SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

CON , CHA

Tamer

Niva Dyktighetsbonus Egenskaper Cantrips Known
1 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 0
2 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
3 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
4 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
5 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
6 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
7 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
8 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
9 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
10 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
11 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
12 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
13 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
14 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
15 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
16 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
17 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
18 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
19 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
20 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
Niva Dyktighetsbonus Egenskaper Spell Known
1 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 0
2 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2
3 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
4 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3
5 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
6 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4
7 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 5
8 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 5
9 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 6
10 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 6
11 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 7
12 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 7
13 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 8
14 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 8
15 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 9
16 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 9
17 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 10
18 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 10
19 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 11
20 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 11

–Spell Slots per Spell Level–

Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th
1 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 0 0 0 0 0
2 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 2 0 0 0 0
3 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3 0 0 0 0
4 + 2 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 3 0 0 0 0
5 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 2 0 0 0
6 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 2 0 0 0
7 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 0 0 0
8 + 3 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 0 0 0
9 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 2 0 0
10 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 2 0 0
11 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 0 0
12 + 4 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 0 0
13 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 1 0
14 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 1 0
15 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 2 0
16 + 5 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 2 0
17 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 3 1
18 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 3 1
19 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 3 2
20 + 6 Pocket Familiar Monster Trainer Soul Bond Tamer Companion Summary Tame Creature 4 3 3 3 2

Klassetrolldommer

Guidance Light Resistance Spare the Dying Vicious Mockery Cure Wounds Detect Magic Expeditious Retreat Faerie Fire False Life Feather Fall Grease Healing Word Heroism Identify Jump Longstrider Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith Silent Image Sleep Speak with Animals Aid Alter Self Animal Messenger Barkskin Blur Calm Emotions Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Invisibility Lesser Restoration Levitate Locate Animals or Plants Locate Object Mirror Image Pass without Trace Protection from Poison See Invisibility Silence Spider Climb Warding Bond Blink Create Food and Water Daylight Dispel Magic Fear Fly Haste Nondetection Protection from Energy Remove Curse Tongues Water Breathing Water Walk Control Water Death Ward Dimension Door Dominate Beast Fire Shield Freedom of Movement Greater Invisibility Locate Creature Otiluke's Resilient Sphere Stoneskin Antilife Shell Awaken Dispel Evil and Good Dominate Person Geas Greater Restoration Incorporeality Legend Lore Mislead Rary's Telepathic Bond Scrying guidance|xphb light|xphb resistance|xphb spare the dying|xphb vicious mockery|xphb cure wounds|xphb detect magic|xphb expeditious retreat|xphb faerie fire|xphb false life|xphb feather fall|xphb grease|xphb healing word|xphb heroism|xphb identify|xphb jump|xphb longstrider|xphb protection from evil and good|xphb purify food and drink|xphb sanctuary|xphb shield of faith|xphb silent image|xphb sleep|xphb speak with animals|xphb aid|xphb alter self|xphb animal messenger|xphb barkskin|xphb blur|xphb calm emotions|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb invisibility|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb locate object|xphb mirror image|xphb pass without trace|xphb protection from poison|xphb see invisibility|xphb silence|xphb spider climb|xphb warding bond|xphb blink|xphb create food and water|xphb daylight|xphb dispel magic|xphb fear|xphb fly|xphb haste|xphb nondetection|xphb protection from energy|xphb remove curse|xphb tongues|xphb water breathing|xphb water walk|xphb control water|xphb death ward|xphb dimension door|xphb dominate beast|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb locate creature|xphb otiluke's resilient sphere|xphb stoneskin|xphb antilife shell|xphb awaken|xphb dispel evil and good|xphb dominate person|xphb geas|xphb greater restoration|xphb legend lore|xphb mislead|xphb rary's telepathic bond|xphb scrying|xphb

Klasseegenskaper

Niva 1

Pocket Familiar
Monster Trainer
Soul Bond
Tamer Companion Summary
Tame Creature

Niva 10

Training Paradigm Feature

Niva 11

Pocket Family III

Niva 12

Ability Score Improvement

Niva 13

Switcheroo

Niva 14

Training Paradigm Feature

Niva 15

Pocket Family IV

Niva 16

Ability Score Improvement

Niva 17

Magnificent Presence

Niva 18

Training Paradigm Feature

Niva 19

Ability Score Improvement
Pocket Family V

Niva 2

Spellcasting
Bolster
Psychic Bond

Niva 20

Summon the Horde

Niva 3

Pocket Family I
Training Paradigm

Niva 4

Ability Score Improvement

Niva 5

Multiattack
Malleable Presence

Niva 6

Alpha Strike
Wilful Blows

Niva 7

Pocket Family II
Training Paradigm Feature

Niva 8

Ability Score Improvement

Kjente Trolldommer-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Kjente Trolldommer 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Kasterutvikling

Kasterutvikling: 1/2

Cantrip-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Kjent 0 2 2 2 2 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4

Kyndigheter

Armor

light

medium

shield

Weapons

simple

net

Skills

Startutstyr

Alternativt kan du starte med: 5d4*10

Klasseegenskaper

Pocket Familiar (Level 1)

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. 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 breath, 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.

