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Tamer


Hit Points

Hit Dice: d8 per Tamer level
Hit Points at first Level: 8(+Con mod)
Hit Points at Higher Levels: 8+*d8(+Con mod)

Proficiences

Armor: Light armor, Medium armor
Weapons: Simple Weapons, Whip
Tools: Tamer's Training Set + (One set of Crafter's tools)
Saving Throws: Tamers receive advantage on different saving throws according to their companion's greatest stat affinity.
Skills: Choose three of the following skills: Acrobatics, Stealth, Medicine, Animal Handling, Perception, Nature and Athletics

Overview & Creation

The Tamer is a class that focuses on training alongside a typically non-humanoid companion. The skill-sets of a Tamer vary widely depending on the capabilities of their companion, but primarily focus on the fortification and enhancing of said companion. It is often said that the companionship between a Tamer and their companion transcends psychological reasoning. "Taming is not a profession that one can choose, but a profession that chooses you." ~ Ancient Farakyan Folklore.


Class Features

Pact Bond At first level, Tamers are capable of using the Pact Bond with their companion to command them non-verbally (this includes visually, tactile, olfactorally, psychically, etc...). Commanding your companion costs an Action. Commands issued by the Tamer must be plausible and clear enough for the Pact companion to understand.   Specialization At 3rd level, the Tamer may select a sub-class.   Unification Starting at 3rd level, Tamers can choose to voluntarily recall their companions into their soul-space to enhance their own abilities at the cost of being unable to undo the fusion until after a short rest has been completed. This fusion of souls grants the Tamer a boost to their physical and/or mental capabilities according to their companion's primarily used stat.   Coordinated Command Upon reaching 6th level, the Tamer may issue a bonus attack command to their companion while using their action to command said companion. Commands issued by the Tamer are easier to understand for their companion.   Become Alpha At 12th level, the Tamer's companion achieves a physique that has been hardened and nurtured through many trial. The Tamer's companion grows/shrinks in size by 1 stage (exception being from Large/Tiny to Gigantic/Microscopic) and receives a stat boost + new abilities (at DM's Discretion).   Unrivaled Companionship At 17th level, the bond and understanding between a Tamer and their companion is unrivalled; Tamers can issue four attack commands to their companions using a single action, but cannot assist their companion in their follow-up attacks/actions.   Unification of Minds At 20th level, the actions of the Tamer and their companion are indistinguishable from one another. The Tamer can issue commands and assist with every command, regardless of its complexity/speed. The stat bonuses of Unification with one's companion are doubled and the Tamer becomes capable of using their companion's abilities once per long rest.


Spellcasting

Fey-Tamer
 


Subclass Options

Fey Tamer   Fey's Trust At 3rd level, the Tamer gains the full trust of their Fey companion and becomes capable of casting fey-specific spells according to their level.   Font of Life At 7th level, the life-forces of the Fey Tamer and their companion are tied together. All damage received by the Tamer or Fey can be distributed to the other, so long as that damage is not fatal to either party.   Spell amplification At 12th level, the Tamer's fey companion can use their action preemptively to enhance/quicken/hide the effects of their Tamer's spell(s).   Realm Transcendence At 18th level, the Tamer's fey companion becomes capable of entering and exiting different planes of existence at will, slightly bending space-time. All damage dealt by the Tamer and their companion ignores any resistances. The Tamer's fey companion can ignore distance penalties of any kind and spatially move their tamer at the cost of an action.     Traitorous Tamer   Traitorous Devouring At 3rd level, the Tamer may perform a permanent unification with their companion to further enhance their physical benefits at the cost of said companion's life. All base-Tamer progression skills are applied to the Tamer instead of their companion (therefore removing the command mechanic).   Disgraced Veteran At 6th level, the Disgraced Tamer takes up a new weapon in an attempt to distract themself from the guilt of their actions. Gain proficiency in three(3) weapons of your choice. Gain proficiency with Heavy Armor.   Betrayal's Personification At 12th level, the betrayed companion curses their most-hated Master in the after-life, morphing the Tamer into a humanoid-(companion race) mix. The Tamer receives bonus stat boosts and new skills, but gains disadvantage on all charisma checks (exception being especially-beautiful companions i.e. Unicorns, Fairies, etc.).   Unleash the Beast At 16th level, the Tamer combines the fruits of their personal training with the insight gained from using their dead companion's abilities. Create one weapon art using your companion's characteristics as a basis.     Circus Trainer   Cheer on! At 3rd level, the Circus trainer can cheer on their companion as a bonus action, giving Bardic inspiration to their issued command.   Practice Makes Perfect! At 8th level, the Circus trainer trains their companion to perform actions requiring incredible talent. Improve the ability score of your companion by 2 points (allocated as desired), and grant your companion one non-attack skill. The Tamer receives a Charisma score improvement of +1.   Saddle Up! At 12th level, the Circus trainer can mount their newly grown companion without requiring riding mastery. Your companion faces no movement penalty.   An Egg? (What Egg!?) At 15th level, your companion mysteriously returns to you with an egg of unknown origin. At 16th level, the egg hatches! Select a creature-type and roll a d100 and d20; the d100 number determines what creature hatches from the egg, the d20 determines the hatchling's potential (how fast they grow). This new companion grows at an accelerated rate (determined by d20).   Dual Commands At 17th level, the Circus Trainer can issue a command to one of their companions using a bonus action when their action has been used to command the other companion.


Created by

CasualMemer.

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