Tamer (Homebrew: Heliana's Guide To Monster Hunting)
Flourishing a gilded skull snatched from within the folds of a cloak, a dwarf summons a fierce-eyed angel in a flare of blinding radiance, emphatically encouraging it to fantastical feats of fury.
Beaming from ear to ear, a chemical-stained gnome admires her handiwork amongst the clutter of her laboratory: a ‘snektopus’; eight venom- fanged maws perfectly spliced with the intelligence of a cephalopod.
Coughing in the smoking ruins of the cultists’ former hideout, a tiefling gives their fire-infused owlbear a playful rub behind the ears, contemplating a job well done and the rewards to be claimed.
Whether imbuing their companions with the primordial elements, enhancing them through the ‘very tiny stitches’ of biomancy, or inciting them with words of encouragement, tamers work through their captured friends. Alone, a tamer possesses little in the way of destructive ability. With carefully selected companions, a tamer can become an unstoppable menagerie of mayhem.
Hit Dice: 1d8 per tamer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tamer level after 1st
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, nets
Tools: One type of artisan’s tools or one musical instrument of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, and Persuasion
You become bonded to a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a Small or smaller creature with a challenge rating of 1/2 or lower that isn’t a humanoid, giant, or swarm to become your companion. When a creature becomes your companion, it has a maximum number of hit points equal to the average of its Hit Dice, as indicated in its statistics, and it can’t cast spells. Work with your GM to find a companion that suits your campaign world. This companion obeys your commands and is friendly to you and your allies.
Companions make death saving throws, die, and can be revived like any player character. A companion that has been stabilised remains unconscious until it regains hit points, or until you finish a long rest. Companions that are stable and have 0 hit points when you finish a long rest regain half their maximum hit points. You have a pool of healing power equal to five times your tamer level that replenishes when you finish a long rest. Whenever you finish a short rest, you can choose to draw power from that pool, restoring a total number of hit points amongst your companions up to the maximum amount remaining in your pool.
As you gain levels in this class, your companions become more powerful. Your companions use your proficiency bonus instead of their own, potentially increasing their attack, saving throw, and skill modifiers, and their saving throw DCs.
One way to defeat deadly foes: have deadlier friends. As you explore, you will encounter new creatures which you may wish to make your companions. You can tame a Small or smaller creature of CR ½ or lower, as described below. As you gain levels in this class, the size and challenge rating of creatures you can tame increases, as shown in the Tamer Companion Summary table.
By 2nd level, you have learned to harness your mental fortitude to augment the potential of others. You can cast tamer spells. See page 495 for the tamer spell list.
While your companion is within 100 feet of you and you are holding its vessel, or if you are holding its vessel with it inside, you can use an action to expend one spell slot to restore hit points to your companion equal to your spellcasting ability modifier (minimum 1) plus an additional 2d4 per level of the spell slot expended.
While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. Spell Swap. While your companion is summoned, is within 100 feet of you, and you hold its vessel, any spells your companion knows are added to your known spells. In addition, when you cast a spell with a range of self or touch, your companion can be the target of that spell.
As you gain levels in this class, the number of companions and maximum size of companion towhich you can become bonded increases. You can be bonded to two, three, four, five, or six creatures at 3rd, 7th, 11th, 15th, and 19th level, respectively. Your companions can be sized Medium at 5th level, Large at 11th level, and Huge at 17th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel. When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table for details.
You choose the type of Training Paradigm you follow from the list of available paradigms, which are detailed after the class’s description. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level. At 18th level, the 7th-level feature is improved.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.
Through rigorous training, you can access the innate fury of your companions. When you take a bonus action or action to command your companion, you can command it to use its Multiattack action, if it has one.
While your companion is within 100 feet of you, you can order it to change its behaviour towards one creature you can see as part of the bonus action or action you use to command it. Choose either the aggressive or cautious behaviours. At the start of each of the target creature’s turns for the next minute, it must succeed on a Wisdom saving throw versus your tamer spell save DC if it is within 30 feet of your companion and can see your companion. On a failure, it suffers the effects of the associated behaviour until the start of its next turn. On a success, it is unaffected.
While summoning a companion, your psychic connection is at its closest, allowing you to quickly relay your intent. As part of the action to summon a companion, you can command it to take an action in its stat block or some other action, which it does so on its turn. You can use this feature a number of times equal to your tamer spellcasting ability modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.