Home Planes

Some magical effects, like the banishment spell, have the ability to permanently banish a creature back to its home plane. When a creature becomes your companion, its home plane becomes the demiplane within its vessel. If the companion becomes permanently banished by such a spell, it simply reappears in this vessel.

Summoning

As an action, you can summon your companion from this 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.

Dominated Companions

A companion that is controlled by another creature, such as by the dominate monster spell, can try to resist being recalled into its vessel. When you try to recall such a creature into its vessel, it can make acan make a Charisma saving throw against yourtamer spell save DC. On a failed saving throw, it is recalled, while on a success, it is not.

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 on your turn to command it to take a different action. That action can be one in its statistics or some other action. 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 finish 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.

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.

Companion Barding Cost
SizeHumanoid Shape CostAbstract Shape Cost

Tiny

0.5x

1x

Small

1x

2x

Medium

1x

2x

Large

2x

4x

Huge

4x

8x

Monster Trainer (Level 1)

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 one additional Hit Dice Increase your companion's hit point maximum by rolling this Hit Dice 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.

Companion Improvement Training Table
ImprovementEffect

Speed Training

Increase one existing speed by 15 feet up to a maximum of 150% of the creature's base speed, rounded up to the nearest 5-foot increment*.

Toughen Up

Your companion gains an additional Hit Die, increasing its hit point maximum. Increase your companion's hit point maximum by rolling this Hit Dice and adding your companion's Constitution modifier (minimum of 0).

Ability Boost

Increase one of your companion's ability scores by 1, to a maximum of 20.

Go For the Throat

Your companion gains a +1 bonus to its attack and damage rolls made with its natural weapons or unarmed strikes**.

Survival Instincts

Your companion gains proficiency in one saving throw.

War Training

Your companion gains proficiency with one armour type or two weapons***.

Soul Bond (Level 1)

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.

Instead, 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.

Tamer Companion Summary (Level 1)

Tamer Companion Summary Table
Tamer LevelMaximum # of Bonded CompanionsMaximum Companion SizeMaximum Companion CR

1

1

Small

½

2

1

Small

½

3

2

Small

½

4

2

Small

1

5

2

Medium

1

6

2

Medium

1

7

3

Medium

2

8

3

Medium

2

9

3

Medium

2

10

3

Medium

3

11

4

Large

3

12

4

Large

3

13

4

Large

4

14

4

Large

4

15

5

Large

4

16

5

Large

5

17

5

Huge

5

18

5

Huge

5

19

6

Huge

6

20

6

Huge

6

Improvements/Hit Dice Gained on Taming*
CR ½-CR 1CR 2CR 3CR 4CR 5CR 6

0/0

1/0

2/0

3/1

0/0

4/1

1/0

5/1

2/0

6/1

3/0

0/0

7/2

4/1

1/1

8/2

5/1

2/1

9/2

6/1

3/1

0/0

10/2

7/1

4/1

1/0

11/3

8/2

5/2

2/1

12/3

9/2

6/2

3/1

0/0

13/3

10/2

7/2

4/1

1/0

14/3

11/2

8/2

5/1

2/0

15/4

12/3

9/3

6/2

3/1

0/0

16/4

13/3

10/3

7/2

4/1

1/0

17/4

14/3

11/3

8/2

5/1

2/0

18/5

15/4

12/4

9/3

6/2

3/1

0/0

19/5

16/4

13/4

10/3

7/2

4/1

1/0

Tame Creature (Level 1)

There's 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 1/2 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.

Vessels and Cost

At 4th level, you can capture creatures of CR 1 and below. To capture a CR ½ or CR 1 creature, you need a vessel worth 50 gp or 100 gp, respectively. If you try to use a vessel worth 50 gp to capture a CR 1 creature, the creature automatically succeeds on its saving throw, and the vessel can be recovered. You can always break down the components of an old vessel to craft a new one as part of the vessel preparation process.

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.

If a creature doesn't automatically succeed on this saving throw for one of the above reasons, and has either fewer than ten hit points or one-quarter of its hit points, it automatically fails this saving throw A creature that fails the saving throw is trapped in your vessel and becomes you companion when you next finish a long rest.

Optional Rule: Non-Combat Taming

If a player impresses a celestial with an especially noble act, or rears a creature from an egg, that creature might be willing to become a tamer's companion. If so, feel free to ignore the usual rules regarding saving throws on taming, and let the beautiful story of companionship unfold!

