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Tamer Reference Document-Public

The document provides rules for playing a monster tamer character class, including capturing creatures, forming soul bonds with companions, and using them in combat. It includes the base tamer class and an elementalist subclass, as well as rules for a dragonling familiar and tamer spells.

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Kody Granger
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100% found this document useful (1 vote)
1K views20 pages

Tamer Reference Document-Public

The document provides rules for playing a monster tamer character class, including capturing creatures, forming soul bonds with companions, and using them in combat. It includes the base tamer class and an elementalist subclass, as well as rules for a dragonling familiar and tamer spells.

Uploaded by

Kody Granger
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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1

Contents Introduction
This reference document presents all the rules needed to
Introduction . . . . . . . . . . . . . . . . . . . . . 1 play as a monster tamer character, a class introduced in
Tamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Tamer Heliana’s Guide to Monster Hunting. The tamer captures
Creating a Tamer.
Tamer. . . . . . . . . . . . . . . . . . . . . 2 creatures in specially-made vessels and form unbreakable
bonds with the new companions that empowers their
Class Features. . . . . . . . . . . . . . . . . . . . . . . . 3
joint combat capabilities.
Training Paradigm . . . . . . . . . . . . . . . . . 11 The document includes the base rules and options for
Infuser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 the tamer, as well as one tamer subclass: the elementalist
Infuser. Additional supplements include the dragonling,
Dragonling Familiar . . . . . . . . . . . . . 13
a familiar whose abilities grow alongside the tamer, and a
Monster Trainer . . . . . . . . . . . . . . . . . . . . 14 list of tamer spells.
Tamer Spells .
Spells . . . . . . . . . . . . . . . . . . . . . 16
Tamer Spell List. . . . . . . . . . . . . . . . . . . . . . 16
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Credits
Writing: Max Wartelle, Mohamed “Aggi” Bellafquih
Editing: Phylea, Max Wartelle
Formatting: Kwanpo “Ari” Cheng, Sally Kay Clark, Max Wartelle
Proofing: João Araújo, Sally Kay Clark, Jessic Gombart
Interior Illustrators: Jesse Jackdaw Burns, Ognjen Sporin
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.

Creating a Tamer
Tamer What prompted you to begin taming creatures? Lone-
Flourishing a gilded skull snatched from within the folds liness? A need to transport your favourite dragonling
of a cloak, a dwarf summons a fierce-eyed angel in a flare through customs? A pathological desire to catch 'em all?
of blinding radiance, emphatically encouraging it to The bond tamers experience with their companions
fantastical feats of fury. are incredibly intimate; both are privy to the other’s
innermost thoughts. However, such bondsdiffer between
Previous: Ognjen Sporin; This Page: Jesse Jackdaw Burns

Beaming from ear to ear, a chemical-stained gnome


admires her handiwork amongst the clutter of her labo- tamers: where one tamer might view a companion as
ratory: a 'snektopus'; eight venom-fanged maws perfectly friend and equal, another might view the creature as a
spliced with the intelligence of a cephalopod. tool with which to fulfill their own goals. Have you lost
a companion before? How did you react? Perhaps it was
Coughing in the smoking ruins of the cultists' former emotionally traumatising, or perhaps it was simply a mere
hideout, a tiefling gives their fire-infused owlbear a play- inconvenience.
ful rub behind the ears, contemplating a job well done
and the rewards to be claimed. Quick Build
Whether imbuing their companions with the pri- You can make a tamer by following this suggestion:
mordial elements, enhancing them through the 'very Choose Wisdom, Intelligence, or Charisma to be your
tiny stitches' of biomancy, or inciting them with words highest ability score, followed by Constitution.

2
The Tamer
Proficiency Cantrips Spells –Spell Slots per Spell Level–
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Pocket Familiar, Monster Trainer, Soul Bond, Tame Creature — — — — — — —
2nd +2 Bolster, Psychic Bond, Spellcasting 2 2 2 — — — —
3rd +2 Pocket Family, Training Paradigm 2 3 3 — — — —
4th +2 Ability Score Improvement 2 3 3 — — — —
5th +3 Multiattack, Malleable Presence 2 4 4 2 — — —
6th +3 Alpha Strike, Wilful Blows 2 4 4 2 — — —
7th +3 Pocket Family (2), Training Paradigm Feature 2 5 4 3 — — —
8th +3 Ability Score Improvement 2 5 4 3 — — —
9th +4 — 2 6 4 3 2 — —
10th +4 Training Paradigm Feature 3 6 4 3 2 — —
11th +4 Pocket Family (3) 3 7 4 3 3 — —
12th +4 Ability Score Improvement 3 7 4 3 3 — —
13th +5 Switcheroo 3 8 4 3 3 1 —
14th +5 Training Paradigm Feature 4 8 4 3 3 1 —
15th +5 Pocket Family (4) 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 Magnificent Presence 4 10 4 3 3 3 1
18th +6 Training Paradigm Feature 4 10 4 3 3 3 1
19th +6 Ability Score Improvement, Pocket Family (5) 4 11 4 3 3 3 2
20th +6 Summon the Horde 4 11 4 3 3 3 2

Class Features
• (a) scale mail or (b) leather armor
Hit Points
• A simple melee weapon, a net, and a shield
Hit Dice: 1d8 per tamer level
• A light crossbow and 20 bolts
Hit Points at 1st Level: 8 + your Constitution modifier
• (a) a dungeoneer’s pack or (b) an explorer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per tamer level after 1st
If you forgo this starting equipment, as well as the
Proficiencies items offered by your background, you start with 5d4 ×
10 gp to buy your equipment.
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, nets Optional Rule: Multiclassing
Tools: One type of artisan’s tools or one musical If your group uses the optional rule on multiclassing, use
instrument of your choice the following prerequisites, proficiencies, and spell slots if
Saving Throws: Constitution, Charisma you choose the tamer as one of your classes.
Skills: Choose two from Animal Handling, Insight, Ability Score Minimum: As a multiclass character,
Medicine, Nature, Perception, and Persuasion you must have at least an Intelligence, Wisdom, or Cha-
risma score of 13 to take a level in this class, or to take a
Equipment level in another class if you’re already a tamer. The ability
You start with the following equipment, in addition to you use to qualify to multiclass into tamer must be your
the equipment granted by your background: tamer spellcasting ability.

