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with words of encouragement, tamers work through

their captured friends. Alone, a tamer possesses


little in the way of destructive ability. With care-
fully selected companions, a tamer can become an
unstoppable menagerie of mayhem.

Creating a Tamer
Tamer :KDWSURPSWHG\RXWREHJLQWDPLQJFUHDWXUHV"
Flourishing a gilded skull snatched from within the /RQHOLQHVV"$QHHGWRWUDQVSRUW\RXUIDYRXULWH
IROGVRIDFORDNDGZDUIVXPPRQVDʮHUFHH\HG GUDJRQOLQJWKURXJKFXVWRPV"$SDWKRORJLFDOGHVLUH
DQJHOLQDʯDUHRIEOLQGLQJUDGLDQFHHPSKDWLFDOO\ WRFDWFKŚHPDOO"
encouraging it to fantastical feats of fury.
The bond tamers experience with their compan-
Beaming from ear to ear, a chemical-stained ions are incredibly intimate; both are privy to the
gnome admires her handiwork amongst the clut- other’s innermost thoughts. However, such bonds-
ter of her laboratory: a ‘snektopus’; eight ven- GLƨHUEHWZHHQWDPHUVZKHUHRQHWDPHUPLJKWYLHZ
om-fanged maws perfectly spliced with the intelli- a companion as friend and equal, another might
gence of a cephalopod. YLHZWKHFUHDWXUHDVDWRROZLWKZKLFKWRIXOʮOOWKHLU
Coughing in the smoking ruins of the cultists’ RZQJRDOV+DYH\RXORVWDFRPSDQLRQEHIRUH"+RZ
IRUPHUKLGHRXWDWLHʯLQJJLYHVWKHLUʮUHLQIXVHG GLG\RXUHDFW"3HUKDSVLWZDVHPRWLRQDOO\WUDXPDWLV-
owlbear a playful rub behind the ears, contemplat- ing, or perhaps it was simply a mere inconvenience.
LQJDMREZHOOGRQHDQGWKHUHZDUGVWREHFODLPHG
Quick Build
Jesse Jackdaw Burns

Whether imbuing their companions with the You can make a tamer by following this suggestion:
primordial elements, enhancing them through the Choose Wisdom, Intelligence, or Charisma to be
‘very tiny stitches’ of biomancy, or inciting them your highest ability score, followed by Constitution.

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

Class Features
• D VFDOHPDLORU E OHDWKHUDUPRU
Hit Points
• A simple melee weapon, a net, and a shield
Hit Dice: 1d8 per tamer level
• A light crossbow and 20 bolts
Hit Points at 1st Level: 8 + your Constitution
PRGLʮHU • D DGXQJHRQHHUśVSDFNRU E DQH[SORUHUśVSDFN
Hit Points at Higher Levels:G RU \RXU
If you forgo this starting equipment, as well as the
&RQVWLWXWLRQPRGLʮHUSHUWDPHUOHYHODǟHUVW
LWHPVRƨHUHGE\\RXUEDFNJURXQG\RXVWDUWZLWK
Qspßdjfodjft 5d4 × 10 gp to buy your equipment.
Armour: Light armour, medium armour, shields Optional Rule: Multiclassing
Weapons: Simple weapons, nets If using the optional rule on multiclassing, use the
Tools: One type of artisan’s tools or one musical IROORZLQJSUHUHTXLVLWHVSURʮFLHQFLHVDQGVSHOOVORWV
instrument of your choice if you choose the tamer as one of your classes.
Saving Throws: Constitution, Charisma Ability Score Minimum: As a multiclass charac-
Skills: Choose two from Animal Handling, Insight, ter, you must have at least an Intelligence, Wisdom,
Medicine, Nature, Perception, and Persuasion or Charisma score of 13 to take a level in this class,
or to take a level in another class if you’re already a
Equipment tamer. The ability you use to qualify to multiclass
You start with the following equipment, in addition into tamer must be your tamer spellcasting ability.
to the equipment granted by your background:

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3URʮFLHQFLHV*DLQHG If tamer isn’t your initial Summoning. As an action, you can summon your
FODVV\RXJDLQWKHIROORZLQJSURʮFLHQFLHVZKHQ\RX companion from a vessel, causing it to appear in an
WDNH\RXUʮUVWOHYHODVDWDPHUOLJKWDUPRXUVKLHOGV unoccupied space that you can see within 30 feet of
simple weapons, and nets. you, or any unoccupied space within 5 feet of you.
You can dismiss a companion within 30 feet of you
Spell Slots.$GGKDOI\RXUOHYHOV URXQGHGGRZQ 
as a bonus action or action, drawing it back into its
in the tamer class to the appropriate levels from oth-
vessel. To summon or dismiss a companion, you
er classes to determine your available spell slots.
must be holding its vessel in hand. You can only
have one companion summoned at a time.
Pocket Familiar
1st-level Tamer feature
Dominated Companions
You become bonded to a companion that accompa-
QLHV\RXRQ\RXUDGYHQWXUHVDQGLVWUDLQHGWRʮJKW A companion that is controlled by another crea-
alongside you. Choose a Small or smaller creature ture, such as by the dominate monster spell, can
with a challenge rating of ½ or lower that isn’t a try to resist being recalled into its vessel. When
humanoid, giant, or swarm to become your com- you try to recall such a creature into its vessel, it
panion. When a creature becomes your companion, can make a Charisma saving throw against your
it has a maximum number of hit points equal to the tamer spell save DC.
DC. On a failed saving throw, it is
average of its Hit Dice, as indicated in its statistics, recalled, while on a success, it is not.
DQGLWFDQśWFDVWVSHOOV:RUNZLWK\RXU*0WRʮQG
a companion that suits your campaign world. This
companion obeys your commands and is friendly to Combat. In combat, your companion shares your
you and your allies. initiative count, but it takes its turn immediately af-
Vessel. When not summoned, your companion ter yours. It can move and use its reaction on its own,
exists inside a magical vessel of your own design, such but the only action it takes on its turn is the Dodge
DVDSDLQWHGDQLPDOVNXOOEHMHZHOOHGHJJRUFU\VWDO action, unless you take a bonus action or action on
sphere. While in this vessel, the companion has full \RXUWXUQWRFRPPDQGLWWRWDNHGLƨHUHQWDFWLRQV
FRYHUIURPDOODWWDFNVDQGRWKHUHƨHFWVLVXQDƨHFWHG Those actions can be in its statistics or some other
E\DUHDRIHƨHFWVWKDWRULJLQDWHIURPRXWVLGHWKHYHV- DFWLRQERQXVDFWLRQRUREMHFWLQWHUDFWLRQ,I\RXDUH
sel, and exists in stasis; it doesn’t need to eat, drink, incapacitated, the companion can take any action
sleep, or breathe, and it is immune to poison and dis- RILWVFKRLFHQRWMXVW'RGJH<RXUFRPSDQLRQFDQśW
ease, although a poison or disease already in its system take the Multiattack action until you reach 5th level
is suspended, not neutralised. A companion at 0 hit in this class, even if it would otherwise be able to.
points is instantly stabilised when it enters its vessel. Rest.$FRPSDQLRQJDLQVWKHEHQHʮWVRIDORQJ
If a vessel is broken, or a companion is released UHVWZKHQLWVWDPHUʮQLVKHVDORQJUHVWLILWKDVDW
from its vessel for any other reason, the creature least 1 hit point, it regains all its hit points when you
within it ceases to be a tamer’s companion. It acts ʮQLVKDORQJUHVW8QOLNHRWKHUFUHDWXUHVDFRP-
according to its own wishes and retains any im- panion can’t spend its own Hit Dice to recover hit
provements it gained while a companion. 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
Home Planes equipped to enhance your companion. A companion
‘‡ƒ‰‹ ƒŽ‡ơ‡ –•ǡŽ‹‡–Š‡
–•ǡŽ‹‡–Š‡banishment
banishment spell, can wear or carry any equipment that their size and
have the ability to permanently banish a creature body shape permits. However, your companion must
back to its home plane. When a creature be- EHSURʮFLHQWZLWKWKHDUPRXURUZHDSRQWRPDNH
comes your companion, its home plane becomes full use of it. If your companion wears armour that it
the demiplane within its vessel. If the companion
ODFNVSURʮFLHQF\ZLWKLWKDVdisadvantage on any
ability check, saving throw, or attack roll that involves
becomes permanently banished by such a spell, it
6WUHQJWKRU'H[WHULW\$FRPSDQLRQWKDWLVQRWSURʮ-
simply reappears in this vessel.
FLHQWZLWKDZHDSRQW\SHGRHVQRWDGGLWVSURʮFLHQF\
bonus to attack rolls made with that weapon type.