Abilities and Proficiency

As your companions' ability scores change, often through Companion Improvement Training, their skill modifiers, saving throws, attack modifiers and saving throw DCs will also change. Working out what ability a creature's attack or saving throw uses can require a bit of detective work. First you have to know the creature's proficiency bonus (PB). Luckily this is quite easy - it all depends on the creature's CR and players' PB. A creatures' base PB is +2 at CR 0-4and +3 at CR 5-6.

Firstly, subtract the creature's PB from its modifiers/save DCs. Next, for save DCs, subtract an additional 8 from the DC. Finally, match the remaining values to the ability score modifiers.

Let's use the CR 4 red dragon wyrmling's bite attack and breath weapon as an example. It has a PB of +2, a Strength of 19 (+4), a Dexterity of 10 (+0), and a Constitution of 17 (+3). Its bite attack has a +6 modifier, while its breath weapon has a DC 13 Dexterity saving throw. Subtracting the PB from these values (and 8 from the DC) we are left with +4 and DC 3. We can deduce that the bite attack uses Strength (the +4 matches the wyrmling's Strength modifier), and the fire breath uses Constitution (DC 3 matches the wyrmling's +3 Constitution modifier).

As a tamer can only tame a CR 4 creature at 13th level, the wyrmling's PB increases from +2 to +5 when it be comes a companion. This results in its attack modifier and save DC increasing to +9 and DC 16 respectively.

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).

  • Any summoning actions or actions that create additional creatures (such as a wraith's Create Spectre or an ooze's Split reaction).

  • The Regeneration, Rejuvenation, and Legendary Resistance traits.

  • Any legendary actions and legendary action options.

  • Any lair actions and regional effects.

  • Any mythic traits and mythic action options.

Powerful Companion Abilities

Some monster features are very powerful, and aren't designed for use by players. The two most common are recharge actions and gazes. You can help make a companion more balanced by changing these features slightly. It's advised to approach this on a case-by-case basis, as each feature is different, and some might not require changing.

Recharge Abilities

Some creatures' actions haveSome creatures' actions have the addendum "Recharge (5-6)". This means that after a creature uses that action, it can't use it again until it has recharged. At the start of the creature's turn, you roll a d6, and if the result is a 5 or higher, the action recharges. No class has recharge abilities, in part because they add a lot of randomness to the game. Instead of using this recharge mechanic, you can simply change any ability with a recharge to one of the following:

Recharge ConditionCompanion Recharge

Recharge (4-6)

Recharges after 1 minute

Recharge (5-6)

Recharges after 10 minute

Recharge -6)

Recharges on a short or long rest

Perpetually Active Abilities

Some traits, like medusa's Petrifying Gaze, which is perpetually active and has the power of a 6th level spell, have the potential to become overpowered and repetitive. To balance this, you can add the caveat that "after a creature makes a saving throw against this effect, it is immuneimmune to the effect for the nextto the effect for 24 hours". Work with your GM to find a balanced solution for your game.

Spellcasting (Level 2)

By 2nd level, you have learned to harness your mental fortitude to augment the potential of others. You can cast tamer spell list.

Cantrips

At 1st level, you know 2 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 Charisma modifier when setting the saving throw DC for a tamer spell you cast and when making an attack roll with one.

Spell
Spell

Spellcasting Focus

You can use a creature's vessel as a spellcasting focus for your tamer spells.

Bolster (Level 2)

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 (Level 2)

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 I (Level 3)

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to two creatures at 3rd level. Your companions can be sized Medium at 5th 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 on the previous page for details.

Training Paradigm (Level 3)

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, 14th, and 18th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

Multiattack (Level 5)

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 (Level 5)

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.

After you use this feature, you can't do so again until you finish a short or long rest.

Alpha Strike (Level 6)

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 (Level 6)

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.

Pocket Family II (Level 7)

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to three creatures at 7th 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 on the previous page for details.

Training Paradigm Feature (Level 7)

At 7th level, you gain one feature granted by your Training Paradigm.

Ability Score Improvement (Level 8)

When you reach 8th 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.

Training Paradigm Feature (Level 10)

At 10th level, you gain one feature granted by your Training Paradigm.

Pocket Family III (Level 11)

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to four creatures at 11th level. Your companions can be sized Large at 11th 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 on the previous page for details.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Switcheroo (Level 13)

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 a 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.

Training Paradigm Feature (Level 14)

At 14th level, you gain one feature granted by your Training Paradigm.

Pocket Family IV (Level 15)

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to five creatures at 15th level. Your companions can be sized 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 on the previous page for details.

Ability Score Improvement (Level 16)

When you reach 16th 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.

Magnificent Presence (Level 17)

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 toward 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.

After you use this feature, you can't do so again until you finish a long rest.

Training Paradigm Feature (Level 18)

At 18th level, you gain one feature granted by your Training Paradigm

Ability Score Improvement (Level 19)

When you reach 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.

Pocket Family V (Level 19)

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to six creatures at 19th 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 on the previous page for details.