Your magical potency is channeled through your companions’ strikes. Your companions’ attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You learn how to switch places with your companion in the nick of time. While you and your companion are within 100 feet of each other, you can use a bonus action, or a reaction when you or your companion is the target of an attack by an attacker you can see, to magically switch places with your companion. If performed as a reaction, the creature that appears in the targeted creature’s space becomes the new target of the attack. You have an number of uses of this feature equal to your tamer spellcasting ability modifier (minimum of once). You regain all expended uses when you finish a long rest.
In times of great need, a tamer can summon many of its companions simultaneously. As an action, you can summon additional companions which remain summoned for 1 minute. You can have a maximum of three companions summoned simultaneously as a result of using this feature. As an action on subsequent turns, you can issue mental commands to all your companions at once, allowing them to take an action in their stat block or some other action. You choose the order in which your companions act each round. After the minute elapses, all your companions bar one (which you choose) return to their vessels and a wave of lethargy sweeps over you; you can’t move or take actions until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest.
Creating a Tamer
What prompted you to begin taming creatures?Loneliness? A need to transport your favourite dragonling through customs? A pathological desire to catch ‘em all? The bond tamers experience with their companions are incredibly intimate; both are privy to the other’s innermost thoughts. However, such bondsdiffer between tamers: where one tamer might view a companion as friend and equal, another might view the creature as a tool with which to fulfill their own goals. Have you lost a companion before? How did you react? Perhaps it was emotionally traumatising, or perhaps it was simply a mere inconvenience.Quick Build
You can make a tamer by following this suggestion: Choose Wisdom, Intelligence, or Charisma to be your highest ability score, followed by Constitution.Class Features
As a Tamer, you gain the following class features.Hit Points
Hit Dice: 1d8 per tamer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tamer level after 1st
Proficiencies
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, nets
Tools: One type of artisan’s tools or one musical instrument of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:- (a) scale mail or (b) leather armor
- A simple melee weapon, a net, and a shield
- A light crossbow and 20 bolts
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Pocket Familiar
(1st-level Tamer feature)You become bonded to a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a Small or smaller creature with a challenge rating of 1/2 or lower that isn’t a humanoid, giant, or swarm to become your companion. When a creature becomes your companion, it has a maximum number of hit points equal to the average of its Hit Dice, as indicated in its statistics, and it can’t cast spells. Work with your GM to find a companion that suits your campaign world. This companion obeys your commands and is friendly to you and your allies.
Vessel
When not summoned, your companion exists inside a magical vessel of your own design, such as a painted animal skull, bejewelled egg, or crystal sphere. While in this vessel, the companion has full cover from all attacks and other effects, is unaffected by area of effects that originate from outside the vessel, and exists in stasis; it doesn’t need to eat, drink, sleep, or breathe, and it is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralised. A companion at 0 hit points is instantly stabilised when it enters its vessel. If a vessel is broken, or a companion is released from its vessel for any other reason, the creature within it ceases to be a tamer’s companion. It acts according to its own wishes and retains any improvements it gained while a companion.Summoning
As an action, you can summon your companion from a vessel, causing it to appear in an unoccupied space that you can see within 30 feet of you, or any unoccupied space within 5 feet of you. You can dismiss a companion within 30 feet of you as a bonus action or action, drawing it back into its vessel. To summon or dismiss a companion, you must be holding its vessel in hand. You can only have one companion summoned at a time.Combat
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action or action onyour turn to command it to take different actions. Those actions can be in its statistics or some other action, bonus action, or object interaction. If you are incapacitated, the companion can take any action of its choice, not just Dodge. Your companion can’t take the Multiattack action until you reach 5th level in this class, even if it would otherwise be able to.Rest
A companion gains the benefits of a long rest when its tamer finishes a long rest; if it has at least 1 hit point, it regains all its hit points when you finish a long rest. Unlike other creatures, a companion can’t spend its own Hit Dice to recover hit points at the end of a short rest. See the Soul Bond feature for details on recovering hit points.Items
Armour, barding, and weapons can be equipped to enhance your companion. A companion can wear or carry any equipment that their size and body shape permits. However, your companion must be proficient with the armour or weapon to make full use of it. If your companion wears armour that it lacks proficiency with, it has disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. A companion that is not proficient with a weapon type does not add its proficiency bonus to attack rolls made with that weapon type.Item Bonding.
