1 reach 5 ft. Hit: 2d6 + 2 slashing damage.
Hoot-Charge! (2 CP). [Normal]. Kitsumo makes a
Skills Athletics +4, Perception +3, Stealth +3 loud “hoot” that is audible to all creatures within 60
Saving Throws Constitution +4, Strength +4
ft. Kitsumo then charges toward a creature. The target
Senses Darkvision 60 ft., passive Perception 13
must succeed on a DC 13 Strength saving throw or take
Languages understands all languages of their trainer but can’t speak
Proficiency Bonus +2 2d6 bludgeoning damage and 2d6 slashing damage or
Save DC 13 half damage on a successful save.

Evolution Stage: 2/3 Bonus Actions


Rarity: Uncommon
Wildkin Category: Normal Hootbear Cunning. [Normal] Kitsumo may use their
Strong Against: Construct, Void bonus action to dash, disengage, or hide.
Weak Against: Gloom, Psychic

17
Pyrox STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Small beast, shares trainer alignment

Armor Class 13 (natural armor) Ember Pounce. [Flame] If Pyrox moved at least 10 ft. in
Hit Points 11 a straight line toward the target, they may make a Claw
Speed 35 ft. attack. If the attack hits, they deal an additional 1d6
Challenge Rating 1/2 fire damage, and the target must succeed on a DC 11
Strength saving throw or be knocked prone.
Skills Acrobatics +5, Perception +2, Stealth +5
Saving Throws Dexterity +5, Intelligence +3 Flame Whirl (1 CP). [Flame]. Pyrox moves up to their
Senses Darkvision 60 ft., passive Perception 12 speed, creating a small wall of flames (3 ft. high) on the
Languages understands all languages of their trainer but can’t speak ground in their wake. All space covered during Pryox’s
Damage Resistances Fire movement becomes difficult terrain for 1 minute. The
Proficiency Bonus +2 terrain deals 2d6 fire damage to any creature that
Save DC 11 starts its turn in space or moves through it. If a creature
is damaged by these flames, they are also set aflame
Evolution Stage: 1/3 and take 1d6 fire damage at the start of its next turn,
Rarity: and each subsequent turn, until it (or an ally) uses its
Wildkin Category: Flame action to douse the flames by rolling on the ground,
Strong Against: Ice, Forest
using water, or other suitable methods.
Weak Against: Aquatic, Crag

Actions Reactions
Claw. [Normal] Melee Weapon Attack: +5 to hit, reach 5 Absorb Flames (1/short or long rest). [Flame]. When
ft. Hit: 1d4 + 3 slashing damage. Pyrox takes fire damage, they reduce the damage to
0 and deal an additional 1d6 fire damage to the next
successful melee attack they make within the next 1
minute.

18
Flarex STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Medium beast, shares trainer alignment

Armor Class 14 (natural armor) Ember Pounce. [Flame] If Flarex moved at least 10 ft. in
Hit Points 38 a straight line toward the target, they may make a Fiery
Speed 35 ft. Claw attack. If the attack hits, it deals an additional 1d6
Challenge Rating 1 fire damage, and the target must succeed on a DC 12
Strength saving throw or be knocked prone.
Skills Acrobatics +6, Perception +2, Stealth +6
Saving Throws Dexterity +6, Intelligence +3 Flamethrower (2 CP). Flame] Flarex exhales flame in
Senses Darkvision 60 ft., passive Perception 12 a 15 ft. cone. All creatures in the cone must succeed on
Languages understands all languages of their trainer but can’t speak a DC 12 Dexterity saving throw or take 2d6 fire damage
Damage Resistances Fire or half damage on a successful save. The flames then
Proficiency Bonus +3 coalesce into a single roaming fireball, which occupies
Save DC 12 any space within the 15 ft. cone and mimics the effects
of the flaming sphere spell, which lasts until the end of
Evolution Stage: 2/3 your next turn.
Rarity:
Wildkin Category: Flame
Strong Against: Ice, Forest Reactions
Weak Against: Aquatic, Crag Absorb Flames (1/short or long rest). [Flame] When
Flarex takes fire damage, they reduce the damage to
Actions 0 and deal an additional 2d6 fire damage to the next
Fiery Claw. [Flame] Melee Weapon Attack: +7 to hit, successful melee attack they make within the next 1
reach 5 ft. Hit: 1d4 + 4 slashing damage. minute.