Tamer 3
Proficiencies Gained. If tamer isn’t your initial class, Summoning. As an action, you can summon your
you gain the following proficiencies when you take your companion from a vessel, causing it to appear in an
first level as a tamer: light armour, shields, simple weap- unoccupied space that you can see within 30 feet of you,
ons, and nets. or any unoccupied space within 5 feet of you. You can
dismiss a companion within 30 feet of you as a bonus
Spell Slots. Add half your levels (rounded down) in
action or action, drawing it back into its vessel. To
the tamer class to the appropriate levels from other class-
summon or dismiss a companion, you must be holding
es to determine your available spell slots.
its vessel in hand. You can only have one companion
summoned at a time.
Pocket Familiar
1st-level Tamer feature
Dominated Companions
You become bonded to a companion that accompanies
A companion that is controlled by another crea-
you on your adventures and is trained to fight alongside
you. Choose a Small or smaller creature with a challenge ture, such as by the dominate monster spell, can
rating of 1/2 or lower that isn’t a humanoid, giant, or try to resist being recalled into its vessel. When
swarm to become your companion. When a creature you try to recall such a creature into its vessel, it
becomes your companion, it has a maximum number of can make a Charisma saving throw against your
hit points equal to the average of its Hit Dice, as indi- tamer spell save DC. On a failed saving throw, it is
cated in its statistics, and it can’t cast spells. Work with recalled, while on a success, it is not.
your GM to find a companion that suits your campaign
world. This companion obeys your commands and is
friendly to you and your allies. Combat. In combat, your companion shares your ini-
Vessel. When not summoned, your companion exists tiative count, but it takes its turn immediately after yours.
inside a magical vessel of your own design, such as a paint- It can move and use its reaction on its own, but the only
ed animal skull, bejewelled egg, or crystal sphere. While in action it takes on its turn is the Dodge action, unless you
this vessel, the companion has full cover from all attacks take a bonus action or action on your turn to command it
and other effects, is unaffected by area of effects that orig- to take different actions. Those actions can be in its statis-
inate from outside the vessel, and exists in stasis; it doesn’t tics or some other action, bonus action, or object interac-
need to eat, drink, sleep, or breathe, and it is immune to tion. If you are incapacitated, the companion can take any
poison and disease, although a poison or disease already in action of its choice, not just Dodge. Your companion can’t
its system is suspended, not neutralised. A companion at 0 take the Multiattack action until you reach 5th level in
hit points is instantly stabilised when it enters its vessel. this class, even if it would otherwise be able to.
If a vessel is broken, or a companion is released from Rest. A companion gains the benefits of a long rest
its vessel for any other reason, the creature within it ceas- when its tamer finishes a long rest; if it has at least 1 hit
es to be a tamer’s companion. It acts according to its own point, it regains all its hit points when you finish a long
wishes and retains any improvements it gained while a rest. Unlike other creatures, a companion can’t spend its
companion. 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.
Home Planes Items. Armour, barding, and weapons can be equipped
Some magical effects, like the banishment spell, to enhance your companion. A companion can wear or car-
have the ability to permanently banish a creature ry any equipment that their size and body shape permits.
back to its home plane. When a creature be- However, your companion must be proficient with the
armour or weapon to make full use of it. If your com-
comes your companion, its home plane becomes
panion wears armour that it lacks proficiency with, it has
the demiplane within its vessel. If the companion disadvantage on any ability check, saving throw, or attack
becomes permanently banished by such a spell, it roll that involves Strength or Dexterity. A companion that
simply reappears in this vessel. is not proficient with a weapon type does not add its profi-
ciency bonus to attack rolls made with that weapon type.

4
Item Bonding. Over the course of an hour, you can Training. Whenever you gain an Ability Score Im-
bond a companion to one object that it can wear or provement from gaining a level in the tamer class, you
carry that is not any sort of container or storage. When a pass on your hardened resolve to all your companions,
companion is recalled, all items it is wearing or carrying causing them to gain 1 additional Hit Die. Increase your
that it is not bonded to are dropped in the space from companion’s hit point maximum by rolling this Hit Die
which it was recalled. A companion can be bonded to up and adding your companion’s Constitution modifier
to 3 items at any one time. Companions can’t attune to (minimum of 0).
magic items, unless they have a specific ability that allows
Whenever you gain a level beyond 1st in this class,
them to do so.
each companion to which you are bonded gains one of
Companion Barding. You can purchase armour for the following improvements. Bespoke familiars such as
your companion. Any type of armour can be purchased those from Heliana’s Guide or L’Arsene’s Ledger have unique
as barding. The cost and weight is doubled for each size improvements that can be taken instead of these.
category above Medium, and halved for each size catego-
Any newly gained companions receive these additional
ry below Small. In addition, the cost is further doubled if
Hit Dice and improvements as if you had them since
the companion is not humanoid in shape.
your 1st level in tamer.
Companion Barding Cost Companion Improvement Training
Size Humanoid Shape Cost Abstract Shape Cost
Improvement Effect
Tiny 0.5x 1x
Increase one existing speed by 15 feet up
Small 1x 2x Speed to a maximum of 150% of the creature’s
Medium 1x 2x Training base speed, rounded up to the nearest
5-foot increment*.
Large 2x 4x
Your companion gains an additional Hit
Huge 4x 8x
Die, increasing its hit point maximum.
Increase your companion’s hit point max-
Toughen Up
imum by rolling this Hit Die and adding
Soul Bond your companion’s Constitution modifier
(minimum of 0).
1st-level Tamer feature
Increase one of your companion's ability
Companions make death saving throws, die, and can be Ability Boost
scores by 1, to a maximum of 20.
revived like any player character. A companion that has
Your companion gains a +1 bonus to its
been stabilised remains unconscious until it regains hit Go For the
attack and damage rolls made with its
points, or until you finish a long rest. Companions that Throat
natural weapons or unarmed strikes**.
are stable and have 0 hit points when you finish a long
rest regain half their maximum hit points. Survival Your companion gains proficiency in one
Instincts saving throw.
You have a pool of healing power equal to five times Your companion gains proficiency with
your tamer level that replenishes when you finish a long War Training
one armour type or two weapons***.
rest. Whenever you finish a short rest, you can choose to
draw power from that pool, restoring a total number of *E.g., a base speed of 30 feet can be increased to 45 feet maximum, a
hit points amongst your companions up to the maxi- base speed of 25 feet can be increased to 40 feet, and a base speed of 20
mum amount remaining in your pool. feet to 30 feet.
**Your companions can each benefit from this feature once. When you
Monster Trainer reach 5th level in this class, your companions can each benefit from
this feature twice. When you reach 9th level in this class, your compan-
ions can each benefit from this feature three times. This improvement
1st-level Tamer feature does not affect attacks made with weapons.