Over the course of an hour, you can bond a companion to one object that it can wear or carry that is not any sort of container or storage. When a companion is recalled, all items it is wearing or carrying that it is not bonded to are dropped in the space from which it was recalled. A companion can be bonded to up to 3 items at any one time. Companions can’t attune to magic items, unless they have a specific ability that allows them to do so (e.g. Proto-Attunement, page 238).Companion Barding.
You can purchase armour for your companion. Any type of armour can be purchased as barding. The cost and weight is doubled for each size category above Medium, and halved for each size category below Small. In addition, the cost is further doubled if the companion is not humanoid in shape.Soul Bond
(1st-level Tamer feature)Companions make death saving throws, die, and can be revived like any player character. A companion that has been stabilised remains unconscious until it regains hit points, or until you finish a long rest. Companions that are stable and have 0 hit points when you finish a long rest regain half their maximum hit points. You have a pool of healing power equal to five times your tamer level that replenishes when you finish a long rest. Whenever you finish a short rest, you can choose to draw power from that pool, restoring a total number of hit points amongst your companions up to the maximum amount remaining in your pool.
Monster Trainer
(1st-level Tamer feature)As you gain levels in this class, your companions become more powerful. Your companions use your proficiency bonus instead of their own, potentially increasing their attack, saving throw, and skill modifiers, and their saving throw DCs.
Training
Whenever you gain an Ability Score Improvement from gaining a level in the tamer class, you pass on your hardened resolve to all your companions, causing them to gain 1 additional Hit Die. Increase your companion’s hit point maximum by rolling this Hit Die and adding your companion’s Constitution modifier (minimum of 0). Whenever you gain a level beyond 1st in this class, each companion to which you are bonded gains one of the following improvements. The familiars in Chapter 8 have unique improvements that can be taken instead of these. Any newly gained companions receive these additional Hit Dice and improvements as if you had them since your 1st level in tamer.Tame Creature
(1st-level Tamer feature)One way to defeat deadly foes: have deadlier friends. As you explore, you will encounter new creatures which you may wish to make your companions. You can tame a Small or smaller creature of CR ½ or lower, as described below. As you gain levels in this class, the size and challenge rating of creatures you can tame increases, as shown in the Tamer Companion Summary table.
Vessel
To tame a companion, you must first prepare a vessel using special inks, gems, or other materials. Preparing the vessel takes 8 hours of work and components with a value in gold pieces equal to at least one hundred times the target creature’s CR.Taming a Creature
As an action, you can throw an empty vessel at a creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your tamer spell save DC or be trapped within the vessel. A creature automatically succeeds on this saving throw if:- It is a humanoid, giant, or swarm.
- It is larger than your maximum companion size (use a creature’s unaltered size if it is under the influence of a size-changing magical effect, such as enlarge/reduce).
- It has a higher CR than your maximum companion CR (see the Tamer Companion Summary table).
- It has a higher CR than the vessel can capture.
- It has more than half of its hit points.
Lost Traits
When a creature becomes your companion, it loses the following from its stat block:- The ability to cast any spells (though it retains its spells known, see Psychic Bond, page 201).
- Any summoning actions or actions that create additional creatures (such as a wraith’s Create Specter action or an ooze’s Split reaction).
- The Regeneration, Rejuvenation, and Legendary Resistance traits.
- Any effect that restores hit points, unless that effect has a limited number of uses per day.
- Any legendary actions, mythic traits, legendary action options, and mythic action options.
- Any lair actions and regional effects.
Spellcasting
(2nd-level Tamer feature)By 2nd level, you have learned to harness your mental fortitude to augment the potential of others. You can cast tamer spells. See page 495 for the tamer spell list.