Summon the Horde (Level 20)

In times of great need, a tamer can summon many of its companions simultaneously. As an action, you can summon up to three companions whose vessels are on your person, which remain summoned for 1 minute.

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.

Multiklassing

Multiklassekrav

  • CHA: 13 eller INT: 13 eller WIS: 13

Oppnådde Kyndigheter

Armor light , shield
Weapons simple , net

Underklasser

Infuser
HelianasGuidetoMonsterHunting
Leader
HelianasGuidetoMonsterHunting
Necromancer
HelianasGuidetoMonsterHunting
Sensei
RyokoGuideToYokaiRealms
Splicer
HelianasGuidetoMonsterHunting

Underklasse-egenskaper

Infuser

Infuser (Level 3)

Infusers meld the power of the elements with their companions through the act of summoning How you came across this power is anyone's guess. Perhaps you took a tumble across the Elemental Flux during an inter-planar voyage, were born with some primordial heritage, or were tutored by an elementalist wizard However it happened, you have the ability to empower those with which you are most closely bonded: your companions.

Infuse

You have a deep connection with the elements and can infuse your companions with primordial energy. When you finish a long rest, you can choose one of the following elements with which to individually infuse each of your companions: acid, cold, fire, or lightning. When you do so, any previous infusion on those companions end. The first time your companion hits a target with an attack on its turn, it deals 1d4 additional damage of the infused type This damage increases when you reach certain levels in this class: 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Infuser Spells

You learn additional spells when you reach certain levels in this class, as shown in the Infuser Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.

Elemental Discharge I (Level 7)

Your companions gain the ability to unleash a torrent of elemental energy in a devastating blow. When you infuse a companion at the end of a long rest, it gains an action option corresponding to the chosen element The DC for the saving throw equals your tamer spell save DC.

  • Acid: Caustic Mist

    Your companion disperses an acidic vapour into a 20-foot cube originating from it that lasts for 1 minute, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour). Each other creature that starts its turn in the area must make a Constitution saving throw, taking 4d4 acid damage on a failure, or half as much damage on a success.

  • Cold: Snap Freeze

    Your companion absorbs the heat in a 10-foot-radius sphere around it. Each other creature in the area must make a Constitution saving throw On a failed save, a creature takes 4d8 cold damage and its speed is halved until the end of its next turn. On a successful save, it takes half as much damage and its speed isn't affected.

  • Fire: Flametongue

    Your companion unleashes a raging inferno in a 25-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failure, or half as much damage on a success. The fire ignites any flammable objects in the area that aren't being worn or carried.

  • Lightning: Sparkstep

    Your companion discharges lightning in a 10-foot-radius sphere. Each other creature in the area must make a Dexterity saving throw. On a failure, a creature takes 4d6 lightning damage and it can't take reactions until the start of its next turn On a success, it takes half as much damage and can take reactions as normal. After the saving throws are resolved, your companion can immediately fly up to 30 feet as part of this action.

Once a companion uses one of these actions, it can't use any action granted by this feature again until you finish a short or long rest.

Primordial Shield (Level 10)

Your companion gains resistance to the element with which it is infused When your companion takes damage of that type, you can use your reaction to bolster its defences, granting it immunity to that damage type, including against the triggering damage, until the start of your next turn Once you use this reaction, you can't do so again until you finish a short or long rest.

Unstable Fusion (Level 14)

Sometimes, more is better As an action, you can infuse your companion with a second element for 1 minute, choosing from the options in the Infuse feature. Your companion gains the benefits of the Infuse, Elemental Discharge, and Primordial Shield features for both of the elements with which it is infused. If you activate your Primordial Shield feature while Unstable Fusion is active, your companion gains immunity to both damage types Once you use this feature, you can't do so again until you finish a long rest.

Elemental Discharge II (Level 18)

Starting at 18th level, a companion can use this action twice before a rest, but only once on the same turn.

Leader

Leader (Level 3)

Whether it be through a non-stop litany of encouraging aphorisms, exaggerated movements, and hands signals, or through a calm, telepathic reinforcement, a leader exhorts their companions to ever greater feats of brilliance Leaders believe that with the right support and teamwork, no task is impossible for their menagerie of companions. Whether you swear by positive reinforcement, craft meticulous pre-fight gameplans, or ruthlessly punish mistakes, communication and motivation are your watchwords.

Inspire

As an action, you can inspire your companion through shouts, gestures, and mental encouragement. Until the beginning of your next turn, whenever your companion makes a saving throw or attack roll, it can add a d6 to its result.

You can use this feature a number of times equal to your tamer spellcasting ability modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

The die you grant when you use this feature changes when you reach certain levels in this class The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

Leader Spells

You learn additional spells when you reach certain levels in this class, as shown in the Leader Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.