As you gain levels in this class, your companions ***Your companion can’t gain proficiency in medium and heavy ar-
mour until it has gained proficiency in the prerequisite lighter armour
become more powerful. Your companions use your types. For example, to gain proficiency in heavy armour, you must
proficiency bonus instead of their own, potentially in- take this improvement 3 times: light, then medium, then heavy. Work
creasing their attack, saving throw, and skill modifiers, with your GM to figure out if and how a creature can wield shields and
weapons.
and their saving throw DCs.

Tamer 5
Tamer Companion Summary

Maximum Maximum Maximum Improvements/Hit Dice Gained on Taming*


Tamer
# of Bonded Companion Companion
Level CR 1/2- CR 1 CR 2 CR 3 CR 4 CR 5 CR 6
Companions Size CR
1 1 Small 1/2 0/0 — — — — — —
2 1 Small 1/2 1/0 — — — — — —
3 2 Small 1/2 2/0 — — — — — —
4 2 Small 1 3/1 0/0 — — — — —
5 2 Medium 1 4/1 1/0 — — — — —
6 2 Medium 1 5/1 2/0 — — — — —
7 3 Medium 2 6/1 3/0 0/0 — — — —
8 3 Medium 2 7/2 4/1 1/1 — — — —
9 3 Medium 2 8/2 5/1 2/1 — — — —
10 3 Medium 3 9/2 6/1 3/1 0/0 — — —
11 4 Large 3 10 / 2 7/1 4/1 1/0 — — —
12 4 Large 3 11 / 3 8/2 5/2 2/1 — — —
13 4 Large 4 12 / 3 9/2 6/2 3/1 0/0 — —
14 4 Large 4 13 / 3 10 / 2 7/2 4/1 1/0 — —
15 5 Large 4 14 / 3 11 / 2 8/2 5/1 2/0 — —
16 5 Large 5 15 / 4 12 / 3 9/3 6/2 3/1 0/0 —
17 5 Huge 5 16 / 4 13 / 3 10 / 3 7/2 4/1 1/0 —
18 5 Huge 5 17 / 4 14 / 3 11 / 3 8/2 5/1 2/0 —
19 6 Huge 6 18 / 5 15 / 4 12 / 4 9/3 6/2 3/1 0/0
20 6 Huge 6 19 / 5 16 / 4 13 / 4 10 / 3 7/2 4/1 1/0

*For example, if a 10th level tamer trained a CR 1 creature, that creature would immediately gain 6 improvements (see previous page) and 1 Hit Die.
This is indicated by the value ‘6/1’ in the ‘CR 1’ column and the level ‘10’ row.

Tame Creature
1st-level Tamer feature Vessels and Cost
One way to defeat deadly foes: have deadlier friends. As At 4th level, you can capture creatures of CR 1
you explore, you will encounter new creatures which and below. To capture a CR ½ or CR 1 creature,
you may wish to make your companions. You can tame you need a vessel worth 50 gp or 100 gp, respec-
a Small or smaller creature of CR ½ or lower, as de- tively. If you try to use a vessel worth 50 gp to
scribed below. As you gain levels in this class, the size and capture a CR 1 creature, the creature automati-
challenge rating of creatures you can tame increases, as
cally succeeds on its saving throw, and the vessel
shown in the Tamer Companion Summary table.
can be recovered. You can always break down
Vessel. To tame a companion, you must first prepare the components of an old vessel to craft a new
a vessel using special inks, gems, or other materials. Pre- one as part of the vessel preparation process.
paring the vessel takes 8 hours of work and components
with a value in gold pieces equal to at least one hundred You can release a companion from a vessel at any
times the target creature’s CR. point. The vessel remains intact, and can be used
to tame a new creature.