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Item Bonding. Over the course of an hour, you SURʮFLHQF\ERQXVLQVWHDGRIWKHLURZQSRWHQWLDOO\
FDQERQGDFRPSDQLRQWRRQHREMHFWWKDWLWFDQ increasing their attack, saving throw, and skill mod-
wear or carry that is not any sort of container or LʮHUVDQGWKHLUVDYLQJWKURZ'&V
storage. When a companion is recalled, all items it
Training. Whenever you gain an Ability Score
is wearing or carrying that it is not bonded to are
Improvement from gaining a level in the tamer
dropped in the space from which it was recalled. A
class, you pass on your hardened resolve to all your
companion can be bonded to up to 3 items at any
companions, causing them to gain 1 additional Hit
one time. Companions can’t attune to magic items,
Die. Increase your companion’s hit point maximum
XQOHVVWKH\KDYHDVSHFLʮFDELOLW\WKDWDOORZVWKHP
by rolling this Hit Die and adding your compan-
WRGRVR HJ3URWR$WWXQHPHQWSDJH 
LRQśV&RQVWLWXWLRQPRGLʮHU PLQLPXPRI 
Companion Barding. You can purchase armour
Whenever you gain a level beyond 1st in this
for your companion. Any type of armour can be
class, each companion to which you are bonded
purchased as barding. The cost and weight is
gains one of the following improvements. The fa-
doubled for each size category above Medium, and
miliars in Chapter 8 have unique improvements that
halved for each size category below Small. In addi-
can be taken instead of these.
tion, the cost is further doubled if the companion is
not humanoid in shape. Any newly gained companions receive these
additional Hit Dice and improvements as if you had
Companion Barding Cost them since your 1st level in tamer.

Size Humanoid Shape Cost Abstract Shape Cost Companion Improvement Training Table
Tiny 0.5x 1x
Improvement /dzłĪĜƸ
Small 1x 2x
Increase one existing speed by ‫ڑڍ‬łĪĪƸ up
Medium 1x 2x Speed to a maximum of 150% of the creature’s
Large 2x 4x Training base speed, rounded up to the nearest
Huge 4x 8x 5-foot increment*.
Your companion gains an additional Hit
Die, increasing its hit point maximum.
Soul Bond Toughen Up
Increase your companion’s hit point max-
imum by rolling this Hit Die and adding
1st-level Tamer feature ǣżǀƣĜżŰƠÿŲŏżŲܹƫ żŲƫƸŏƸǀƸŏżŲŰżģŏǿĪƣ
(minimum of 0).
Companions make death saving throws, die, and
can be revived like any player character. A com- Increase one of your companion's ability
Ability Boost
panion that has been stabilised remains unconscious scores by 1, to a maximum of 20.
XQWLOLWUHJDLQVKLWSRLQWVRUXQWLO\RXʮQLVKDORQJ Go For the
Your companion gains a +1 bonus to its
rest. Companions that are stable and have 0 hit Throat
attack and damage rolls made with its
SRLQWVZKHQ\RXʮQLVKDORQJUHVWUHJDLQKDOIWKHLU natural weapons or unarmed strikes**.
maximum hit points. Survival æżǀƣĜżŰƠÿŲŏżŲŃÿŏŲƫƠƣżǿĜŏĪŲĜǣŏŲżŲĪ
Instincts saving throw.
<RXKDYHDSRRORIKHDOLQJSRZHUHTXDOWRʮYH
times your tamer level that replenishes when you æżǀƣĜżŰƠÿŲŏżŲŃÿŏŲƫƠƣżǿĜŏĪŲĜǣǝŏƸŊ
War Training
one armour type or two weapons***.
ʮQLVKDORQJUHVW:KHQHYHU\RXʮQLVKDVKRUW
rest, you can choose to draw power from that pool, *E.g., a base speed of 30 feet can be increased to 45 feet maximum, a
restoring a total number of hit points amongst your base speed of 25 feet can be increased to 40 feet, and a base speed of 20
companions up to the maximum amount remaining feet to 30 feet.
in your pool. **Your companions can each benefit from this feature once. When you
reach 5th level in this class, your companions can each benefit from
this feature twice. When you reach 9th level in this class, your compan-
Monster Trainer ions can each benefit from this feature three times. This improvement
does not affect attacks made with weapons.
1st-level Tamer feature ***Your companion can’t gain proficiency in medium and heavy armour
until it has gained proficiency in the prerequisite lighter armour types.
As you gain levels in this class, your companions For example, to gain proficiency in heavy armour, you must take this
become more powerful. Your companions use your improvement 3 times: light, then medium, then heavy. Work with your
GM to figure out if and how a creature can wield shields and weapons.

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Tamer Companion Summary

Maximum Maximum Maximum SŰƠƣżǜĪŰĪŲƸƫ‫ܕ‬NŏƸ'ŏĜĪGÿŏŲĪģżŲ¼ÿŰŏŲŃ‫܄‬


Tamer
‫܍‬żłżŲģĪģ Companion Companion
Level ¦‫ܫ۔ۺ۝‬ CR 1 CR 2 CR 3 CR 4 CR 5 CR 6
Companions Size CR
1 1 Small ‫۔ۺ۝‬ 0/0 — — — — — —
2 1 Small ‫۔ۺ۝‬ 1/0 — — — — — —
3 2 Small ‫۔ۺ۝‬ 2/0 — — — — — —
4 2 Small 1 3/1 0/0 — — — — —
5 2 Medium 1 4/1 1/0 — — — — —
6 2 Medium 1 5/1 2/0 — — — — —
7 3 Medium 2 6/1 3/0 0/0 — — — —
8 3 Medium 2 7/2 4/1 1/1 — — — —
9 3 Medium 2 8/2 5/1 2/1 — — — —
10 3 Medium 3 9/2 6/1 3/1 0/0 — — —
11 4 Large 3 10 / 2 7/1 4/1 1/0 — — —
12 4 Large 3 11 / 3 8/2 5/2 2/1 — — —
13 4 Large 4 12 / 3 9/2 6/2 3/1 0/0 — —
14 4 Large 4 13 / 3 10 / 2 7/2 4/1 1/0 — —
15 5 Large 4 14 / 3 11 / 2 8/2 5/1 2/0 — —
16 5 Large 5 15 / 4 12 / 3 9/3 6/2 3/1 0/0 —
17 5 Huge 5 16 / 4 13 / 3 10 / 3 7/2 4/1 1/0 —
18 5 Huge 5 17 / 4 14 / 3 11 / 3 8/2 5/1 2/0 —
19 6 Huge 6 18 / 5 15 / 4 12 / 4 9/3 6/2 3/1 0/0
20 6 Huge 6 19 / 5 16 / 4 13 / 4 10 / 3 7/2 4/1 1/0