Cantrips
At 2nd level, you know two cantrips of your choice from the tamer spell list. You learn additional tamer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tamer table.Spell Slots
The Tamer table shows how many spell slots you have to cast your tamer spells of 1st level and higher. To cast one of these tamer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the tamer spell list. The Spells Known column of the Tamer table shows when you learn more tamer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the tamer spells you know and replace it with another spell from the tamer spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
When you gain your first level in this class, choose whether you use your knowledge (Intelligence), willpower (Wisdom), or force of personality (Charisma) as your spellcasting ability for your tamer spells. You use this spellcasting ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a tamer spell you cast and when making an attack roll with one.- Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
- Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Spellcasting Focus
You can use a creature’s vessel as a spellcasting focus for your tamer spells.Bolster
(2nd-level Tamer feature)While your companion is within 100 feet of you and you are holding its vessel, or if you are holding its vessel with it inside, you can use an action to expend one spell slot to restore hit points to your companion equal to your spellcasting ability modifier (minimum 1) plus an additional 2d4 per level of the spell slot expended.
Psychic Bond
(2nd-level Tamer feature)While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. Spell Swap. While your companion is summoned, is within 100 feet of you, and you hold its vessel, any spells your companion knows are added to your known spells. In addition, when you cast a spell with a range of self or touch, your companion can be the target of that spell.
Pocket Family
(3rd-level Tamer feature)As you gain levels in this class, the number of companions and maximum size of companion towhich you can become bonded increases. You can be bonded to two, three, four, five, or six creatures at 3rd, 7th, 11th, 15th, and 19th level, respectively. Your companions can be sized Medium at 5th level, Large at 11th level, and Huge at 17th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel. When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table for details.
Training Paradigm
(3rd-level Tamer feature)You choose the type of Training Paradigm you follow from the list of available paradigms, which are detailed after the class’s description. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level. At 18th level, the 7th-level feature is improved.
Feat
(4th-level Tamer feature)When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.
Multiattack
(5th-level Tamer feature)Through rigorous training, you can access the innate fury of your companions. When you take a bonus action or action to command your companion, you can command it to use its Multiattack action, if it has one.
Malleable Presence
(5th-level Tamer feature)While your companion is within 100 feet of you, you can order it to change its behaviour towards one creature you can see as part of the bonus action or action you use to command it. Choose either the aggressive or cautious behaviours. At the start of each of the target creature’s turns for the next minute, it must succeed on a Wisdom saving throw versus your tamer spell save DC if it is within 30 feet of your companion and can see your companion. On a failure, it suffers the effects of the associated behaviour until the start of its next turn. On a success, it is unaffected.
- Aggressive. The creature has disadvantage on attack rolls it makes against creatures other than your companion.
- Cautious. The creature has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 5 feet of the attacker.
Alpha Strike
(6th-level Tamer feature)While summoning a companion, your psychic connection is at its closest, allowing you to quickly relay your intent. As part of the action to summon a companion, you can command it to take an action in its stat block or some other action, which it does so on its turn. You can use this feature a number of times equal to your tamer spellcasting ability modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.
Wilful Blows
(6th-level Tamer feature)Your magical potency is channeled through your companions’ strikes. Your companions’ attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Switcheroo
(13th-level Tamer feature)You learn how to switch places with your companion in the nick of time. While you and your companion are within 100 feet of each other, you can use a bonus action, or a reaction when you or your companion is the target of an attack by an attacker you can see, to magically switch places with your companion. If performed as a reaction, the creature that appears in the targeted creature’s space becomes the new target of the attack. You have an number of uses of this feature equal to your tamer spellcasting ability modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magnificent Presence
(17th-level Tamer feature) While your companion is within 100 feet of you, you can order it to change its behaviour as part of the bonus action or action you use to command it. Choose either the provoking poise or shrinking violet behaviours.- Provoking Poise. For the next minute, your companion draws the attention of nearby creatures. While within 15 feet of your companion, any creature that is hostile towards your companion and that can see it has disadvantage on attack rolls it makes against creatures other than your companion.
- Shrinking Violet. For the next minute, your companion appears small and unassuming, making little noise. Any creature that is hostile towards your companion has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 15 feet of the attacker.
Summon the Horde
(20th-level Tamer feature)In times of great need, a tamer can summon many of its companions simultaneously. As an action, you can summon additional companions which remain summoned for 1 minute. You can have a maximum of three companions summoned simultaneously as a result of using this feature. As an action on subsequent turns, you can issue mental commands to all your companions at once, allowing them to take an action in their stat block or some other action. You choose the order in which your companions act each round. After the minute elapses, all your companions bar one (which you choose) return to their vessels and a wave of lethargy sweeps over you; you can’t move or take actions until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest.
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