6
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 Abilities and Proficiency
throw against your tamer spell save DC or be trapped
As your companions’ ability scores change—often
within the vessel. A creature automatically succeeds on
this saving throw if: through Companion Improvement Training—their
skill modifiers, saving throws, attack modifiers,
• It is a humanoid, giant, or swarm.
and saving throw DCs will also change. Working
• It is larger than your maximum companion size (use a
out what ability a creature’s attack or saving
creature’s unaltered size if it is under the influence of a
size-changing magical effect, such as enlarge/reduce). throw uses can require a bit of detective work.
• It has a higher CR than your maximum companion First you have to know the creature’s proficien-
CR (see the Tamer Companion Summary table). cy bonus (PB). Luckily this is quite easy: it all
• It has a higher CR than the vessel can capture. depends on the creature’s CR and players’ PB.
• It has more than half of its hit points. A creatures’ base PB is +2 at CR 0-4 and +3 at CR
5-6. To proceed, subtract the creature’s PB from
If a creature doesn’t automatically succeed on this its modifiers/save DCs. For save DCs, subtract
saving throw for one of the above reasons, and has either
an additional 8 from the DC. Finally, match the
fewer than ten hit points or one-quarter of its hit points,
it automatically fails this saving throw. A creature that remaining values to the ability score modifiers.
fails the saving throw is trapped in your vessel and be- Let’s use the CR 4 red dragon wyrmling’s bite
comes your companion when you next finish a long rest.
attack and breath weapon as an example. It has
Lost Traits. When a creature becomes your compan- a PB of +2, a Strength of 19 (+4), a Dexterity of 10
ion, it loses the following from its stat block: (+0), and a Constitution of 17 (+3). Its bite attack
• The ability to cast any spells (though it retains its has a +6 modifier, while its breath weapon has a
spells known, see Psychic Bond, page 9). DC 13 Dexterity saving throw. Subtracting the PB
• Any summoning actions or actions that create ad- from these values (and 8 from the DC), we are
ditional creatures (such as a wraith’s Create Specter left with +4 and DC 3. We can deduce that the
action or an ooze’s Split reaction). bite attack uses Strength (the +4 matches the
• The Regeneration, Rejuvenation, and Legendary wyrmling’s Strength modifier), and the fire breath
Resistance traits. uses Constitution (DC 3 matches the wyrmling’s
• Any effect that restores hit points, unless that effect +3 Constitution modifier).
has a limited number of uses per day.
• Any legendary actions, mythic traits, legendary If the wyrmling’s tamer is 13th level (with a PB of
action options, and mythic action options. +5), then the wyrmling’s PB increases from +2 to
• Any lair actions and regional effects. +5 when it becomes a companion. This results in
its attack modifier and save DC increasing to +9
and DC 16, respectively.
Optional Rule: Non-Combat Taming
If a player impresses a celestial with an especially
noble act, or rears a creature from an egg, that Spellcasting
creature might be willing to become a tamer’s
2nd-level Tamer feature
companion. If so, feel free to ignore the usual
rules regarding saving throws on taming, and let By 2nd level, you have learned to harness your mental
the beautiful story of companionship unfold! fortitude to augment the potential of others. You can cast
tamer spells. See “Tamer Spells” on page 16 for the
tamer spell list.

Tamer 7
Cantrips
At 2nd level, you know two cantrips of your choice from Powerful Companion Abilities
the tamer spell list. You learn additional tamer cantrips
of your choice at higher levels, as shown in the Cantrips Some monster features are very powerful, and
Known column of the Tamer table. aren’t designed for use by players. The two most
common are recharge actions and gazes. You can
Spell Slots help make a companion more balanced by chang-
The Tamer table shows how many spell slots you have to ing these features slightly. It’s advised to approach
cast your tamer spells of 1st level and higher. To cast one this on a case-by-case basis, as each feature is
of these tamer spells, you must expend a slot of the spell’s different, and some might not require changing.
level or higher. You regain all expended spell slots when
you finish a long rest. Recharge Abilities. Some creatures’ actions have
For example, if you know the 1st-level spell animal the addendum “Recharge (5-6)”. This means that
friendship and have a 1st-level and a 2nd-level spell slot after a creature uses that action, it can’t use it
available, you can cast animal friendship using either slot. again until it has recharged. At the start of the
creature’s turn, you roll a d6, and if the result is
Spells Known of 1st Level and Higher a 5 or higher, the action recharges. No class has
You know two 1st-level spells of your choice from the recharge abilities, in part because they add a lot
tamer spell list. of randomness to the game. Instead of using this
The Spells Known column of the Tamer table shows recharge mechanic, you can simply change any
when you learn more tamer spells of your choice. Each ability with a recharge to one of the following:
of these spells must be of a level for which you have spell
slots. For instance, when you reach 5th level in this class, Recharge Condition Companion Recharge
you can learn one new spell of 1st or 2nd level. Recharge (4-6) Recharges after 1 minute
Additionally, when you gain a level in this class, you
can choose one of the tamer spells you know and replace Recharge (5-6) Recharges after 10 minutes
it with another spell from the tamer spell list, which also
Recharge (6) Recharges on a short or long rest
must be of a level for which you have spell slots.

Spellcasting Ability Perpetually Active Abilities. Some traits, like a


When you gain your first level in this class, choose wheth- medusa’s Petrifying Gaze, which is perpetually
er you use your knowledge (Intelligence), willpower (Wis- active and has the power of a 6th level spell, have
dom), or force of personality (Charisma) as your spellcast- the potential to become overpowered and repet-
ing ability for your tamer spells. You use this spellcasting itive. To balance this, you can add the caveat that
ability whenever a spell refers to your spellcasting ability. “after a creature makes a saving throw against
In addition, you use your spellcasting ability modifier
this effect, it is immune to the effect for the next
when setting the saving throw DC for a tamer spell you
24 hours”. Work with your GM to find a balanced
cast and when making an attack roll with one.
solution for your game.
Spell save DC = 8 + your proficiency bonus + your
spellcasting ability modifier
Bolster
Spell attack modifier = your proficiency bonus +
2nd-level Tamer feature
your spellcasting ability modifier
While your companion is within 100 feet of you and
you are holding its vessel, or if you are holding its vessel
Spellcasting Focus with it inside, you can use an action to expend one spell
You can use a creature’s vessel as a spellcasting focus for slot to restore hit points to your companion equal to
your tamer spells. your spellcasting ability modifier (minimum 1) plus an
additional 2d4 per level of the spell slot expended.