19
Tidelure STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
14 (+2)
CHA
12 (+1)
Small beast, shares trainer alignment

Armor Class 14 (natural armor) Actions


Hit Points 13
Speed 25 ft., 30 ft. swim Tailfin. [Aquatic] Melee Weapon Attack: +4 to hit,
Challenge Rating 1/2 reach 5 ft. Hit: 1d6 + 2 slashing damage, plus 1d6 cold
damage if they are in direct contact with water.
Skills Athletics +4 Water Jet. [Aquatic] Ranged Weapon Attack: +4 to hit,
Saving Throws Strength +4, Constitution +5 range 15/30 ft., one target. Hit: 2d4 cold damage or
Senses Darkvision 60 ft., passive Perception 12
2d6 damage if they are underwater.
Languages understands all languages of their trainer but can’t speak
Damage Resistances Cold Soaking Puddle (1 CP). [Aquatic] Tidelure exhales a
Proficiency Bonus +2 blast of water in a 10 ft. cone. Any creature in the area
Save DC 12 must succeed on a DC 12 Dexterity saving throw or fall
prone from slipping. All creatures (regardless of their
Evolution Stage: 1/3 save result) in the area are drenched. While drenched,
Rarity: the target’s speed is reduced by 10 ft., and they are
Wildkin Category: Aquatic vulnerable to cold damage. This effect lasts for up to 10
Strong Against: Flame, Crag
minutes, or until the target takes 5 or more fire damage
Weak Against: Forest, Storm
or is affected by another suitable effect that dries them.

Amphibious. Tidelure can breathe air and water.


Reactions
Fin-Shield (1/short or long rest). [Normal] When
Tidelure is hit with a weapon attack, they may use their
reaction to shield their body with fins, adding +3 to AC,
potentially causing the attack to miss.

20
Hydrotide STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
9 (-1)
WIS
14 (+2)
CHA
12 (+1)
Medium beast, shares trainer alignment

Armor Class 15 (natural armor) Actions


Hit Points 45
Speed 25 ft., 30 ft. swim Tailfin Barrage. [Aquatic] Melee Weapon Attack: +6 to
Challenge Rating 1 hit, reach 5 ft. Hit: 1d6 + 3 slashing damage, plus 1d6
cold damage if they are in direct contact with water.
Skills Athletics +5 Water Lance. [Aquatic] Ranged Weapon Attack: +5 to
Saving Throws Strength +4, Constitution+5 hit, range 30/60 ft., one target. Hit: 2d6 cold damage
Senses Darkvision 60 ft., passive Perception 12
and a shallow pool of water fills a 10 x 10 ft. space
Languages understands all languages of their trainer but can’t speak
occupied by the target.
Damage Resistances Cold
Proficiency Bonus +3 Guarding Waters (2 CP). [Aquatic] Hydrotide must be
Save DC 13 in direct contact with water to use this ability. They cause
the water to hover around their body, protecting them. For
Evolution Stage: 2/3 the next minute, they deal an additional 1d8 cold damage
Rarity: on all attacks and gain a +1 bonus to AC. When a creature
Wildkin Category: Aquatic moves within 5 ft. of Hydrotide while the effect is active,
Strong Against: Flame, Crag
Hydrotide may use its reaction to force the enemy to
Weak Against: Forest, Storm
make a DC 13 Strength saving throw or fall prone.