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

Tame Creature
1st-level Tamer feature Vessels and Cost
One way to defeat deadly foes: have deadlier At 4th level, you can capture creatures of CR 1
friends. As you explore, you will encounter new and below. To capture a CR ½ or CR 1 creature,
creatures which you may wish to make your com- you need a vessel worth 50 gp or 100 gp, respec-
panions. You can tame a Small or smaller creature tively. If you try to use a vessel worth 50 gp to
of CR ½ or lower, as described below. As you gain capture a CR 1 creature, the creature automati-
levels in this class, the size and challenge rating of
cally succeeds on its saving throw, and the vessel
creatures you can tame increases, as shown in the
can be recovered. You can always break down
Tamer Companion Summary table.
the components of an old vessel to craft a new
Vessel.7RWDPHDFRPSDQLRQ\RXPXVWʮUVW one as part of the vessel preparation process.
prepare a vessel using special inks, gems, or other
materials. Preparing the vessel takes 8 hours of work You can release a companion from a vessel at any
and components with a value in gold pieces equal to point. The vessel remains intact, and can be used
at least one hundred times the target creature’s CR. to tame a new creature.

198
119
98
98
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
Abilities and Proficiency
Charisma saving throw against your tamer spell As your companions’ ability scores change—often
save DC or be trapped within the vessel. A creature through Companion Improvement Training—their
automatically succeeds on this saving throw if: •‹ŽŽ‘†‹Ƥ‡”•ǡ•ƒ˜‹‰–Š”‘™•ǡƒ––ƒ ‘†‹Ƥ‡”•ǡƒ†
• It is a humanoid, giant, or swarm. saving throw DCs will also change. Working out
• It is larger than your maximum companion size what ability a creature’s attack or saving throw uses
XVHDFUHDWXUHśVXQDOWHUHGVL]HLILWLVXQGHUWKH can require a bit of detective work.
LQʯXHQFHRIDVL]HFKDQJLQJPDJLFDOHƨHFWVXFK
as enlarge/reduce  ‹”•–›‘—Šƒ˜‡–‘‘™–Š‡ ”‡ƒ–—”‡ǯ•’”‘Ƥ ‹‡ ›
• It has a higher CR than your maximum com- bonus (PB). Luckily this is quite easy: it all depends
SDQLRQ&5 VHHWKH7DPHU&RPSDQLRQ6XPPD- on the creature’s CR and players’ PB. A creatures’
U\WDEOH  „ƒ•‡‹•Ϊ͖ƒ–͔Ǧ͘ƒ†Ϊ͗ƒ–͙Ǧ͚Ǥ‘’”‘ ‡‡†ǡ
• It has a higher CR than the vessel can capture. •—„–”ƒ ––Š‡ ”‡ƒ–—”‡ǯ•ˆ”‘‹–•‘†‹Ƥ‡”•Ȁ•ƒ˜‡
DCs. For save DCs, subtract an additional 8 from the
• It has more than half of its hit points.
DC. Finally, match the remaining values to the ability
If a creature doesn’t automatically succeed on • ‘”‡‘†‹Ƥ‡”•Ǥ
this saving throw for one of the above reasons, and
Let’s use the CR 4 red dragon wyrmling’s bite attack
has either fewer than ten hit points or one-quarter
and breath weapon as an example. It has a PB of +2,
of its hit points, it automatically fails this saving
a Strength of 19 (+4), a Dexterity of 10 (+0), and a
throw. A creature that fails the saving throw is
trapped in your vessel and becomes your compan- ‘•–‹–—–‹‘‘ˆ͕͛ȋΪ͗ȌǤ –•„‹–‡ƒ––ƒ Šƒ•ƒΪ͚‘†-
LRQZKHQ\RXQH[WʮQLVKDORQJUHVW ‹Ƥ‡”ǡ™Š‹Ž‡‹–•„”‡ƒ–Š™‡ƒ’‘Šƒ•ƒ͕͗‡š–‡”‹–›
saving throw. Subtracting the PB from these values
Lost Traits. When a creature becomes your com-
ȋƒ†͜ˆ”‘–Š‡Ȍǡ™‡ƒ”‡Ž‡ˆ–™‹–ŠΪ͘ƒ†͗Ǥ
panion, it loses the following from its stat block:
We can deduce that the bite attack uses Strength
• 7KHDELOLW\WRFDVWDQ\VSHOOV WKRXJKLWUHWDLQV ȋ–Š‡Ϊ͘ƒ– Š‡•–Š‡™›”Ž‹‰ǯ•–”‡‰–Š‘†‹Ƥ‡”Ȍǡ
LWVVSHOOVNQRZQVHH3V\FKLF%RQGSDJH  ƒ†–Š‡Ƥ”‡„”‡ƒ–Š—•‡•‘•–‹–—–‹‘ȋ͗ƒ– Š‡•
• Any summoning actions or actions that create –Š‡™›”Ž‹‰ǯ•Ϊ͗‘•–‹–—–‹‘‘†‹Ƥ‡”ȌǤ
DGGLWLRQDOFUHDWXUHV VXFKDVDZUDLWKśV&UHDWH
6SHFWHUDFWLRQRUDQRR]HśV6SOLWUHDFWLRQ  ˆ–Š‡™›”Ž‹‰ǯ•–ƒ‡”‹•͕͗–ŠŽ‡˜‡Žȋ™‹–Šƒ‘ˆΪ͙Ȍǡ
• 7KH5HJHQHUDWLRQ5HMXYHQDWLRQDQG/HJHQG- then the wyrmling’s PB increases from +2 to +5 when it
ary Resistance traits. „‡ ‘‡•ƒ ‘’ƒ‹‘ǤŠ‹•”‡•—Ž–•‹‹–•ƒ––ƒ ‘†‹Ƥ-
• Any legendary actions and legendary action er and save DC increasing to +9 and DC 16, respectively.
options.
• $Q\ODLUDFWLRQVDQGUHJLRQDOHƨHFWV
• Any mythic traits and mythic action options. Spellcasting
2nd-level Tamer feature

Optional Rule: Non-Combat Taming By 2nd level, you have learned to harness your
mental fortitude to augment the potential of others.
If a player impresses a celestial with an especially You can cast tamer spells. See page 495 for the
noble act, or rears a creature from an egg, that tamer spell list.
creature might be willing to become a tamer’s
companion. If so, feel free to ignore the usual Cantrips
rules regarding saving throws on taming, and let At 2nd level, you know two cantrips of your choice
the beautiful story of companionship unfold! 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.