8
Psychic Bond Multiattack
2nd-level Tamer feature 5th-level Tamer feature

While your companion is within 100 feet of you, you Through rigorous training, you can access the innate fury
can communicate with it telepathically. Additionally, of your companions. When you take a bonus action or
as an action, you can see through your companion’s action to command your companion, you can command
eyes and hear what it hears until the start of your next it to use its Multiattack action, if it has one.
turn, gaining the benefits of any special senses that the
companion has. During this time, you are deaf and blind Malleable Presence
with regard to your own senses.
5th-level Tamer feature
Spell Swap. While your companion is summoned, is
within 100 feet of you, and you hold its vessel, any spells While your companion is within 100 feet of you, you
your companion knows are added to your known spells. can order it to change its behaviour towards one crea-
In addition, when you cast a spell with a range of self or ture you can see as part of the bonus action or action
touch, your companion can be the target of that spell. you use to command it. Choose either the aggressive or
cautious behaviours. At the start of each of the target
Pocket Family creature’s turns for the next minute, it must succeed on
a Wisdom saving throw versus your tamer spell save
3rd-level Tamer feature DC if it is within 30 feet of your companion and can see
your companion. On a failure, it suffers the effects of the
As you gain levels in this class, the number of compan- associated behaviour until the start of its next turn. On a
ions and maximum size of companion to which you can success, it is unaffected.
become bonded increases. You can be bonded to two,
three, four, five, or six creatures at 3rd, 7th, 11th, 15th, • Aggressive. The creature has disadvantage on attack
and 19th level, respectively. Your companions can be rolls it makes against creatures other than your
sized Medium at 5th level, Large at 11th level, and Huge companion.
at 17th level. If you are already bonded to your maxi- • Cautious. The creature has disadvantage on attack
mum number of companions and become bonded to a rolls against your companion if there is another
new companion, you must choose one existing compan- creature hostile towards the attacker within 5 feet of
ion to release from its vessel. the attacker.
When you bond with a new companion, the com- After you use this feature, you can’t do so again until
panion gains improvements and Hit Dice based on its you finish a short or long rest.
CR and your tamer level. See the Tamer Companion
Summary table (page 6) for details.
Alpha Strike
Training Paradigm 6th-level Tamer feature

3rd-level Tamer feature While summoning a companion, your psychic connec-


tion is at its closest, allowing you to quickly relay your
You choose the type of Training Paradigm you follow intent. As part of the action to summon a companion,
from the list of available paradigms, which are detailed you can command it to take an action in its stat block or
after the class’s description. Your choice grants you fea- some other action, which it does so on its turn. You can
tures at 3rd level and again at 7th, 10th, and 14th level. use this feature a number of times equal to your tamer
At 18th level, the 7th-level feature is improved. spellcasting ability modifier (a minimum of once). You
regain all expended uses of this feature when you finish a
Ability Score Improvement long rest.

4th-level Tamer feature

When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.

Tamer 9
Wilful Blows Magnificent Presence
6th-level Tamer feature 17th-level Tamer feature

Your magical potency is channeled through your com- While your companion is within 100 feet of you, you
panions’ strikes. Your companions’ attacks count as can order it to change its behaviour as part of the bonus
magical for the purpose of overcoming resistance and action or action you use to command it. Choose either
immunity to nonmagical attacks and damage. the Provoking Poise or Shrinking Violet behaviours.
• Provoking Poise. For the next minute, your com-
Switcheroo panion draws the attention of nearby creatures.
While within 15 feet of your companion, any crea-
13th-level Tamer feature ture that is hostile towards your companion and that
You learn how to switch places with your companion can see it has disadvantage on attack rolls it makes
in the nick of time. While you and your companion against creatures other than your companion.
are within 100 feet of each other, you can use a bonus • Shrinking Violet. For the next minute, your
action, or a reaction when you or your companion is the companion appears small and unassuming, making
target of an attack by an attacker you can see, to magi- little noise. Any creature that is hostile towards your
cally switch places with your companion. If performed companion has disadvantage on attack rolls against
as a reaction, the creature that appears in the targeted your companion if there is another creature hostile
creature’s space becomes the new target of the attack. You towards the attacker within 15 feet of the attacker.
have a number of uses of this feature equal to your tamer
spellcasting ability modifier (minimum of once). You After you use this feature, you can’t do so again until
regain all expended uses when you finish a long rest. you finish a long rest.

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 sum-
mon additional companions which remain summoned
for 1 minute. You can have a maximum of three com-
panions summoned simultaneously as a result of using
this feature.
As an action on subsequent turns, you can issue men-
tal 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 compan-
ions 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.

10
Training Paradigm
Tamers follow various Training Paradigms that define their an attack on its turn, it deals 1d4 additional damage of
bond with their companions or the companions themselves. the infused type. This damage increases when you reach
The paradigm you choose reflects your approach. certain levels in this class: 1d6 at 6th level, 1d8 at 10th
level, and 1d10 at 14th level.
Infuser Infuser Spells
Infusers meld the power of the elements with their com- 3rd-level Infuser feature
panions through the act of summoning. How you came You learn additional spells when you reach certain levels
across this power is anyone’s guess. Perhaps you took a in this class, as shown in the Infuser Spells table. Each
tumble across the Elemental Flux during an inter-planar spell counts as a tamer spell for you, but it doesn’t count
voyage, were born with some primordial heritage, or against the number of tamer spells you know.
were tutored by an elementalist wizard. However it hap-
pened, you have the ability to empower those with which Infuser Spells
you are most closely bonded: your companions.
Tamer Level Spells
Infuse 3rd hellish rebuke, peppermint plate*
3rd-level Infuser feature 5th eelskin*, riptide*
You have a deep connection with the elements and can 9th protection from energy, wind wall
infuse your companions with primordial energy. When 13th control water, fire shield
you finish a long rest, you can choose one of the follow-
Jesse Jackdaw Burns

17th feverskin*, wall of stone


ing elements with which to individually infuse each of
your companions: acid, cold, fire, or lightning. When
*See the Spells section
you do so, any previous infusion on those companions
end. The first time your companion hits a target with