Amphibious. Hydrotide can breathe air and water.


Reactions
Fin Fortress (1/short or long rest). [Normal] When
Hydrotide is hit with a weapon attack, they may use
their reaction to shield their body with fins, adding +4
to AC, potentially causing the attack to miss.

21
Barklet STR
14 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
10 (+1)
WIS
16 (+3)
CHA
9 (-1)
Small beast, shares trainer alignment

Armor Class 15 (natural armor) Actions


Hit Points 12
Speed 30 ft., 15 ft. burrow Vine Slap. [Forest] Melee Weapon Attack: +4 to hit,
Challenge Rating 1/2 reach 10 ft. Hit: 1d8 + 2 slashing damage.
Spellcasting. Barklet knows the following spells, which
Skills Athletics +4, Insight +5 are cast innately. Spell attack roll +5, save DC 13.
Saving Throws Strength +4, Wisdom +5
Senses Darkvision 60 ft., passive Perception 13 • Cantrips: poison spray
Languages understands all languages of their trainer but can’t speak
Damage Vulnerabilities Fire • 1st level (1/day): entangle
Condition Immunities Petrified
Proficiency Bonus +2 Underground Ambush (1 CP). [Forest] Barklet
Save DC 12 must have emerged from burrowing within 15 ft. of an
enemy creature. Barklet makes a Vine Slap attack with
Evolution Stage: 1/3 advantage. On a success, the target must succeed
Rarity: on a DC 13 Strength saving throw. If the creature fails,
Wildkin Category: Forest they are pulled headfirst 15 ft. into a crater created by
Strong Against: Aquatic, Storm Barklet’s burrowing. The target is restrained (escape
Weak Against: Flame, Ice DC 13) and blinded while restrained in this way until
they escape or an ally uses their action to pull the stuck
Tree Stride. Barklet ignores difficult terrain caused by target free, requiring a DC 13 Strength (Athletics) check.
dense foliage, vines, or other forest terrain.

22
Oakward STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+1)
WIS
16 (+3)
CHA
9 (-1)
Medium beast, shares trainer alignment

Armor Class 16 (natural armor) Actions


Hit Points 40
Speed 25 ft., 15 ft. burrow Bark Slam. [Forest] Melee Weapon Attack: +6 to hit,
Challenge Rating 1 reach 5 ft. Hit: 2d6 + 3 bludgeoning damage.
Spellcasting. Oakward knows the following spells,
Skills Athletics +6, Insight +6 which are cast innately. Spell attack roll +5, save DC 12.
Saving Throws Strength +6, Wisdom +6
Senses Darkvision 60 ft., passive Perception 16 • Cantrips: poison spray
Languages understands all languages of their trainer but can’t speak
Damage Vulnerabilities Fire • 1st level (1/day): entangle
Condition Immunities Petrified • 2nd level (1/day): barkskin
Proficiency Bonus +3
Save DC 14 Ironbark Shield (2 CP, Action). [Forest] Oakward
must be within 5 ft. of an ally. His form shifts to become
Evolution Stage: 2/3 an oversized shield that magically hovers in place,
Rarity: protecting the ally and following them as they move.
Wildkin Category: Forest For the next 1 minute, Oakward grants the ally a +2
Strong Against: Aquatic, Storm bonus to AC. Additionally, as long as this effect is
Weak Against: Flame, Ice active, the ally may use their bonus action to make
Oakward make a Bark Slam attack. On a hit, the target
Tree Stride. Oakward ignores difficult terrain caused by must succeed on a DC 14 Strength saving throw or be
dense foliage, vines, or other forest terrain. knocked prone.

23
Interested in Full Playtest Packet?

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24
Monster Trainer’s Handbook includes
two hardcover books, monster cards,
storage binders, and other incredible
products that give players and GMs
everything they need to capture
creatures, develop bonds, and grow
together!
Introducing Monster Trainers
and their companions – wildkin!

25

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