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Spell Slots
The Tamer table shows how many spell slots you Powerful Companion Abilities
have to cast your tamer spells of 1st level and high-
Some monster features are very powerful, and
er. To cast one of these tamer spells, you must ex-
aren’t designed for use by players. The two most
pend a slot of the spell’s level or higher. You regain
DOOH[SHQGHGVSHOOVORWVZKHQ\RXʮQLVKDORQJUHVW common are recharge actions and gazes. You can
help make a companion more balanced by chang-
For example, if you know the 1st-level spell ani- ing these features slightly. It’s advised to approach
mal friendship and have a 1st-level and a 2nd-level this on a case-by-case basis, as each feature is
spell slot available, you can cast animal friendship
†‹ơ‡”‡–ǡƒ†•‘‡‹‰Š–‘–”‡“—‹”‡ Šƒ‰‹‰Ǥ
using either slot.
Recharge Abilities. Some creatures’ actions have
Spells Known of 1st Level and Higher
the addendum “Recharge (5-6)”. This means that
You know two 1st-level spells of your choice from after a creature uses that action, it can’t use it
the tamer spell list. again until it has recharged. At the start of the
The Spells Known column of the Tamer table creature’s turn, you roll a d6, and if the result is
shows when you learn more tamer spells of your a 5 or higher, the action recharges. No class has
choice. Each of these spells must be of a level for recharge abilities, in part because they add a lot
which you have spell slots. For instance, when you of randomness to the game. Instead of using this
reach 5th level in this class, you can learn one new recharge mechanic, you can simply change any
spell of 1st or 2nd level. ability with a recharge to one of the following:
Additionally, when you gain a level in this class,
you can choose one of the tamer spells you know Recharge Condition Companion Recharge
and replace it with another spell from the tamer
Recharge (4-6) Recharges after 1 minute
spell list, which also must be of a level for which
you have spell slots. Recharge (5-6) Recharges after 10 minutes

Spellcasting Ability Recharge (6) Recharges on a short or long rest


:KHQ\RXJDLQ\RXUʮUVWOHYHOLQWKLVFODVVFKRRVH
ZKHWKHU\RXXVH\RXUNQRZOHGJH ,QWHOOLJHQFH  Perpetually Active Abilities. Some traits, like a
ZLOOSRZHU :LVGRP RUIRUFHRISHUVRQDOLW\ &KD- medusa’s Petrifying Gaze, which is perpetually
ULVPD DV\RXUVSHOOFDVWLQJDELOLW\IRU\RXUWDPHU active and has the power of a 6th level spell, have
spells. You use this spellcasting ability whenever a the potential to become overpowered and repet-
spell refers to your spellcasting ability. In addition, itive. To balance this, you can add the caveat that
\RXXVH\RXUVSHOOFDVWLQJDELOLW\PRGLʮHUZKHQVHW- “after a creature makes a saving throw against
ting the saving throw DC for a tamer spell you cast
–Š‹•‡ơ‡ –ǡ‹–‹•
–ǡ‹–‹•immune
immune–‘–Š‡‡ơ‡
–‘–Š‡‡ơ‡ –ˆ‘”–Š‡‡š–
and when making an attack roll with one.
͖͘Š‘—”•dzǤ‘”™‹–Š›‘—” –‘Ƥ†ƒ„ƒŽƒ ‡†
solution for your game.
’‡ŽŽ•ƒ˜‡ί͜Ϊ›‘—”’”‘Ƥ ‹‡ ›„‘—•Ϊ›‘—”
•’‡ŽŽ ƒ•–‹‰ƒ„‹Ž‹–›‘†‹Ƥ‡”

Bolster
’‡ŽŽƒ––ƒ ‘†‹Ƥ‡”ί›‘—”’”‘Ƥ ‹‡ ›„‘—•Ϊ
2nd-level Tamer feature
›‘—”•’‡ŽŽ ƒ•–‹‰ƒ„‹Ž‹–›‘†‹Ƥ‡”
While your companion is within 100 feet of you
and you are holding its vessel, or if you are holding
Spellcasting Focus its vessel with it inside, you can use an action to
You can use a creature’s vessel as a spellcasting expend one spell slot to restore hit points to your
focus for your tamer spells. companion equal to your spellcasting ability mod-
LʮHU PLQLPXP SOXVDQDGGLWLRQDO2d4 per level
of the spell slot expended.

200
200
20
Psychic Bond score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
2nd-level Tamer feature can’t increase an ability score above 20 using this
While your companion is within 100 feet of you, feature.
you can communicate with it telepathically. Addi-
tionally, as an action, you can see through your com- Multiattack
panion’s eyes and hear what it hears until the start 5th-level Tamer feature
RI\RXUQH[WWXUQJDLQLQJWKHEHQHʮWVRIDQ\VSHFLDO
senses that the companion has. During this time, you Through rigorous training, you can access the
are deaf and blind with regard to your own senses. innate fury of your companions. When you take
a bonus action or action to command your com-
Spell Swap. While your companion is sum- panion, you can command it to use its Multiattack
moned, is within 100 feet of you, and you hold its action, if it has one.
vessel, any spells your companion knows are added
to your known spells. In addition, when you cast a Malleable Presence
spell with a range of self or touch, your companion
can be the target of that spell. 5th-level Tamer feature
While your companion is within 100 feet of you,
Pocket Family you can order it to change its behaviour towards
3rd-level Tamer feature one creature you can see as part of the bonus action
or action you use to command it. Choose either the
As you gain levels in this class, the number of aggressive or cautious behaviours. At the start of
companions and maximum size of companion to each of the target creature’s turns for the next min-
which you can become bonded increases. You can ute, it must succeed on a Wisdom saving throw
EHERQGHGWRWZRWKUHHIRXUʮYHRUVL[FUHDWXUHV versus your tamer spell save DC if it is within 30
at 3rd, 7th, 11th, 15th, and 19th level, respectively. feet of your companion and can see your compan-
Your companions can be sized Medium at 5th level, LRQ2QDIDLOXUHLWVXƨHUVWKHHƨHFWVRIWKHDVVRFL-
Large at 11th level, and Huge at 17th level. If you ated behaviour until the start of its next turn. On a
are already bonded to your maximum number of VXFFHVVLWLVXQDƨHFWHG
companions and become bonded to a new compan-
• Aggressive. The creature has disadvantage on
ion, you must choose one existing companion to
attack rolls it makes against creatures other than
release from its vessel.
your companion.
When you bond with a new companion, the com- • Cautious. The creature has disadvantage on
panion gains improvements and Hit Dice based on its attack rolls against your companion if there is
CR and your tamer level. See the Tamer Companion another creature hostile towards the attacker
6XPPDU\WDEOH page 198 IRUGHWDLOV within 5 feet of the attacker.