Companion Surge I (Level 7)

You can push your companion beyond its normal limits for a moment When you use an action or bonus action to command your companion, you can extol it to exert greater effort. On your companion's turn, it can take one additional action of your choice.

Once your companion has benefited from your use of this feature, you must finish a short or long rest before that same companion can benefit from it again.

Leader's Fortitude (Level 10)

When an attacker that you can see hits your companion with an attack, you can use your reaction to bolster your companion's resilience. As a reaction, you companion fortifies itself, halving the attack's damage against it.

Combo (Level 14)

As an action, you can summon a second companion from a vessel you are holding to an unoccupied space you can see within 30 feet of you When you use an action or bonus action to command your companion, you can command both of them simultaneously, giving a different command to each.

The two companions take their turns simultaneously. At the start of their turn, you can mentally choose one creature you can see (no action required). Both your companions have advantage on attack rolls against this creature until the end of their turn.

After being summoned for 1 minute, or if your second companion is ever more than 100 feet away from you, the second companion is dismissed. Once you use this feature, you can't do so again until you finish a long rest.

Companion Surge II (Level 18)

You can push your companion beyond its normal limits for a moment. When you use an action or bonus action to command your companion, you can extol it to exert greater effort. On your companion's turn, it can take one additional action of your choice.

Your companions can now benefit from Action Surge twice before a rest, but only once on the same turn.

Necromancer

Necromancer (Level 3)

Whether through the tutelage of a lich, a career as a gravedigger, or an innate affinity for the world beyond, you have learnt to manipulate the very essence of life. You can strip it from those that would do you harm, and imbue it in those that serve your aims. Weaving threads of necromantic magic around bone, flesh, and sinew, you create gruesome facsimiles of life—undead puppets that move to the rhythm of the threads you pull.

Life Hack

Your command of necromantic magic and affinity for the no-longer-living allows you to drain your companions' life force, converting it into a temporary boon. Once per turn, when your companion hits a creature with an attack, you can mentally command the companion to shed some of its life force (no action required). Your companion takes 1d4 necrotic damage that can't be reduced in any way, gains an equal number of temporary hit points, and deals an equal amount of necrotic damage to its target. This damage increases when you reach certain levels in this class: 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Post-Mortem

Death is no barrier to your taming magic. You can attempt to tame one creature within 1 minute of it dying, adhering to the normal rules for taming a new companion, with the following changes:

  • When you attempt to tame a dead creature, its soul makes a Charisma saving throw against your tamer spell save DC.

  • Humanoids and giants don't automatically succeed on this saving throw.

  • On a failure, the creature's soul becomes bound to its body; its type changes to undead and it becomes one of your companions.

  • On a success, you fail to tame the creature and you can't attempt to tame the creature again until it has been brought back to life by other means.

Necromancer Spells

You learn additional spells when you reach certain levels in this class, as shown in the Necromancer Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.

Animate Dead I (Level 7)

You learn how to use your taming magic to temporarily raise new allies and bind them to your will You learn the animate dead spell, you always have it prepared, it doesn't count against the number of spells you know, and you can cast it once without using a spell slot. After you do so, you can't cast it in this way again until you finish a long rest.

When you issue a command to your companion using either a bonus action or action, you can issue the same command to any creatures you have created with animate dead so long as the creatures are within 100 feet of you.

Enervate (Level 10)

You learn to channel life force between you and your companions. As an action while your summoned companion is within 100 feet of you, you can deal necrotic damage to your companion up to a value equal to twice your tamer level. This damage can't be reduced in any way. You then regain hit points equal to the damage dealt. Alternatively, you can deal the necrotic damage to yourself and restore hit points to your summoned companion equal to the damage you took.

Aura of Undeath (Level 14)

As an action, you tap into deep pools of necromantic energy, imbuing your companion with an aura of undeath for the next minute. While imbued with this aura, your companion can, as a bonus action on its turn, force one creature it can see within 15 feet of it to make a Constitution saving throw against your tamer spell save DC. On a failure, the creature takes 4d8 necrotic damage and your companion gains a number of temporary hit points equal to half the damage dealt.

In addition, for the duration, when your companion would be reduced to 0 hit points, it doesn't fall unconscious Instead, it is reduced to 1 hit point and gains one failed death saving throw. If your companion gains three failed death saving throws during the minute, or five failed death saving throws if it has the undead type, it immediately dies. At the end of the minute, your companion drops to 0 hit points, falls unconscious and is stable.

Once you use this feature, you can't do so again until you finish a long rest.

Animate Dead II (Level 18)

Once you reach 18th level, when you cast this spell using this feature, the creature you animate has the statistics of a ghast (if Medium or smaller) or a minotaur skeleton (if Large or larger).

Sensei

Training Paradigm (Level 3)

Tamers follow various Training Paradigms that define their bond with their companions or the companions themselves. The paradigm you choose reflects your approach.

Sensei

Worry yourself not with how people might quote you.