Tamer 11
Elemental Discharge tions until the start of its next turn. On a success, it
7th-level Infuser feature takes half as much damage and can take reactions as
normal. After the saving throws are resolved, your
Your companions gain the ability to unleash a torrent of companion can immediately fly up to 30 feet as part
elemental energy in a devastating blow. When you infuse of this action.
a companion at the end of a long rest, it gains an action
option corresponding to the chosen element. The DC for Once a companion uses one of these actions, it can’t
the saving throw equals your tamer spell save DC. use any action granted by this feature again until you fin-
• Acid: Caustic Mist. Your companion disperses an ish a short or long rest. Starting at 18th level, a compan-
acidic vapour into a 20-foot cube originating from ion can use this action twice before a rest, but only once
it that lasts for 1 minute, or until dispersed by a on the same turn.
wind of moderate or greater speed (at least 10 miles
per hour). Each other creature that starts its turn in Primordial Shield
the area must make a Constitution saving throw, 10th-level Infuser feature
taking 4d4 acid damage on a failure, or half as much Your companion gains resistance to the element with
damage on a success. which it is infused. When your companion takes damage of
• Cold: Snap Freeze. Your companion absorbs the that type, you can use your reaction to bolster its defenc-
heat in a 10-foot-radius sphere around it. Each es, granting it immunity to that damage type, including
other creature in the area must make a Constitution against the triggering damage, until the start of your next
saving throw. On a failed save, a creature takes 4d8 turn. Once you use this reaction, you can’t do so again until
cold damage and its speed is halved until the end of you finish a short or long rest.
its next turn. On a successful save, it takes half as
much damage and its speed isn’t affected. Unstable Fusion
• Fire: Flametongue. Your companion unleashes a 14th-level Infuser feature
raging inferno in a 25-foot cone. Each creature Sometimes, more is better. As an action, you can infuse
in the area must make a Dexterity saving throw, your companion with a second element for 1 minute,
taking 6d6 fire damage on a failure, or half as much choosing from the options in the Infuse feature. Your
damage on a success. The fire ignites any flammable companion gains the benefits of the Infuse, Elemental
objects in the area that aren’t being worn or carried. Discharge, and Primordial Shield features for both of the
• Lightning: Sparkstep. Your companion discharges elements with which it is infused. If you activate your Pri-
lightning in a 10-foot-radius sphere centred on mordial Shield feature while Unstable Fusion is active, your
itself. Each other creature in the area must make a companion gains immunity to both damage types. Once
Dexterity saving throw. On a failure, a creature you use this feature, you can’t do so again until you finish a
takes 4d6 lightning damage and it can’t take reac- long rest.

Opposite Page: Jesse Jackdaw Burns

12
Tamer
Level

13

17 Dragonling Familiar
I did mein best to downplay ze greed
tendencies but zese adorable drakes just Like a dragon, but a little less greedy and a little more
kan’t help zemselves. If you need ein hot pliant, dragonlings are Humperdink’s attempt at re-
töddy or kold beer in a giffy, chuck von taining a dragon’s useful characteristics and limiting
a gold or silver koin und vatch it get to the more… tyrannical ones. Able to shift its makeup
vurk! depending on the metals to which it is exposed, the drag-
onling is an adaptable, if distractable, companion.
— Humperdink, Hot Chocolate Aficionado If any of the dragonling’s traits or actions require a
saving throw, it is always against the dragonling’s save
Type: Dragon DC, as calculated below.
Bonus Tamer Improvement: Growth I and
+2 Hit Dice, plus 1 additional Hit Die Save DC = 8 + the tamer’s proficiency bonus + the
when the tamer reaches 3rd, 5th, 11th, dragonling’s Constitution modifier
and 17th level (applied retroactively).
These are in addition to those normally
granted by the tamer class.

Familiar 13
Monster Trainer Harden I
Prerequisite: 3rd-level tamer
A tamer with a dragonling familiar can grant it the Type: Passive (companion)
improvements listed in this section using the Monster
Trainer feature, in addition to those normally granted by The dragonling gains a +2 bonus to its AC while it isn’t
the class. wearing armour.

Growth I Breath Weapon I


Prerequisite: become a tamer’s companion Prerequisite: 5th-level tamer
Type: Passive (companion) Type: Active (action)

The dragonling’s size increases to Small and its Hit Die As an action, the dragonling can unleash a torrent of
size increases to a d6 (its hit point maximum conse- elemental energy. Each creature in an area must make a
quently increases by 1 for each of its Hit Dice). The saving throw, taking 17 (5d6) damage on a failed save, or
damage die of its Bite attack increases to a d8. The half as much damage on a successful one. The area, dam-
dragonling gains this improvement when it becomes a age type, and saving throw depend on the dragonling’s
companion; it doesn’t cost an improvement. affinity (see its Metallic Character trait):
• Copper. A 5-foot-wide, 30-foot-long line that
Dragonling requires a Dexterity saving throw and deals acid
damage.
Tiny dragon, lawful good
• Gold. A 20-foot cone that requires a Dexterity
Armour Class 14 (natural armour) saving throw and deals fire damage.
Hit Points 3 (1d4 + 1)
• Magnetite. A 20-foot cone that requires a Dexterity
Speed 25 ft., fly 30 ft.
saving throw and deals piercing damage.
STR DEX CON INT WIS CHA
• Silver. A 20-foot cone that requires a Constitution
14 (+2) 10 (+0) 12 (+1) 9 (-1) 11 (+0) 13 (+1)
saving throw and deals cold damage.
Skills Perception +2
Damage Resistances see Metallic Character trait After the dragonling uses this action, it can’t do so
Senses darkvision 60 ft., passive Perception 12 again until its tamer finishes a short or long rest.
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2 When the dragonling’s tamer reaches 9th level in the
Greedy. Whenever the dragonling first detects treasure worth
tamer class, this action’s damage increases to 24 (7d6).
100 gp or more that isn’t being worn or carried, it must succeed
on a DC 11 Wisdom saving throw or get distracted. While dis-
Multiattack
tracted, it spends its movement and actions trying to get close Prerequisite: 5th-level tamer
to, and frolic in, the treasure. A distracted dragonling repeats Type: Active (action)
the saving throw at the end of each of its turns, ending the
effect on a success and becoming immune to the allure of that As an action, the dragonling can make two Bite attacks.
treasure for the next 24 hours.
Metallic Character. When the dragonling’s tamer finishes a
long rest, the dragonling gains an affinity for the element
associated with the first precious metal it touches. This affinity
grants the dragonling resistance to that damage type and
lasts until its tamer next finishes a long rest. Copper gives acid
affinity, gold gives fire, and magnetite & silver give cold.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.