Training Paradigm $ǟHU\RXXVHWKLVIHDWXUH\RXFDQśWGRVRDJDLQ


XQWLO\RXʮQLVKDVKRUWRUORQJUHVW
3rd-level Tamer feature
You choose the type of Training Paradigm you fol- Alpha Strike
low from the list of available paradigms, which are
GHWDLOHGDǟHUWKHFODVVśVGHVFULSWLRQ<RXUFKRLFH 6th-level Tamer feature
grants you features at 3rd level and again at 7th, While summoning a companion, your psychic
10th, and 14th level. At 18th level, the 7th-level connection is at its closest, allowing you to quickly
feature is improved. relay your intent. As part of the action to summon a
companion, you can command it to take an action
Ability Score Improvement in its stat block or some other action, which it does
so on its turn. You can use this feature a number of
4th-level Tamer feature
times equal to your tamer spellcasting ability mod-
When you reach 4th level, and again at 8th, 12th, LʮHU DPLQLPXPRIRQFH <RXUHJDLQDOOH[SHQGHG
16th, and 19th level, you can increase one ability XVHVRIWKLVIHDWXUHZKHQ\RXʮQLVKDORQJUHVW

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Wilful Blows Summon the Horde
6th-level Tamer feature 20th-level Tamer feature
Your magical potency is channeled through your In times of great need, a tamer can summon many
companions’ strikes. Your companions’ attacks of its companions simultaneously. As an action,
count as magical for the purpose of overcoming you can summon additional companions which
resistance and immunity to nonmagical attacks remain summoned for 1 minute. You can have a
and damage. maximum of three companions summoned simulta-
neously as a result of using this feature.
Switcheroo As an action on subsequent turns, you can issue
13th-level Tamer feature mental commands to all your companions at once,
allowing them to take an action in their stat block
You learn how to switch places with your compan- or some other action. You choose the order in which
ion in the nick of time. While you and your com- \RXUFRPSDQLRQVDFWHDFKURXQG$ǟHUWKHPLQXWH
panion are within 100 feet of each other, you can HODSVHVDOO\RXUFRPSDQLRQVEDURQH ZKLFK\RX
use a bonus action, or a reaction when you or your FKRRVH UHWXUQWRWKHLUYHVVHOVDQGDZDYHRIOHWKDUJ\
companion is the target of an attack by an attacker sweeps over you; you can’t move or take actions until
you can see, to magically switch places with your the end of your next turn. Once you use this feature,
companion. If performed as a reaction, the crea- \RXFDQśWGRVRDJDLQXQWLO\RXʮQLVKDORQJUHVW
ture 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 Training Paradigms
VSHOOFDVWLQJDELOLW\PRGLʮHU PLQLPXPRIRQFH <RX
UHJDLQDOOH[SHQGHGXVHVZKHQ\RXʮQLVKDORQJUHVW Leader
Whether it be through a non-stop litany of encour-
NbhojßdfouQsftfodf aging aphorisms, exaggerated movements, and hands
17th-level Tamer feature signals, or through a calm, telepathic reinforcement,
a leader exhorts their companions to ever greater
While your companion is within 100 feet of you, feats of brilliance. Leaders believe that with the right
you can order it to change its behaviour as part of support and teamwork, no task is impossible for their
the bonus action or action you use to command menagerie of companions. Whether you swear by
it. Choose either the provoking poise or shrinking SRVLWLYHUHLQIRUFHPHQWFUDǟPHWLFXORXVSUHʮJKW
violet behaviours. gameplans, or ruthlessly punish mistakes, communi-
• Provoking Poise. For the next minute, your cation and motivation are your watchwords.
companion draws the attention of nearby crea-
tures. While within 15 feet of your companion, Inspire
any creature that is hostile towards your com- 3rd-level Leader feature
panion and that can see it has disadvantage on
As an action, you can inspire your companion
attack rolls it makes against creatures other than
through shouts, gestures, and mental encour-
your companion.
agement. Until the beginning of your next turn,
• Shrinking Violet. For the next minute, your whenever your companion makes a saving throw or
companion appears small and unassuming, attack roll, it can add a d6 to its result.
making little noise. Any creature that is hostile
towards your companion has disadvantage on You can use this feature a number of times equal
attack rolls against your companion if there is WR\RXUWDPHUVSHOOFDVWLQJDELOLW\PRGLʮHU DPLQL-
another creature hostile towards the attacker PXPRIRQFH <RXUHJDLQDQ\H[SHQGHGXVHVZKHQ
Opposite: Jesse Jackdaw Burns

within 15 feet of the attacker. \RXʮQLVKDVKRUWRUORQJUHVW


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

2 2
20
Leader Spells EHQHʮWIURP$FWLRQ%XUVWWZLFHEHIRUHDUHVWEXW
3rd-level Leader feature
only once on the same turn.

You learn additional spells when you reach certain Leader’s Fortitude
levels in this class, as shown in the Leader Spells 10th-level Leader feature
table. Each spell counts as a tamer spell for you, but
it doesn’t count against the number of tamer spells When an attacker that you can see hits your com-
you know. panion with an attack, you can use both your and
your companion’s reactions to bolster its resilience.
Leader Spells <RXUFRPSDQLRQIRUWLʮHVLWVHOIKDOYLQJWKHDWWDFNśV
damage against it.
Tamer Level Spells
Combo
3rd divine favor, protection from evil and good
14th-level Leader feature
5th inequality*, warding bond
9th beacon of hope, haste As an action, you can summon a second compan-
13th death ward, freedom of movement
ion from a vessel you are holding to an unoccupied
space you can see within 30 feet of you. When you
17th dispel evil and good, endure*
use an action or bonus action to command your
*See Appendix B
companion, you can command both of them simul-
WDQHRXVO\JLYLQJDGLƨHUHQWFRPPDQGWRHDFK
Action Burst The two companions take their turns in an order
7th-level Leader feature RI\RXUFKRLFHGLUHFWO\DǟHU\RXUWXUQ$WWKHVWDUWRI
their turns, you can mentally choose one creature you
You can push your companion beyond its normal FDQVHH QRDFWLRQUHTXLUHG ,I\RXUʮUVWFRPSDQLRQ
limits for a moment. When you use an action or makes an attack against the chosen target, the sec-
bonus action to command your companion, you can ond companion gains advantage on its attack rolls
H[WROLWWRH[HUWJUHDWHUHƨRUW2Q\RXUFRPSDQLRQśV against this creature until the end of its turn.
turn, it can take one additional action of your choice.
$ǟHUEHLQJVXPPRQHGIRU1 minute, or if your
2QFH\RXUFRPSDQLRQKDVEHQHʮWHGIURP\RXU second companion is ever more than 100 feet away
XVHRIWKLVIHDWXUH\RXPXVWʮQLVKDVKRUWRUORQJ from you, the second companion is dismissed. Once
UHVWEHIRUHWKDWVDPHFRPSDQLRQFDQEHQHʮWIURPLW you use this feature, you can’t do so again until you
again. Starting at 18th level, your companions can ʮQLVKDORQJUHVW
Infuser Infuser Spells
Infusers meld the power of the elements with their 3rd-level Infuser feature
companions through the act of summoning. How You learn additional spells when you reach certain
you came across this power is anyone’s guess. Per- levels in this class, as shown in the Infuser Spells
haps you took a tumble across the Elemental Flux table. Each spell counts as a tamer spell for you, but
during an inter-planar voyage, were born with some it doesn’t count against the number of tamer spells
primordial heritage, or were tutored by an elemen- you know.
talist wizard. However it happened, you have the
ability to empower those with which you are most Infuser Spells
closely bonded: your companions.
Tamer Level Spells
Infuse 3rd hellish rebuke, peppermint plate*
3rd-level Infuser feature 5th eelskin*, riptide*
You have a deep connection with the elements and 9th protection from energy, wind wall
can infuse your companions with primordial en- 13th ĜżŲƸƣżŧǝÿƸĪƣ‫܍‬ǾƣĪƫŊŏĪŧģ
HUJ\:KHQ\RXʮQLVKDORQJUHVW\RXFDQFKRRVH 17th feverskin*, wall of stone
one of the following elements with which to indi-
vidually infuse each of your companions: acid, cold, *See Appendix B
ʮUHRUOLJKWQLQJ:KHQ\RXGRVRDQ\SUHYLRXV
LQIXVLRQRQWKRVHFRPSDQLRQVHQG7KHʮUVWWLPH Elemental Discharge
your companion hits a target with an attack on its 7th-level Infuser feature
turn, it deals 1d4 additional damage of the infused
type. This damage increases when you reach cer- Your companions gain the ability to unleash a
tain levels in this class: 1d6 at 6th level, 1d8 at 10th torrent of elemental energy in a devastating blow.
Jesse Jackdaw Burns

level, and 1d10 at 14th level. 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.

