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The Tamer

Soaring above the clouds, the tamer rides a majestic, winged creature that chose them as its master.
Tamers nurture intrinsic magical links with astral beings, manifesting them in the physical world through
Yokes, structured forms that take the shape of beasts, monstrosities, even dragons and undead. The bond
Tamers form with these beings can be the mutual and loving relationship of a pet and its master; a
traumatic possession that requires training to contain; or it might be a contract signed with a certain goal
and specific termination clauses.

Did you grow up in civilization

Level Proficiency Tamer’s Yoke Features


Bonus Yokes Uses
1 +2 2 2 Coalescing Yoke, Wildlife Interpreter
2 +2 2 2 Field Manual, Dexterous Assistance
3 +2 2 3 Tamer Handling feature
4 +2 2 3 Ability Score Improvement
5 +3 3 4 Extra Attack
6 +3 3 4 Ability Score Improvement, Wisdom of Nature
7 +3 3 5 Tamer Handling feature
8 +3 3 5 Ability Score Improvement
9 +4 3 6 Bond of Loyalty
10 +4 3 6 Tamer Handling feature
11 +4 4 7 Magic Attacks
12 +4 4 7 Ability Score Improvement
13 +5 4 8 Shared Attunement
14 +5 4 8 Bait and Switch
15 +5 4 9 Tamer Handling feature
16 +5 4 9 Ability Score Improvement
17 +6 5 10 Evasion
18 +6 5 10 Tamer Handling feature
19 +6 5 11 Ability Score Improvement
20 +6 5 --- Combined Efforts

Class Features
As a Tamer, you have the following class features.

Hit Points
Hit Dice: 1d6 per tamer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per tamer level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Whips, Hand Crossbow, Longbow, Short sword
Tools: Herbalism Kit

Saving Throws: Wisdom, Charisma


Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth,
and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 (a) a whip or (b) a simple melee weapon
 (a) a dungeoneer’s pack or (b) an explorer’s pack
 Leather armor, a short bow, and a quiver of 20 arrows

Coalescing Yoke
Beginning at first level, you established an agreement of coordination and companionship with several
shapeless spiritual beings that can assume physical forms on your command. These physical forms are
called Yokes, and they can assume any appearance of your choosing, usually bestial in nature, reflecting
the characteristics described in their Stat Blocks and respecting its constraints (like creature size, type,
movement and actions).

Choose two Yokes described in the Tamer’s Yokes section. You gain additional Yokes at 5th, 11th and
17th level. As a Bonus Action on your turn, you can manifest a Yoke: it is an ally to you and your
companions, and it understands your commands and abides to them to the best of its abilities.

The Yoke is manifested until its Hit Points reach 0, after which it shall revert to its shapeless form. When
a Yoke reaches 0 Hit Points, it cannot manifest into that physical form again until you finish a long rest.
Each Yoke has a number of Hit Dice equal to your level in the Tamer class and may expend them as you
like in a short rest to regain hit points. When you finish a long rest, all of your Yokes regain full health.

You can only have one Yoke manifested and active at a given time. Manifesting a Yoke requires
concentration as if concentrating on a spell, and if you lose concentration, the Yoke dissipates into its
shapeless form. You can manifest Yokes a number of times equal to double your proficiency bonus, as
seen in the Yoke Uses column in the Tamer’s character table. You regain all expended uses when you
finish a long rest.

The Yoke takes its turn immediately after you, and you can command its actions by spending an Action
on your turn, choosing its Action, Bonus Action, and movement. It can take its reaction on its own. If you
don’t command it on your turn, it takes the dodge action, unless stated otherwise in its stat block.

Wildlife Interpreter
Beginning at first level, you can ask for assistance from one of your Yokes, establishing a mental
connection with it to gain a deeper understanding, and thus being able to communicate with animals.
While a Yoke is manifested, you may cast the spell Speak with Animals as a ritual.