Sensei see how a body moves with supernatural acuity, identifying minor changes in form that can turn paltry scuffs into bone-breaking blows. Through meticulous coaching, they unveil the pugilists within their companions, teaching them to dance between enemies' strikes, upset their foes' balance, and finish them with lightning-fast combinations. Perhaps you yourself were a master of martial arts but are now too old to fight. Maybe you grew up watching boxers but always saw the flaws in their technique. Whatever the case, you are a teacher, and your companions are your eager students.

Martial Strikes

3rd-Level Sensei Feature

You teach your companion how to use its body as a deadly weapon. Your companion gains a new attack option: a Martial Strike. Your companion is proficient with this melee attack, which it makes using its body. Your companion can use its choice of Strength or Dexterity when calculating its attack and damage modifiers for this attack, which deals damage of a type (usually bludgeoning, piercing, or slashing) that makes sense for your companion (work with your GM to determine this for each companion). These attacks deal 1d6 damage starting at 3rd level, 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 18th level.

When you reach 5th level in this class, your companion can make two Martial Strike attacks when it takes the Attack action on its turn. When you reach 14th level in this class, your companion can make three Martial Strike attacks when it takes the attack action on its turn.

Martial Techniques

3rd-Level Sensei Feature

You learn specific martial techniques, which you teach to each of your companions. Choose three techniques from the options below. When you command a companion on your turn, you can instruct it to use one or more of these techniques.

  • Avoid

    As a bonus action, your companion can take the Dodge action.

  • Block

    As a reaction when your companion is attacked by a creature it can see and that attack deals bludgeoning, piercing, or slashing damage, your companion can add your proficiency bonus to its AC against that attack, potentially turning a hit into a miss. If the attack still hits, the damage dealt is reduced by an amount equal to 1d6 plus your proficiency bonus.

  • Charge

    As an action, your companion gains additional movement equal to its speed, and it can make one Martial Strike attack. If your companion moves up to 20 feet straight towards a creature and then hits it with a Martial Strike, the attack deals an extra 1d10 damage, and the target must succeed on a Strength saving throw (DC equals 8 + your companion's Strength modifier + your proficiency bonus) or be knocked prone. A creature more than one size larger than your companion automatically succeeds on this saving throw.

  • Dancing Feet

    As a bonus action, your companion can take the Disengage action.

  • Grapple

    As a bonus action, your companion can attempt to grapple one creature within its reach by making a grapple check.

  • Sweep

    As a bonus action, your companion can attempt to sweep a creature's legs (or other anatomy) to knock it prone using the Shoving a Creature rules. The companion can choose to make a Strength (Athletics) or Dexterity (Athletics) check for the contest. A creature more than one size larger than your companion automatically succeeds on this check.

  • Throw

    Once per turn, when your companion has a creature grappled and takes the Attack action, it can replace one of its attacks with a special melee attack. Instead of an attack roll, it makes a Strength or Dexterity (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). If your companion succeeds, it can move the creature to an unoccupied space within 5 feet of it and can knock it prone, dealing bludgeoning damage to it equal to two rolls of your companion's Martial Strikes damage dice.

  • People's Elbow

    Once per turn, when your companion takes the Attack action, it can replace one of its attacks with a special melee attack, which must be against a prone target. Your companion leaps into the air and places its full bodyweight behind a particularly hard or sharp part of its anatomy. It makes a melee attack roll against the target. The critical hit threshold for this attack is reduced by 1 for each size category that your companion is larger than the target. On a hit, the target takes damage equal to two rolls of your companion's Martial Strikes damage dice, of the same type as your companion's Martial Strike attacks. Hit or miss, your companion falls prone.

  • Uppercut

    Once per turn, when your companion takes the Attack action, it can replace one of its attacks with a special melee attack, which must be against a target that isn't prone. It makes a melee attack roll against the target. The critical hit threshold (see page 83) for this attack is reduced by 1 for each size category that your companion is smaller than the target. On a hit, the target takes damage equal to two rolls of your companion's Martial Strikes damage dice, of the same type as your companion's Martial Strike attacks.

When you reach 7th, 10th, 14th, and 18th level in this class, you learn one additional technique that your companions can use.

Sensei Spells

3rd-Level Sensei Feature

You learn additional spells when you reach certain levels in this class, as shown in the Sensei Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.

Unleash (Level 7)

7th-Level Sensei Feature

With a flourish, your companion can perform a series of complicated martial combinations, flitting between targets with lightning speed. As an action, your companion moves up to its speed (this movement doesn't provoke opportunity attacks) and can make up to six Martial Strike attacks, each of which must be against a different target. Until the end of its turn, the companion's movement does not provoke opportunity attacks.

Once a companion uses this action, it can't do so again until you finish a short or long rest. Starting at 18th level, a companion can use this action twice between each of your short or long rests.