2200 4
• Acid: Caustic Mist. Your companion disperses Unstable Fusion
an acidic vapour into a 20-foot cube originating 14th-level Infuser feature
from it that lasts for 1 minute, or until dispersed
E\DZLQGRIPRGHUDWHRUJUHDWHUVSHHG DWOHDVW Sometimes, more is better. As an action, you can
PLOHVSHUKRXU (DFKRWKHUFUHDWXUHWKDW infuse your companion with a second element for 1
starts its turn in the area must make a Constitu- minute, choosing from the options in the Infuse fea-
tion saving throw, taking 4d4 acid damage on WXUH<RXUFRPSDQLRQJDLQVWKHEHQHʮWVRIWKH,QIXVH
a failure, or half as much damage on a success. Elemental Discharge, and Primordial Shield features
• Cold: Snap Freeze. Your companion absorbs for both of the elements with which it is infused. If
the heat in a 10-foot-radius sphere around it. you activate your Primordial Shield feature while Un-
Each other creature in the area must make a stable Fusion is active, your companion gains immu-
Constitution saving throw. On a failed save, a nity to both damage types. Once you use this feature,
creature takes 4d8 cold damage and its speed is \RXFDQśWGRVRDJDLQXQWLO\RXʮQLVKDORQJUHVW
halved until the end of its next turn. On a suc-
cessful save, it takes half as much damage and Necromancer
LWVVSHHGLVQśWDƨHFWHG Whether through the tutelage of a lich, a career as
• Fire: Flametongue. Your companion unleashes DJUDYHGLJJHURUDQLQQDWHDƫQLW\IRUWKHZRUOG
a raging inferno in a 25-foot cone. Each crea- beyond, you have learnt to manipulate the very es-
ture in the area must make a Dexterity saving sence of life. You can strip it from those that would
throw, taking 6d6ʮUHGDPDJHRQDIDLOXUH do you harm, and imbue it in those that serve
RUKDOIDVPXFKGDPDJHRQDVXFFHVV7KHʮUH your aims. Weaving threads of necromantic magic
LJQLWHVDQ\ʯDPPDEOHREMHFWVLQWKHDUHDWKDW DURXQGERQHʯHVKDQGVLQHZ\RXFUHDWHJUXHVRPH
aren’t being worn or carried. facsimiles of life—undead puppets that move to the
• Lightning: Sparkstep. Your companion discharg- rhythm of the threads you pull.
es lightning in a 10-foot-radius sphere centred
Life Hack
on itself. Each other creature in the area must
make a Dexterity saving throw. On a failure, a 3rd-level Necromancer feature
creature takes 4d6 lightning damage and it can’t <RXUFRPPDQGRIQHFURPDQWLFPDJLFDQGDƫQLW\
take reactions until the start of its next turn. On for the no-longer-living allows you to drain your
a success, it takes half as much damage and can companions’ life force, converting it into a tempo-
WDNHUHDFWLRQVDVQRUPDO$ǟHUWKHVDYLQJWKURZV rary boon. Once per turn, when your companion
are resolved, your companion can immediately hits a creature with an attack, you can mentally
ʯ\XSWR30 feet as part of this action. command the companion to shed some of its life
IRUFH QRDFWLRQUHTXLUHG <RXUFRPSDQLRQWDNHV
Once a companion uses one of these actions, it 1d4 necrotic damage that can’t be reduced in any
can’t use any action granted by this feature again way, gains an equal number of temporary hit points,
XQWLO\RXʮQLVKDVKRUWRUORQJUHVW6WDUWLQJDWWK and deals an equal amount of necrotic damage to
level, a companion can use this action twice before its target. This damage increases when you reach
a rest, but only once on the same turn. certain levels in this class: 1d6 at 6th level, 1d8 at
10th level, and 1d10 at 14th level.
Primordial Shield
10th-level Infuser feature Post-Mortem
Your companion gains resistance to the element with 3rd-level Necromancer feature
which it is infused. When your companion takes dam- Death is no barrier to your taming magic. You can
age of that type, you can use your reaction to bolster attempt to tame one creature within 1 minute of it
its defences, granting it immunity to that damage dying, adhering to the normal rules for taming a new
type, including against the triggering damage, until the companion, with the following changes:
start of your next turn. Once you use this reaction, you
• When you attempt to tame a dead creature, its
FDQśWGRVRDJDLQXQWLO\RXʮQLVKDVKRUWRUORQJUHVW
soul makes a Charisma saving throw against
your tamer spell save DC.

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Necromancer Spells
• Humanoids and giants don’t automatically suc-
Tamer Level Spells
ceed on this saving throw.
3rd łÿŧƫĪŧŏłĪ‫܍‬ŏŲǴŧŏĜƸǝżǀŲģƫ
• On a failure, the creature’s soul becomes bound
to its body; its type changes to undead and it 5th blindness/deafness, ray of enfeeblement
becomes one of your companions. 9th ŏŲǴŧǀĪŲǭÿ‫܍܈‬ǜÿŰƠŏƣŏĜƸżǀĜŊ
• On a success, you fail to tame the creature and 13th confusion, death ward
you can’t attempt to tame the creature again until 17th bone cage*, endure*
it has been brought back to life by other means.
*See Appendix B

Necromancer Spells
Animate Dead
3rd-level Necromancer feature
7th-level Necromancer feature
You learn additional spells when you reach certain
levels in this class, as shown in the Necromancer You learn how to use your taming magic to tempo-
Spells table. Each spell counts as a tamer spell for rarily raise new allies and bind them to your will.
you, but it doesn’t count against the number of You learn the animate dead spell, you always have
Jesse Jackdaw Burns

tamer spells you know. it prepared, it doesn’t count against the number of
spells you know, and you can cast it once without
XVLQJDVSHOOVORW$ǟHU\RXGRVR\RXFDQśWFDVWLW
LQWKLVZD\DJDLQXQWLO\RXʮQLVKDORQJUHVW