14
Growth II Wing Attack
Prerequisite: 5th-level tamer, Growth I Prerequisite: 17th-level tamer
Type: Passive (companion) Type: Active (action)
The dragonling’s size increases to Medium and its Hit As an action, the dragonling can beat its wings. Each
Die size increases to a d8 (its hit point maximum con- creature within 10 feet of the dragonling must succeed
sequently increases by 1 for each of its Hit Dice). The on a Strength saving throw (DC = 8 + the tamer’s
damage die of its bite attack increases from a d8 to a proficiency bonus + the dragonling’s Strength modifier)
d10. or take bludgeoning damage and be knocked prone. The
damage equals 4d6 plus the dragonling’s Strength mod-
Blindsight ifier. Creatures larger than the dragonling automatically
Prerequisite: 9th-level tamer succeed on this saving throw. The dragonling can then fly
Type: Passive (companion) up to half its flying speed.

The dragonling gains blindsight to a range of 15 feet.

Harden II
Prerequisite: 9th-level tamer, Harden I
Type: Passive (companion)
The dragonling gains a +2 bonus to its AC while it isn’t
wearing armour. This improvement is in addition to the
bonus from Harden I.

Breath Weapon II
Prerequisite: 13th-level tamer, Breath Weapon I
Type: Active (action)
The damage of the dragonling’s Breath Weapon action
increases to 31 (9d6), the area of the cones increases to 30
feet, and the length of the line increases to 90 feet. The
dragonling gains a +1 bonus to the save DC of this action.
When the dragonling’s tamer reaches 17th level in the
tamer class, the Breath Weapon’s damage increases to 42
(12d6).

Growth III
Prerequisite: 13th-level tamer, Growth II
Type: Passive (companion)
The dragonling’s size increases to Large and its Hit Die
size increases to a d10 (its hit point maximum conse-
quently increases by 1 for each of its Hit Dice). The
damage die of its bite attack increases from a d10 to 2d6.

Familiar 15
Tamer Spells
Tamer spellcasting stems from the magical connection The full spell list for the tamer class, including spells
between tamer and companion. Tamers’ spells do not from the SRD (the free 5th-edition rules), is provided
tend to directly harm targets, but instead focus on below. Spells not included in this reference document are
strengthening allies. indicated with an asterisk (*).

Tamer Spell List


Cantrips (o level) 2nd Level Food Coma**
Aid Haste
Can’t Trip** Mass Leech**
Ferocious Strike** Alter Self
Animal Messenger Nondetection
Guidance Protection from Energy
Howl** Barkskin
Blur Reactive Mutation***
Light Remove Curse
Primal Scent** Calm Emotions
Darkvision Switcheroo**
Resistance Tongues
Smokescreen** Detect Heartbeat***
Detect Thoughts Water Breathing
Spare the Dying Water Walk
Stalker’s Eye** Eelskin*
Vicious Mockery Enhance Ability 4th Level
Enlarge/Reduce Aura of Impurity*
1st Level Inequality* Control Water
Chameleon Skin* Invisibility Death Ward
Cure Wounds Lesser Restoration Dimension Door
Detect Magic Levitate Dominate Beast
Expeditious Retreat Locate Animals or Plants Fire Shield
Faerie Fire Locate Object Freedom of Movement
False Life Mirror Image Frogskin**
Feather Fall Pass without Trace Greater Invisibility
Flipperform** Preserve** Locate Creature
Grease Protection* Resilient Sphere
Healing Word Protection from Poison Stoneskin
Heroism See Invisibility
Identify Shielding Word** 5th Level
Initiative** Silence Antilife Shell
Jump Spider Climb Awaken
Longstrider Sugar Rush* Dispel Evil and Good
Peppermint Plate* Warding Bond Dominate Person
Protection from Evil and Endure**
3rd Level
Good Feverskin*
Purify Food and Drink Blink Geas
Sanctuary Create Food and Water Greater Restoration
Shield of Faith Daylight Incorporeality**
Silent Image Dispel Magic Legend Lore
Sleep Fear Mislead
Speak with Animals Fly Telepathic Bond
Scrying
* Available in this section
** Available in Heliana’s Guide to Monster Hunting
*** Available in Motes of the Divine

16
Spells
The spells in this section are organized alphabetically.
Eelskin
2nd-level biomancy* (*can be replaced with evocation)
Some of the spells are listed belong to a new school of
magic called biomancy, which revolves around living Casting Time: 1 action or 1 bonus action
matter and its manipulation. If you’d rather not use bio- Range: Touch
mancy in your world, you can elect to use the alternative Components: V, S, M (some jellied eel)
school of magic supplied. Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Tamer, Warlock, Wizard
Aura of Impurity
You cause the skin of a willing creature you touch to pro-
4th-level abjuration
duce a slimy, electrified mucous. The creature’s unarmed
Casting Time: 1 action strikes and natural weapon attacks become magical for
Range: Self (30-foot-radius sphere) the duration of the spell. The first time the creature
Components: V hits with an unarmed strike or an attack using a natural
Duration: Concentration, up to 1 minute weapon on its turn, it deals an additional 1d8 lightning
Class: Paladin, Tamer, Warlock damage as the stored lightning discharges.