Shrug It Off (Level 10)

10th-Level Sensei Feature

You have learnt to use your mental connection to shield your companion from pain and fatigue. Whenever your companion takes bludgeoning, piercing, or slashing damage, you can reduce the damage it takes by an amount equal to your tamer spellcasting ability modifier (minimum reduction of 1). You can't use this feature while you are incapacitated.

Martial Prodigy (Level 14)

14th-Level Sensei Feature

As an action, you can infuse one summoned companion with your own spirit. For 1 minute, it can make four Martial Strike attacks when it takes the Attack action on its turn instead of three, it can take two bonus actions on each of its turns, and it gains temporary hit points equal to your spellcasting ability modifier (minimum 1) at the start of each of its turns. Once you use this feature, you can't do so again until you finish a long rest.

Splicer

Splicer (Level 3)

Through really tiny stitches, you alter the physiology of your subjec– er... companions, in an unending quest for perfection. Many Splicers delve into the world of adventuring in the hopes of discovering exciting new improvements with which to augment their companions. Your foray into the world of biomancy, whether through wizarding school, working with biosmith artificers, or as the surgical assistant to a mad scientist, has resulted in a singular observation: subjects are much more malleable when they're psychically bonded to you.

Augment

You can fiddle with the very essence of your companions, crafting minor improvements and modifications. When you choose this paradigm, you gain 3 splicer points. Each time you gain a level in the tamer class, you gain 1 additional splicer point. You can spend these points to modify your companions with the following augments—features and traits that take effect when you next finish a long rest. Splicer points are shared across all your companions. If a companion is ever released, it loses any augments it had and the splicer points are refunded. Augments can be gained only once unless otherwise stated. See the Splicer Augments table for more details.

Surgeon's Tools

You also gain proficiency with surgeon's tools. You can spend 1 hour removing all augments from one companion with your surgeon's tools, causing it to lose all the associated effects. You regain all splicer points spent on that companion and can re-allocate those points as you see fit.

AugmentEffect SummarySplicer Point Cost

Cost: 0 Splicer Points

Water Breathing

The creature can breathe only underwater.

0

Cost: 1 Splicer Point

Amphibious

The creature can breathe air and water.

1

Darkvision

The creature gains darkvision out to 60 feet If it already has darkvision, the range is increased by 60 feet up to a maximum of 120 feet.

1 per 60 ft.

Extra Limb*

The creature gains an additional limb, allowing it to have one additional target grappled A creature can gain a total of four extra limbs from this augment.

1 per limb

Fins & Webbing

The creature gains a swimming speed of 30 feet If it already has a slower swimming speed, this speed is increased to 30 feet.

1

Illumination

The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

1

Keen Hearing

The creature has advantage on Wisdom (Perception) checks that rely on hearing.

1

Keen Sight

The creature has advantage on Wisdom (Perception) checks that rely on sight

1

Keen Smell

The creature has advantage on Wisdom (Perception) checks that rely on smell

1

Powerful Build

The creature counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

1

Prehensile Tail

The creature gains a climbing speed of 30 feet If it already has a slower climbing speed, this speed is increased to 30 feet.

1

Slippery

The creature has advantage on ability checks and saving throws made to escape a grapple.

1

Sure-Footed

The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

1

Web Sense + Web Walk

While in contact with a web, the creature knows the exact location of any other creature in contact with the same web The creature ignores movement restrictions caused by webbing.

1

Cost: 2 Splicer Points

Burrowing Claws

The creature gains a burrowing speed of 15 feet If it already has a slower burrowing speed, this speed is increased to 15 feet It does not leave an opening behind it while burrowing.

2

Long Limbed

When the creature makes a melee attack on its turn, its reach for it is 5 feet greater than normal.

2

Mimicry

The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check The DC equals 8 plus your proficiency bonus.

2

Natural Armour**

The creature gains a +1 bonus to its AC It can take this augment a maximum of 3 times, gaining an additional +1 bonus each time.

2 per +1

Poisonous Touch***

The first time the creature hits with a weapon attack on its turn, it deals an additional 1d4 poison damage A creature can take this augment again at 9th level, increasing the bonus to 2d4 poison damage While a creature has this augment, it can't take the Corrosive Touch or Decaying Touch augments.

2

Spider Climb

The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

2

Cost: 3 Splicer Points

Camouflage

The creature has advantage on Dexterity (Stealth) checks made while not moving.

3

Corrosive Touch***

The first time the creature hits with a weapon attack on its turn, it deals an additional 1d6 acid damage A creature can take this augment again at 13th level, increasing the bonus to 2d6 acid damage While a creature has this augment, it can't take the Poisonous Touch or Decaying Touch augments.

3

Tremorsense

The creature gains tremorsense out to 15 feet If it already has tremorsense, the range is increased by 15 feet up to a maximum of 30 feet A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance Tremorsense can't be used to detect flying or incorporeal creatures.

