The forced biodiversity edicts of the early Relocation period led to the creation of hundreds of horrific abominations that still haunt and hunt the wastelands. Every failing is an opportunity to the corporations, however, and the introduction of the Monster Tamer's League provided distraction to millions of viewers in its time. Today, monster taming is a respected and time-honored sport, largely bloodless and as tame as the monsters who fight in it. Some auditors remember the early days of the league, however, using that knowledge to capture and command terrible monsters as their fighting companions.
Monster Companion
You acquire the companionship of a trained beast, which you can digitally store in your BeastBinder peripheral. The beast is friendly to you and your companions and obeys your commands. Choose its stat block - Aerial Monster, Aquatic Monster, or Ground Monster - which uses your proficiency bonus (PB) in several places. You also determine the kind of creature the monster is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast is obviously unnatural in some way.
In combat, the beast 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 on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast dies, it digitizes and returns to your BeastBinder. You can use your action to touch the BeastBinder and expend a tech slot of 1st level or higher within one hour of its "death." The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a monster companion. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Aerial Monster
Small Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your auditor level (the beast has a number of Hit Dice [d6s] equal to your auditor level)
Speed: 10 ft., fly 60ft.
Attributes: STR 6 (-2), DEX 16 (+3), CON 13 (+1), INT 8 (-1), WIS 14 (+2), CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Proficiency Bonus (PB): equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Trainer Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your tech attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Aquatic Monster
Medium Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your auditor level (the beast has a number of Hit Dice [d8s] equal to your auditor level)
Speed: 5 ft., swim 60ft.
Attributes: STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 8 (-1), WIS 14 (+2), CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Trainer Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your tech attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your tech save DC). Until this grapple ends, the beast can't use this attack on another target.
Ground Monster
Medium Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your auditor level (the beast has a number of Hit Dice [d8s] equal to your auditor level)
Speed: 40 ft., climb 40ft.
Attributes: STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 8 (-1), WIS 14 (+2), CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Proficiency Bonus (PB): equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your tech save DC or be knocked prone.
Trainer Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your tech attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as tech for the purpose of overcoming resistance and immunity to mundane attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Techs
Beginning at 15th level, when you cast a tech targeting yourself, you can also affect your beast companion with the tech if the beast is within 30 feet of you.