2 6
20
Once you reach 18th level, when you cast this spell
using this feature, the creature you animate has the
Splicer
statistics of a ghast LI0HGLXPRUVPDOOHUFRUSVH RUD Through really tiny stitches, you alter the physiology
minotaur skeleton LI/DUJHRUODUJHUFRUSVH :KHQ RI\RXUVXEMHFŘHUţFRPSDQLRQVLQDQXQHQGLQJ
you reassert your control over these creatures, you can quest for perfection. Many Splicers delve into the
maintain control of only 1 creature per casting of the world of adventuring in the hopes of discovering
spell, instead of 4. exciting new improvements with which to augment
When you issue a command to your companion their companions. Your foray into the world of bio-
using either a bonus action or action, you can issue mancy, whether through wizarding school, working
the same command to any creatures you have cre- ZLWKELRVPLWKDUWLʮFHUVRUDVWKHVXUJLFDODVVLVWDQW
ated with animate dead so long as the creatures are to a mad scientist, has resulted in a singular obser-
within 100 feet of you. YDWLRQVXEMHFWVDUHPXFKPRUHPDOOHDEOHZKHQ
they’re psychically bonded to you.
Enervate
Augment
10th-level Necromancer feature
3rd-level Splicer feature
You learn to channel life force between you and
your companions. As an action while your sum- <RXFDQʮGGOHZLWKWKHYHU\HVVHQFHRI\RXUFRP-
moned companion is within 100 feet of you, you SDQLRQVFUDǟLQJPLQRULPSURYHPHQWVDQGPRGLʮ-
can deal necrotic damage to your companion up to cations. When you choose this paradigm, you gain
a value equal to twice your tamer level. This dam- 3 splicer points. Each time you gain a level in the
age can’t be reduced in any way. You then regain tamer class, you gain 1 additional splicer point. You
hit points equal to the damage dealt. Alternatively, can spend these points to modify your companions
you can deal the necrotic damage to yourself and with the following augments—features and traits
restore hit points to your summoned companion WKDWWDNHHƨHFWZKHQ\RXQH[WʮQLVKDORQJUHVW
equal to the damage you took. Splicer points are shared across all your compan-
ions. If a companion is ever released, it loses any
Aura of Undeath augments it had and the splicer points are refunded.
14th-level Necromancer feature Augments can be gained only once unless otherwise
stated. See the Splicer Augments table on the next
As an action, you tap into deep pools of necroman- page for more details.
tic energy, imbuing your companion with a 15-foot
aura of undeath for the next minute. While imbued Surgeon’s Tools. <RXDOVRJDLQSURʮFLHQF\ZLWK
with this aura, your companion can, as a bonus VXUJHRQśVWRROV VHHSDJH <RXFDQVSHQG1
action on its turn, force one creature it can see with- hour removing all augments from one companion
in the aura to make a Constitution saving throw with your surgeon’s tools, causing it to lose all the
against your tamer spell save DC. On a failure, DVVRFLDWHGHƨHFWV<RXUHJDLQDOOVSOLFHUSRLQWVVSHQW
the creature takes 4d8 necrotic damage and your on that companion and can re-allocate those points
companion gains a number of temporary hit points DV\RXVHHʮW
equal to half the damage dealt.
In addition, for the duration, when your com-
panion 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
GXULQJWKHPLQXWHRUʮYHIDLOHGGHDWKVDYLQJWKURZV
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
XQWLO\RXʮQLVKDORQJUHVW

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Splicer Augments

Augment /dzłĪĜƸ®ǀŰŰÿƣǣ Splicer Point Cost


Cost: 0 Splicer Points
Water Breathing Can only breathe water 0
Cost: 1 Splicer Point
Amphibious Can breathe air and water 1
Darkvision Gains or extends darkvision 1
Extra Limb* Can grapple more creatures 1 per limb
Fins & Webbing Gains 30-foot swimming speed 1
Illumination ®ŊĪģƫŧŏŃŊƸ‫ڌڍܠ‬ǽƸ܏‫ڌڍܕ‬ǽƸ܏‫ܡ‬ 1
Keen Hearing Advantage on hearing 1
Keen Sight Advantage on sight 1
Keen Smell Advantage on smell 1
Powerful Build Can push, drag, and carry more 1
Prehensile Tail Gains 30-foot climbing speed 1
Slippery Advantage to avoid grapples 1
Sure-Footed Advantage to resist prone 1
Web Sense + Web Walk Can sense and walk on webs 1
Cost: 2 Splicer Points
Burrowing Claws Gains 15-foot burrowing speed 2
Long Limbed Increases reach of attacks 2
Mimicry Can mimic sounds 2
Natural Armour** Gains a +1 bonus to AC 2 per +1
Poisonous Touch*** Deals bonus poison damage 2
Spider Climb Can climb without checks 2
Cost: 3 Splicer Points
ÿŰżǀǵŧÿŃĪ Has advantage to hide while motionless 3
Corrosive Touch*** Deals bonus acid damage 3
Tremorsense Gains or extends tremorsense ‫ڏ‬ƠĪƣ‫ڑڍ‬ǽƸ܏
Wings GÿŏŲƫ‫ܫڌڏ‬łżżƸǵŧǣŏŲŃƫƠĪĪģ 3
Cost: 4 Splicer Points
Blindsight + Echolocation Gains or extends blindsight ‫ڐ‬ƠĪƣ‫ڑڍ‬ǽƸ܏
Decaying Touch*** Deals bonus necrotic damage 4
Flyby Doesn't provoke opportunity attacks 4
Growth Hormone**** Increases size category and HP 4

*Each companion can take this augment 4 times.


**Each companion can take this augment up to 3 times.
***A companion can benefit from only one of these three ‘touch’ augments, but can take them up to 2 times (see augment description).
****This augment can be taken multiple times, but can never cause a companion’s size category to increase beyond the maximum size dictated by
tamer level (see Tamer Companion Summary table, page 198).

2 8
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Splicer Spells Modular Upgrades
3rd-level Splicer feature 7th-level Splicer feature
You learn additional spells when you reach certain You can upgrade each of your companions with
levels in this class, as shown in the Splicer Spells exotic organs and appendages. At the start of a long
table. Each spell counts as a tamer spell for you, but rest, you can choose one of the following upgrades for
it doesn’t count against the number of tamer spells each of your companions. At the end of the long rest,
you know. the biomantic meld completes, and your companion
gains the associated action option. The DC for the
Splicer Spells saving throw equals your tamer spell save DC.
Tamer Level Spells • Compelling Plumage. Each creature in a 25-
foot cone that can see your companion must
3rd chameleon skin*, disguise self
succeed on a Wisdom saving throw or be
5th barkskin, eelskin* charmed by your companion’s dazzling display
9th mass leech*, zippit!* of colour for the next minute. While charmed
13th frogskin*, stoneskin in this way, the creature is incapacitated and
has a speed of 0 feet7KHHƨHFWHQGVIRUDQ
17th contagion, feverskin*
DƨHFWHGFUHDWXUHLILWWDNHVDQ\GDPDJHLIVRPH-
*See Appendix B one else uses an action to shake the creature
out of its stupor, if it no longer has line of sight
to the companion, or is ever more than 25 feet
away from the companion.
Jesse Jackdaw Burns