Field Manual
Starting at 2nd level, you develop a magical book with extensive information about creatures you have
seen in your travels. Whenever you encounter a creature of any type other than Humanoid, note down
its Creature Name and Creature Type (ask your GM, as they might only want to divulge this information
to you).
 You have advantage on Investigation and Perception checks made to discern or collect
information about creatures you have already seen, and whose Creature Names are noted in
your Field Manual.
 You have advantage on all Intelligence checks made to discern, remember, or discover
information about a creature whose Creature Type is noted in your Field Manual 10 or more
times (coming from different creatures).
 Additionally, your Encyclopedia already contains the names of 2 random creatures (discuss with
your GM which creatures are pertinent, having your character’s Background in mind) and the
names of most common animals (as in dogs, cats, cows, chickens, fish…)

At 10th level, whenever you roll initiative against a creature whose name is noted in your Field Manual,
you may choose to add your Wisdom modifier to it.

If your monster encyclopedia gets lost or destroyed, you can spend 100 gold to replace it. You must
spend 24h for every 10 monsters originally present in your Field Manual to recall information and
rewrite your new manual. This process is considered light activity and can be spread out during more
than one day.

Dexterous Assistance
Starting at 2nd level, you can take the Help and Disengage actions as a Bonus Action on your turn. You
can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Tamer Handling
Starting at 3rd level, you choose a specific manner to handle your Yokes, inspired by the kind of bond
you developed with them. Choose between the Tight Leash, Assured Leader, or Positive Reinforcer,
detailed at the end of this class’s features. Your choice grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you could increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your
turn. Alternatively, you can replace one of the attacks with the command for your Yoke.

Wisdom of Nature
Starting at 6th level, your Yokes aid you in understanding the world through the eyes of nature’s spirits.
When making a Nature, Survival or Animal Handling check, you may add you Charisma modifier to it.
Bond of Loyalty
Starting at 9th level, you grow an increasing affectionate bond with your Yokes, such that they feel an
incredible loyalty towards you. Your Yokes are immune to the charmed condition and cannot be
controlled by none other than you.

Magic Attacks
Starting at 11th level, you Yoke’s attacks are considered magic for the purpose of overcoming damage
resistance.

Shared Attunement
Starting at 13th level, you can blur the link between you, a Yoke, and a magic item. Choose one Yoke and
one magic item that you are attuned to. Your Yoke now shares the effects of that magic item with you as
if it was attuned to an exact copy of it. This magical item is incorporated into the physical form of the
Yoke and is not an actual copy of the original, only a duplication of its effects. The item’s effects can
manifest in many ways: A magical sword’s fire damage is now applied in every melee attack made by the
Yokes claw, or a magical armor’s stealth disadvantage is part of the Yokes natural heavy carapace for
instance.

A wondrous item is similarly part of the Yoke’s anatomy, as a bag of holding opens as a marsupial pouch
in its belly, or a Wand of Fireballs grows as a fiery horn in its head.

To attune a magic item to one of your Yokes, you must perform an attunement ritual with it and the
item. You remain attuned to the item and can also benefit from its effects.

Only one Yoke can benefit from a single magic item at any time. If you end your attunement with the
shared item or it gets destroyed or dispelled, your Yoke loses its effects as well, as it dissipates from its
physical form. Your Yoke cannot be disarmed or separated from the magic item’s effect in any way, as it
is part of its physical form now.

Bait and Switch


Starting at 14th level, you may harness the powers of your spiritual allies to move through space in the
blink of an eye. As an Action on your turn, you may switch places with your Yoke if it is within 60 feet of
you. This movement does not provoke opportunity attacks. Immediately after you and your Yoke switch
places, you may command it to use a single Action or Bonus Action on its turn as part of the same Action.
You must finish a short or long rest before you can use this feature again.

Evasion
Beginning at 17th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make
a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.

Combined Efforts
At 20th level, you become proficient at coordinating the efforts of more than one Yoke at a time. When
using your Coalescing Yoke feature, you may manifest with a single Bonus Action, and maintain
concentration on up to three Yokes at the same time. When you issue a command to choose a Yoke’s
Action, Bonus Action, and movement, you may do so for all of them at the same time. If your
concentration breaks, all three Yokes dissipate at the same time.

Additionally, you may manifest Yokes an unlimited number of times.

Tamer’s Handlings:
Tight Leash
Beasts of Battle
Beginning when you choose this handling at 3rd level, you increase your ability to fight in the front lines
alongside your Yokes. You gain proficiency in medium armor, all martial weapons, and shields.