3 per 15 ft.

Wings

The creature gains a flying speed of 30 feet If it already has a slower flying speed, this speed is increased to 30 feet.

3

Cost: 4 Splicer Points

Blindsight + Echolocation

The creature gains blindsight out to 15 feet If it already has blindsight, the range is increased by 15 feet up to a maximum of 30 feet A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. The creature can't use its blindsight while deafened.

4

Decaying Touch***

The first time the creature hits with a weapon attack on its turn, it deals an additional 1d8 necrotic damage A creature can take this augment again at 17th level, increasing the bonus to 2d8 necrotic damage While a creature has this augment, it can't take the Poisonous Touch or Corrosive Touch augments

4

Flyby

The creature doesn't provoke opportunity attacks when it flies out of an enemy's reach.

4

Growth Hormone****

The creature's size is increased by one category In addition, the size of its Hit Dice is increased by 1; add 1 to the creature's maximum hit points for each Hit Dice it has when it gains this augment. Note, this augment can be taken multiple times but can't increase a companion's size beyond that permitted by your tamer level (see Tamer Companion Summary table).

4

Splicer Spells

You learn additional spells when you reach certain levels in this class, as shown in the Splicer Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.

Modular Upgrades I (Level 7)

You can upgrade each of your companions with exotic organs and appendages. At the start of a long rest, you can choose one of the following upgrades for each of your companions. At the end of the long rest, the biomantic meld completes, and your companion gains the associated action optional. The DC for the saving throw equals your tamer spell save DC.

  • Compelling Plumage

    Each creature in a 25–foot cone that can see your companion must succeed on a Wisdom saving throw or be charmed by your companion's dazzling display of colour for the next minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage, if someone else uses an action to shake the creature out of its stupor, or if the companion moves out of the creature's line of sight or is ever more than 25 feet away from the creature.

  • Phosphoburst

    Each other creature in a 10-foot-radius sphere centred on your companion must make a Constitution saving throw against the dizzying burst of light your companion emits On a failure, a creature takes 2d10 radiant damage and is blinded until the end of its next turn On a success, a creature takes half as much damage and isn't blinded.

  • Poison Web

    Your companion launches an unfurling web of sticky silk in a 20-foot cube originating from it. All surfaces in the area become lined with webbing for the next minute. Each creature that touches one of these surfaces for the first time on its turn or starts its turn doing so must succeed on a Dexterity saving throw or become restrained for the duration, or until it breaks free. A creature restrained by the webs takes 2d4 poison damage when it becomes restrained and at the start of each of its turns. A creature can use its action to make a Strength check against your tamer spell save DC, freeing itself or another creature restrained by this web on a success.

  • Sirenshriek

    Each other creature in a 15-foot-radius sphere centred on your companion must make an Intelligence saving throw as your companion lets forth a brain-curdling mental shriek. On a failure, a creature takes 3d8 psychic damage and, if it is concentrating on a spell, loses its concentration. On a success, a creature takes half as much damage and makes saving throws to maintain its concentration as normal.

Once a companion uses one of these actions, it can't do so again until it finishes a short or long rest.

Battlefield Harvester (Level 10)

You augment your companions with a highly adaptive mutagen, allowing them to gain the strengths of foes they defeat and confer it to your other companions through a synchronous quantum biomantic link.

As an action, you can command your companion to consume the corpse of a non-swarm creature that has been dead for less than 1 minute. Choose one of the consumed creature's damage resistances, damage immunities, or condition immunities (except immunity to exhaustion. All of your companions gain resistance to one damage type to which the slain creature was resistant or immune, or gain immunity to one condition to which the creature was immune.

After you use this feature, you can't do so again until you finish a long rest. When you use this feature again, your companions lose any benefit they had previously gained from this feature Consuming a corpse in this way prevents it from being harvested for components.

Adrenal Overload (Level 14)

As an action, you trigger a hidden, internal switch within your companion, triggering a cascade of rapid mutations that lasts for the next minute, with the following results:

  • It immediately grows to Huge size (if it isn't already).

  • Its weight increases by a factor of 8 per size category increased.

  • It gains temporary hit points equal to ten times your tamer level.

  • Its Strength score increases to 22 (if it isn't already higher).

  • It gains proficiency in the Athletics skill.

  • It sprouts an appendage with which it can make melee weapon attacks with a reach of 5 feet that deal bludgeoning, piercing, or slashing damage (your choice when you take the action), equal to 3d6 plus its Strength modifier (+6) on a hit.

  • It gains the Multiattack action option: The companion makes three attacks with its appendage.

After the minute elapses, your companion falls unconscious for 1d4 hours and gains 2 levels of exhaustion. Once you use this feature, you can't do so again until you finish a long rest.

Modular Upgrades II (Level 18)

Starting at 18th level, a companion can use the Modular Upgrades I action twice before a rest.