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• Phosphoburst. Each other creature in a resistance to one damage type to which the slain
10-foot-radius sphere centred on your com- creature was resistant or immune, or gain immunity
panion must make a Constitution saving to one condition to which the creature was immune.
throw against the dizzying burst of light your
$ǟHU\RXXVHWKLVIHDWXUH\RXFDQśWGRVRDJDLQ
companion emits. On a failure, a creature takes
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2d10 radiant damage and is blinded until the
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end of its next turn. On a success, a creature
had previously gained from this feature.
takes half as much damage and isn’t blinded.
• Poison Web. Your companion launches an Adrenal Overload
unfurling web of sticky silk in a 20-foot cube 14th-level Splicer feature
originating from it. All surfaces in the area be-
come lined with webbing for the next minute. As an action, you trigger a hidden, internal switch
Each creature that touches one of these surfaces within your companion, triggering a cascade of
IRUWKHʮUVWWLPHRQLWVWXUQRUVWDUWVLWVWXUQ rapid mutations that lasts for the next minute, with
doing so must succeed on a Dexterity saving the following results:
throw or become restrained for the duration, • ,WLPPHGLDWHO\JURZVWR+XJHVL]H LILWLVQśW
or until it breaks free. A creature restrained DOUHDG\ 
by the webs takes 2d4 poison damage when it • Its weight increases by a factor of 8 per size
becomes restrained and at the start of each of category increased.
its turns. A creature can use its action to make a • It gains temporary hit points equal to ten times
Strength check against your tamer spell save your tamer level.
DC, freeing itself or another creature restrained
• ,WV6WUHQJWKVFRUHLQFUHDVHVWR LILWLVQśW
by this web on a success.
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• Sirenshriek. Each other creature in a
• ,WJDLQVSURʮFLHQF\LQWKH$WKOHWLFVVNLOO
15-foot-radius sphere centred on your com-
panion must make an Intelligence saving • It sprouts an appendage with which it can make
throw as your companion lets forth a brain-cur- melee weapon attacks with a reach of 5 feet
dling mental shriek. On a failure, a creature that deal bludgeoning, piercing, or slashing
takes 3d8 psychic damage and, if it is concen- GDPDJH \RXUFKRLFHZKHQ\RXWDNHWKHDFWLRQ 
trating on a spell, loses its concentration. On a equal to 3d6SOXVLWV6WUHQJWKPRGLʮHU  RQ
success, a creature takes half as much damage a hit.
and makes saving throws to maintain its con- • It gains the Multiattack action option: The
centration as normal. companion makes three attacks with its
appendage.
Once a companion uses one of these actions, it
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Starting at 18th level, a companion can use this unconscious for 1d4 hours and gains 2 levels of
action twice before a rest. exhaustion. Once you use this feature, you can’t do
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CbuumfßfmeIbswftufs
10th-level Splicer feature
You augment your companions with a highly adap-
tive mutagen, allowing them to gain the strengths of
foes they defeat and confer it to your other compan-
ions 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, dam-
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PXQLW\WRH[KDXVWLRQ $OORI\RXUFRPSDQLRQVJDLQ

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21
Splicer Augments Slippery
The creature has advantage on ability checks and
saving throws made to escape a grapple.
Splicer Point Cost: 0
Sure-Footed
Water Breathing The creature has advantage on Strength and
The creature can breathe only underwater. Dexterity saving throws PDGHDJDLQVWHƨHFWVWKDW
would knock it prone.
Splicer Point Cost: 1
Web Sense + Web Walk
Amphibious While in contact with a web, the creature knows
The creature can breathe air and water. the exact location of any other creature in contact
with the same web. The creature ignores movement
Darkvision restrictions caused by webbing.
The creature gains darkvision out to 60 feet. If it
already has darkvision, the range is increased by 60 Splicer Point Cost: 2
feet up to a maximum of 120 feet.
Burrowing Claws
Extra Limb The creature gains a burrowing speed of 15 feet. If
The creature gains an additional limb, allowing it to it already has a slower burrowing speed, this speed
have one additional target grappled. A creature can is increased to 15 feet. It does not leave an opening
gain a total of four extra limbs from this augment. behind it while burrowing.
Fins & Webbing Long Limbed
The creature gains a swimming speed of 30 feet. If When the creature makes a melee attack on its turn,
it already has a slower swimming speed, this speed its reach for it is 5 feet greater than normal.
is increased to 30 feet.
Mimicry
Illumination The creature can mimic simple sounds it has heard,
The creature sheds bright light in a 10-foot radius such as a person whispering, a baby crying, or an
and dim light for an additional 10 feet. animal chittering. A creature that hears the sounds
can tell they are imitations with a successful Wis-
Keen Hearing
dom (Insight) check. The DC equals 8 plus your
The creature has advantage on Wisdom (Percep- SURʮFLHQF\ERQXV
tion) checks that rely on hearing.
Natural Armour
Keen Sight
The creature gains a +1 bonus to its AC. It can take
The creature has advantage on Wisdom (Percep- this augment a maximum of 3 times, gaining an
tion) checks that rely on sight. additional +1 bonus each time.
Keen Smell Poisonous Touch
The creature has advantage on Wisdom (Percep- 7KHʮUVWWLPHWKHFUHDWXUHKLWVZLWKDZHDSRQ
tion) checks that rely on smell. attack on its turn, it deals an additional 1d4 poison
damage. A creature can take this augment again at
Powerful Build
9th level, increasing the bonus to 2d4 poison dam-
The creature counts as one size larger when deter- age. While a creature has this augment, it can’t take
mining its carrying capacity and the weight it can the Corrosive Touch or Decaying Touch augments.
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Spider Climb
Prehensile Tail
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The creature gains a climbing speed of 30 feet. If upside down on ceilings, without needing to make
it already has a slower climbing speed, this speed is an ability check.
increased to 30 feet.
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21
Splicer Point Cost: 3 Splicer Point Cost: 4
Dbnpvàbhf Blindsight + Echolocation
The creature has advantage on Dexterity The creature gains blindsight out to 15 feet. If it
(Stealth) checks made while not moving. already has blindsight, the range is increased by 15
feet up to a maximum of 30 feet. A creature with
Corrosive Touch blindsight can perceive its surroundings without re-
7KHʮUVWWLPHWKHFUHDWXUHKLWVZLWKDZHDSRQ O\LQJRQVLJKWZLWKLQDVSHFLʮFUDGLXV7KHFUHDWXUH
attack on its turn, it deals an additional 1d6 acid can’t use its blindsight while deafened.
damage. A creature can take this augment again at
13th level, increasing the bonus to 2d6 acid dam- Decaying Touch
age. While a creature has this augment, it can’t take 7KHʮUVWWLPHWKHFUHDWXUHKLWVZLWKDZHDSRQDW-
the Poisonous Touch or Decaying Touch augments. tack on its turn, it deals an additional 1d8 necrotic
damage. A creature can take this augment again
Tremorsense at 17th level, increasing the bonus to 2d8 necrot-
The creature gains tremorsense out to 15 feet. If ic damage. While a creature has this augment, it
it already has tremorsense, the range is increased can’t take the Poisonous Touch or Corrosive Touch
by 15 feet up to a maximum of 30 feet. A creature augments.
with tremorsense can detect and pinpoint the ori-
JLQRIYLEUDWLRQVZLWKLQDVSHFLʮFUDGLXVSURYLGHG Flyby
that the monster and the source of the vibrations The creature doesn’t provoke opportunity attacks
are in contact with the same ground or substance. ZKHQLWʯLHVRXWRIDQHQHP\śVUHDFK
7UHPRUVHQVHFDQśWEHXVHGWRGHWHFWʯ\LQJRU
incorporeal creatures. Growth Hormone
The creature’s size is increased by one category. In
Wings addition, the size of its Hit Die is increased by 1;
7KHFUHDWXUHJDLQVDʯ\LQJVSHHGRI30 feet. If add 1 to the creature’s maximum hit points for each
LWDOUHDG\KDVDVORZHUʯ\LQJVSHHGWKLVVSHHGLV Hit Die it has when it gains this augment. Note, this
increased to 30 feet. augment can be taken multiple times but can’t in-
crease a companion’s size beyond that permitted by
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