Fighting Style
Beginning when you choose this handling at 3rd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take a Fighting Style option more than once,
even if you later get to choose again.
 Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
 Defense. While you are wearing armor, you gain a +1 bonus to AC
 Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
 Protection. When a creature you can see attacks a target other than you that is within 5 feet of
you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a
shield

Improved Critical
Starting at 7th level, your and your Yoke’s weapon attacks score a critical hit on a roll of 19 or 20.

Slayer’s Prey
Starting at 10th level you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus
action, you designate one creature you can see within 60 feet of you as the target of this feature. The first
time each turn that you or your Yoke hits that target with a weapon attack, it takes an extra 1d6 damage
from the weapon.

You must finish a short or long rest before using this feature again.

Instinctive Fighter
Starting at 15th level, the extensive combat training you have with your Yokes grant them instinctive
knowledge of what to do. Your Yokes now roll their own initiative and act independent from you. You no
longer need to issue their commands, and you may choose its Action, Bonus Action, and Movement, no
action required.

In addition, your Yokes now also add your Wisdom modifier to their initiative bonus, as granted by your
Field Manual feature.

At 20th level, when you manifest more than one Yoke at a time, choose one of them to benefit from this
feature. The remaining two must be commanded by an Action on your turn and take their turns
immediately after you.

Bond over Battle


Starting at 18th level, your learned to bond with your Yokes over the battlefield’s chaos. You gain
advantage on all Constitution saving throws to maintain concentration for the purposes of manifesting
your Yoke.

Assured Leader
Fluent in Their Tongue
Beginning when you choose this handling at 3rd level, you are constantly under the effects of the Speak
with Animals spell, and you have advantage on all Wisdom and Charisma checks made to influence
beasts of Intelligence 8 or lower. In addition, you may ritually cast the Speak with Plants and Speak with
Dead spells at will. You must finish a long rest before casting either of those spells again using this
feature.

Thundering Voice
Beginning when you choose this handling at 3rd level, you develop a magically booming voice to
command. You have uses of your Dexterous Assistance feature equal to your Charisma modifier plus
your Proficiency Bonus. In addition, when you take the Help action by using the Dexterous Assistance
feature, you can aid a friendly creature in attacking a creature within 60 feet of you.

Leader’s Sacrifice
Starting at 7th level, you can sacrifice your intellect and physique to assure your Yokes aren’t affected.
When you fail a Constitution saving throw to maintain concentration on a Yoke, you can choose to
succeed instead. When you do so, you receive one level of exhaustion.

Protective Snarl
Starting at 10th level, your Yokes grow protective of you. As a reaction to a creature moving within 5 feet
of you or attacking you, your active Yoke can snarl at that creature if it can hear it and is within 60 feet.
The target must make a Charisma saving throw with DC equal to 8 + your Charisma modifier + your
Proficiency modifier. On a failed save, target creature is Frightened of your Yoke until the end of its turn.

Divide and Conquer


Starting at 15th level, you have a deeper knowledge on battlefield strategies that you share with your
Yokes. When you use your Bait and Switch feature, you may command your Yoke’s full turn (action,
bonus action, and movement). In addition, you may use the Bait and Switch feature a number of times
equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Coordinated Evasion
Starting at 18th level, your commands are quick and certain. While your Yoke is within 15 feet of you, it
also benefits from your Evasion feature as if it had it.

Positive Reinforcer
Intensive Training
Beginning when you choose this handling at 3rd level, every time you gain your Ability Score
Improvement feature, you may choose to apply its benefits to one of your Yokes instead. You can’t
increase a Yoke’s ability score above 20 using this feature.

Effort Adaptability
Beginning when you choose this handling at 3rd level, your Yokes learn to adapt to their prey, learning
new skills depending on their hunts. At 3rd level, and again at 7th, 10th and 15th level, choose a feature
from the list below. It applies to a single Yoke you choose.

Every feature has prerequisites, as shown before its name. To choose a feature you must meet either of
the requirements: The number of Notes indicates the number of times you have encountered that
creature Type and noted it for your Field Manual feature; and the level indicates your level in the Tamer
class.

An exception is the Humanoid features, which may only be chosen by meeting the level prerequisite.

Every time you choose one of these features (at 7 th, 10th and 15th level), you may also change one other
feature already applied to a Yoke.

If a feature requires a target to make a saving throw, see the Delve into Arcana feature for setting the DC.

