publish: true
aliases:
- Houndmaster
created: 2026-03-09T12:15:33.773-04:00
modified: 2026-03-09T12:15:33.773-04:00
published: 2026-03-09T12:15:33.773-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24extras
- ttrpg-cli/subclass/captain/houndmaster
cssclasses: - json5e-class
obsidianUIMode: preview
Houndmaster
Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Houndmaster 4th +2 5th +3 6th +3 Hound's Instincts 7th +3 8th +3 9th +4 10th +4 Loyal Redirection 11th +4 12th +4 13th +5 14th +5 Old Dog, New Tricks 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Cross-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.
Cross-Compatability Modifictaions
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.
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.
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.
Subclass Features
Faithful Hound (Level 3)
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.
Does the Dog Die?
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.
Hound
Sick ‘Em! [Maneuver] (Level 3)
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.
Desperate Companion (Level 3)
While you are Bloodied, your hound has Advantage on attack rolls.
Hound’s Instincts (Level 6)
Your 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 10)
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 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 14)
Your 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.