Enervating energy radiates from you in an aura with a Slimy. For the duration, the creature has advantage
30-foot radius. Until the spell ends, the aura moves with on checks and saves made to avoid being grappled or
you, centred on you. Each creature of your choice that restrained, and disadvantage on any attempts it makes to
enters the aura for the first time on its turn or starts its grapple another creature.
turn there must succeed on a Charisma saving throw At Higher Levels. When you cast this spell using a
or become drained until the end of its next turn. While spell slot of 4th level or higher, the damage increases by
drained, a creature must roll a d4 and subtract the num- 1d8 for each two slot levels above 2nd.
ber rolled from each ability check, attack roll, or saving
throw it makes, and any hit points a creature regains are Feverskin
reduced by half. 5th-level biomancy* (*can be replaced with evocation) Casting Time: 1
action
Chameleon Skin Range: Self
1st-level biomancy* (*can be replaced with transmutation)
Components: V, S, M (a red hot chilli pepper, which
Casting Time: 1 action the spell consumes)
Range: Touch Duration: Concentration, up to 1 minute
Components: V, S, M (red, yellow, and blue pigment) Class: Cleric, Druid, Sorcerer, Tamer, Warlock,
Duration: Concentration, up to 10 minutes Wizard
Class: Bard, Druid, Ranger, Tamer, Wizard
You eat a chilli pepper, your metabolism increases, and
You imbue a creature you touch with pigment so that its your skin begins to burn to the touch. Make a melee
skin, and anything it wears or carries, slowly shifts hues spell attack against a creature within your reach. On a
to match its surroundings. For the duration, the target hit, the target takes 6d6 fire damage. Until the spell ends,
can take the Hide action as a bonus action on each of its you can use an action on each of your subsequent turns
turns, even when only lightly obscured. to make this attack again. For the duration, your walking
speed increases by 15 feet, and you gain 2d6 temporary
If the target did not move during its last turn, crea-
hit points at the start of each of your turns.
tures have disadvantage on any Wisdom (Perception)
checks made to see the target. Creatures who do not rely At Higher Levels. When you cast this spell using a
on sight, such as those with tremorsense, are immune to spell slot of 6th level or higher, the damage increases by
this effect. 1d6 for each slot level above 5th.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one addi-
tional creature for each slot level above 1st.

Spells 17
Peppermint Plate each of its turns. On a failure, it is dragged 30 feet in the
direction you chose, and its swimming speed is reduced
1st-level abjuration
to 0 feet until the start of its next turn. On a success, the
Casting Time: 1 action creature can move normally until the start of its next turn.
Range: Self
As a bonus action on your turn, you can change the
Components: V, S, M (well-chewed peppermint direction of the underwater currents. The spell ends early
chewing gum) if the creature is ever out of the spell’s range, or is no
Duration: Concentration, up to 1 hour longer in water at least 2 feet deep.
Class: Cleric, Paladin, Sorcerer, Tamer, Warlock,
Wizard
A protective layer of hot, hard peppermint icing coats
Stunbolt
4th-level evocation spell
you. For the duration, you gain a +1 bonus to AC and if
a creature hits you with a melee attack, the creature takes Casting Time: 1 action
1d4 fire damage. This damage can trigger no more than Range: 150 feet
once per turn. Components: V, S, M
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 2nd level or higher, the fire damage increases Class: Bard, Druid, Sorcerer, Warlock, Wizard
by 1d4 for each slot level above 1st.
You fire a concentrated bolt of energy at a target within
range, which explodes in a cloud of crackling lightning.
Protection The target must make a Constitution saving throw.
2nd-level abjuration
On a failure, the target takes 8d8 lightning damage and
Casting Time: 1 action can’t take reactions until the start of its next turn. A crea-
Range: 30 feet ture that fails by 5 or more is also stunned until the end
Components: V, S, M (a miniature silver shield of its next turn. On a success, a creature takes half as much
worth 10 gp, which the spell consumes) damage, isn’t stunned, and can take reactions as normal.
Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell at 5th
Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer level or higher, the damage increases by 1d8 per slot level
You trace a warding sigil in the air, sending it to slowly above 4th.
circle a willing creature you can see for the next hour.
Immediately before the target next takes damage, except Sugar Rush
psychic damage, the ward triggers. Until the end of the 2nd-level biomancy* (*can be replaced with transmutation)
target’s next turn, it has resistance to all damage exclud-
Casting Time: 1 action
ing psychic, including the triggering damage. The ward-
Range: 30 feet
ing sigil then disappears, and the spell ends on the target.
Components: V, S, M (some candy)
At Higher Levels. When you cast this spell using a Duration: Concentration, up to 1 minute
spell slot of 3rd level or higher, you may target one addi- Class: Bard, Cleric, Paladin, Sorcerer, Tamer
tional creature for each slot level above 2nd.
Choose a willing creature that you can see within range.
Riptide Until the spell ends, the target’s speed is increased by 15
feet, and it gains a +1 bonus to AC. As a bonus action
2nd-level transmutation
on each of its turns, it can take the Dash, Disengage,
Casting Time: 1 action Hide, or Use an Object action.
Range: 300 feet
When the spell ends, or if an affected creature does
Components: V, S not spend movement up to its walking speed by the end
Duration: Concentration, up to 1 minute
Opposite Page: Jesse Jackdaw Burns

of its turn, it then develops a stomach ache and is poi-


Class: Druid, Sorcerer, Warlock, Wizard soned until the end of its next turn
Choose one creature you can see within range that is in At Higher Levels. When you cast this spell using a
at least 2 feet of water and choose a direction. Turbulent spell slot of 3rd-level or higher, you can target one addi-
currents wrap around the creature. For the duration, the tional creature for each slot level above 2nd.
target must make a Strength saving throw at the start of

18
Legal More Subclasses!
Alright folks, legalese is intimidating. This first bit is
plain English. All characters, items, creatures, and spells
in this publication are original creations of Plane Shift More Spells!
Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP).
Please don’t replicate or distribute this unless it is a direct
link to where we host it (this is our livelihood!). All
More Familiars!
spells, items, and monsters are designated product identi-
ty and are not open content. That includes proper nouns
including, but not limited to: “L’Arsene”, “Loot Tavern”,
“Amalgamooze” etc., as well as spells, magic items, and

Click Me!
player options.
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Coast LLC and available at https://dnd.wizards.com/
resources/systems-reference-document. The SRD 5.1 is
licensed under the Creative Commons Attribution 4.0
International License available at https://creativecom- heliana.lt/TamerLTP
mons.org/licenses/by/4.0/legalcode.
Get the full tamer class on Patreon!
Discover new subclasses like the Necroman-
cer and Splicer, and more familiars like the
Mechakobold and the Minimic.

Spells 19

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