Aberrations
 1 Note/3rd level - Limited telepathy: The Yoke can magically transmit simple messages and images
to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't
allow the receiving creature to telepathically respond.
 5 Notes/7th level – Increased Intellect: +1 to Yoke’s Intelligence.
 10 Notes/10th level - Strong Minded: The Yoke receives advantage on all Wisdom saving throws.
 15 Notes/15th level – Telekinetic: (1/Day) The Yoke can cast Telekinesis spell without expending a
spell slot.

Beast
 1 Note/3rd level - Keen Smell: The Yoke has advantage on Wisdom (Perception) checks that rely
on smell
 5 Notes/7th level – Pack Tactics: The Yoke has advantage on attack rolls against a creature if at
least one of the Yoke’s allies is within 5 feet of the creature and the ally isn't incapacitated.
 10 Notes/10th level – Increased Agility: +1 to Yoke’s Dexterity
 15 Notes/15th level – Multiattack: The Yoke makes two attacks with its action. If it already
possesses two attacks, it gets an extra attack.

Celestial
 1 Note/3rd level – Restorative Nudge: (1/Day) The Yoke can cast the lesser restoration spell
without expending spell slots.
 5 Notes/7th level – Healing Touch: (1/Day) The Yoke touches another creature. The target
magically regains 2d8+2 hit points. In addition, the touch removes all diseases and neutralizes all
poisons afflicting the target.
 10 Notes/10th level – Sacrosanct: The Yoke is constantly under the effects of the Protection from
Evil and Good spell.
 15 Notes/15th level – Smite: The Yoke’s attacks deal an extra 2d8 radiant damage on a hit.

Construct
 1 Note/3rd level – Iron Heart: The yoke is immune to the poisoned condition.
 5 Notes/7th level – Immutable Form. The Yoke is immune to any spell or effect that would alter its
form.
 10 Notes/10th level – Increased Vigor: +1 to Yoke’s Constitution
 15 Notes/15th level – Magic Resistance: The Yoke has advantage on saving throws against spells
and other magical effects.

Dragon
 1 Note/3rd level – Blindsight: The Yoke gains blindsight in a radius of 10 feet.
 5 Notes/7th level – Aware: The Yoke adds your proficiency bonus to all Perception checks.
 10 Notes/10th level – Frightful Presence: As an Action on its turn, each creature of the Yoke's
choice that is within 30 feet of the Yoke and aware of it must succeed on a Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect
ends for it, the creature is immune to the Yoke's Frightful Presence for the next 24 hours.
 15 Notes/15th level – Fire Breath: The Yoke exhales fire in a 30‐foot cone. Each creature in that
area must make a Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as
much damage on a successful one.

Elemental
 1 Note/3rd level – Elemental Strike: The Yoke can replace bludgeoning, piercing or slashing
damage from its attacks with one of the following types of damage: Cold, Fire, Lightning or Necrotic.
 5 Notes/7th level – Elemental Resistance: The Yoke receives resistance to one of the following
types of damage: Acid, Cold, Fire, Lightning, Necrotic, or Radiant.
 10 Notes/10th level – Unwavering: The Yoke is immune to exhaustion.
 15 Notes/15th level – Unbreakable: The Yoke receives resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks

Fey
 1 Note/3rd level – Tame: The Yoke can cast Friends cantrip at will. Its effects extend to you as if
you cast the cantrip.
 5 Notes/7th level – Illusory Appearance: The Yoke can cast Polymorph spell at will. It can only
assume the form of a beast or fey creature of CR1 or below and can only cast targeting itself.
 10 Notes/10th level – Heart Sight. The Yoke touches a creature and magically knows the creature's
current emotional state. If the target fails a Charisma saving throw, the Yoke also knows the
creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
 15 Notes/15th level – Unseen: The Yoke can cast Pass without a Trace spell at will, targeting only
itself and you.

Fiend
 1 Note/3rd level – Devil's Sight. Magical darkness doesn't impede the Yoke's darkvision. It gains
darkvision if it doesn’t already possess it.
 5 Notes/7th level – Increased Heart: +1 to Yoke’s Charisma
 10 Notes/10th level - Sense Evil: The yoke constantly knows the location of any fiend within 60
feet of it that is not behind total cover. Within the same radius, it also detects the presence of any
place or object that has been consecrated or desecrated, as with the Hallow spell.
 15 Notes/15th level – Fulgor: The Yoke gains immunity to fire damage.

Giant
 1 Note/3rd level – Powerful Build: The Yoke counts as one size larger when determining its
carrying capacity and the weight it can push, drag, or lift.
 5 Notes/7th level – Increased Stamina: +1 to Yoke’s Strength
 10 Notes/10th level – Physical Conditioning: You may increase a Yoke’s Strength and Constitution
scores up to 24 using your Intensive Training feature.
 15 Notes/15th level – Titanic Proportions: The Yoke is constantly under the effects of the Enlarge
spell. It can reduce itself to normal proportions with an Action on its turn, and back to its enlarged
form. It may not Reduce itself as per the effects of the spell.

Humanoid
 3rd level – Blend In: The Yoke can cast the Disguise Self spell at will. It can change its body type,
assuming the form of a humanoid, but retaining its stat block.
 7th level – Proficient: The Yoke gains proficiency in two skills of your choice, or one skill and one
toolkit of your choice.
 10th level – Communication: The Yoke learns Common and one other language of your choice and
can read it and speak it well enough to maintain conversations equivalent to its Intelligence score.
 15th level – Action Surge: (1/Day) The Yoke takes another Action on its turn.

Monstrosity –
 1 Note/3rd level – Siege Monster. The Yoke deals double damage to objects and structures.
 5 Notes/7th level – Environment Explorer. The Yoke has advantage on all ability checks made to
explore the environment and to climb difficult surfaces, including upside down on ceilings.
 10 Notes/10th level – Adaptable: (1/Day) The Yoke may cast the Enhance Ability spell without
expending a spell slot, targeting only itself.
 15 Notes/15th level – Powerful Roar: Each creature within 500 feet of the Yoke must make a
Wisdom saving throw. On a failed save, the creature is deafened and frightened for 1 minute. An
already frightened creature is paralyzed and can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect
ends for it, the creature is immune to the Yoke's Powerful Roar for the next 24 hours. You are
immune to this feature’s effects.

Ooze –
 1 Note/3rd level –
 5 Notes/7th level –
 10 Notes/10th level – The Yoke is constantly under the effects of a Freedom of Movement spell.
 15 Notes/15th level – Split in Two (the second remains until end of yoke next turn)

Plant –
 1 Note/3rd level – Camouflage: When standing still while in nature, the Yoke is indistinguishable
from its surroundings. It can take the Hide action as a bonus action in combat.
 5 Notes/7th level – Increased Soul: +1 to Yoke’s Wisdom
 10 Notes/10th level –
 15 Notes/15th level –

Undead –
 1 Note/3rd level –
 5 Notes/7th level –
 10 Notes/10th level – Undead Fortitude
 15 Notes/15th level –

Delve into Arcana


Beginning when you choose this handling at 3rd level, you may teach your Yokes to delve into magic
knowledge. Choose one Yoke. It learns one cantrip or one 1st level spell from the Druid or Ranger spell
lists. It may cast that spell once, having to finish a long rest to use this feature again.

At 7th level, you may repeat this process, but with a 2nd level spell; again at 10th level with a 3rd level
spell, and at 15th level with a 4th level spell.

This can be the same Yoke or a different one. If the same Yoke learned more than one spell through this
feature, it may cast each of those spells once, having to finish a long rest to use this feature again.

Wisdom is the spellcasting ability for your Yokes. If the spell requires a spell attack roll, or requires the
target to make a saving throw, use the following statistics, replacing your Wisdom modifier for your
Yoke’s Wisdom modifier if you so choose:

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mutual Agreement
Starting at 18th level, your bond with your Yokes starts to blur the barrier between their and your
abilities. When you are subjected to a saving throw, you may choose to use an active Yoke’s Ability
Score’s modifier instead of yours. You still add your own proficiency modifier (if any) to the roll.

Tamer’s Yokes:
PB = your proficiency bonus
TL = your level in the Tamer class. Is a prerequisite for unlocking new features in the Yoke’s stat
block.
YOKES ideias:

blazing: sheds light, firebolt, fireball

Corroding: engulf, amorphous, pseudopod


entangling: grasping vines, difficult terrain

Flowing: healing word, amphibian, water breathing

gnarling: pack tactics, early multiattack, pounce


Hulking
Shrouding
Soaring
Striding: riding/movement speed, charge, no damage if
mounted
towering: damage resistance/rage, sentinel

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