Tamer Class Features
Tamer Class Art
Tamer
Experts in communicating with and commanding creatures, Tamers forge powerful bonds with animals and allies alike, mastering battlefield control and survival skills.
1 - Way of the Land
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and landmarks. Additionally, you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural resources.

You learn the Goodberry spell, and it does not count against the number of spells you know. When you cast Goodberry, each berry restores hit points equal to half your proficiency bonus (rounded down). You can cast Goodberry once per long rest without expending a spell slot.

6 - Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also gain a Climb Speed and a Swim Speed equal to your Speed.
11 - Reliable Talent
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
16 - Sacrificial Bond
When a creature you control is reduced to 0 hit points, you can choose to take a death saving throw. Which cannot be recovered until you finish a long rest. That creature instantly recovers half of their hit points.

Once you use this feature, you cannot use it again until you finish a long rest.

Tamer Subclasses

Beast Tamer Features
Beast Tamer
Beast Tamer
The Beast Tamer forms a deep bond with nature and its creatures. You guard the wild, taming beasts to aid you in combat and exploration, and harness their primal energy to bolster your survival.
Beast Bonding (1st Level Feature)

You gain proficiency in Animal Handling—the connection with wild creatures deepens your understanding of their emotions and needs.

You gain a familiar per the Find Familiar spell rules, but it can attack using proficiency bonus for attack and damage (1d6 + proficiency bonus). If it dies, you can resummon it once per long rest without expending a spell slot.

Tame Companion (3rd Level Feature)

As an action, attempt to befriend a non-hostile beast or monstrosity (Medium or smaller). Make a Wisdom (Animal Handling) check (DC = 10 + creature CR). On success, the creature is friendly and follows commands until damaged. Size limit removed at 11th level. Bonus action to command companion each turn (DC 10 + CR).

Natural Explorer (6th Level Feature)

Choose one natural environment (arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark). While there, gain advantage on proficient skill checks, forage twice as much food, ignore difficult terrain for travel, cannot become lost magically, and track exact number, sizes, and time passed of creatures.

Pack Tactics (10th Level Feature)

You and your allies (including familiar and companion) have advantage on attack rolls against a creature if one ally is within 5 feet and not incapacitated.

Your familiar and companion can make an extra melee weapon attack at the end of your turn.

Primal Evolution (14th Level Feature)

You learn the Polymorph spell, which does not count against your spells known.

Using Polymorph on your companion does not require concentration, and you can transform it into any beast or monstrosity CR ≤ your level. You can ride it without mounting rules, and it obeys commands without Wisdom checks. Usable once per long rest without a spell slot 4th level or higher.

Beastlink (19th Level Feature)

You and your beasts ignore resistance to nonmagical damage, and their attacks count as magical.

If you hit a creature damaged by one of your beasts since your last turn, you deal 1d6 extra damage per beast that hit it this round.

Drake Tamer Features
Drake Tamer
Drake Tamer
The Drake Tamer forms an incredible bond with draconic creatures, commanding the strength of drakes in battle. With their loyal drake companion by their side, they master both primal magic and the fearsome power of dragons.
Drake Taming (1st Level Feature)

You have formed a bond with a young drake, color chosen by you on creation, and gained the ability to read, write, and speak Draconic. You can communicate simple ideas with your drake through sounds and gestures, understanding their basic emotions and intentions.

Drake Familiar: Your drake is a Small dragon with the following modifications: Combat Companion (makes an attack at the end of your turn following your verbal command, attack bonus equals your proficiency bonus, damage 1d6 + PB slashing), AC 14 + PB, HP equal to 8 + 1d10 (or 5) for each of your ranger levels, speed 40 feet.

Resummon Drake: If reduced to 0 hit points, you can resummon it once per long rest via a 1-hour ritual; it returns with full hit points.

Draconic Bond (3rd Level Feature)

When you summon your drake, you choose a draconic element: fire, cold, lightning, or acid. You and your drake gain resistance to that damage type.

Bond of Fang and Scale (6th Level Feature)

The drake’s Bite attack deals an extra 1d6 damage. You can use the drake as a mount if your size is Medium or smaller. While riding, the drake cannot use its flying speed. Standard mounting rules apply.

Drake's Breath (10th Level Feature)

As an action, you or your drake can exhale a 30-foot cone or a 100-foot line of acid, cold, fire, lightning, or poison damage. Creatures in the area must make a Dexterity saving throw vs. your spell save DC, taking 8d6 damage on a failed save or half as much on success.

This damage increases to 10d6 at 15th level. You can use this feature once per long rest, or more if you expend a 3rd level or higher spell slot.

Perfected Bond (14th Level Feature)
  • The drake’s Bite attack deals an extra 1d6 damage of its Draconic Essence (total +2d6 damage).
  • The drake grows Large and can use flying speed while mounted.
  • Reflexive Resistance: As a reaction when you or your drake takes damage within 30 feet, you can grant resistance to that damage instance. Uses equal to your proficiency bonus, regained on long rest.
Ascended Wyrmbond (19th Level Feature)
  • You can cast spells from your drake’s space as if you occupied it (drake must be within 60 feet).
  • Resistance granted by Draconic Bond becomes immunity for both you and your drake.
  • Your drake’s Breath Weapon recharges on a roll of 5 or 6.
Myconid Tamer Features
Myconid Tamer
Myconid Tamer
The Myconid Tamer communes with the mysterious fungal creatures of the deep forests and caverns. With their symbiotic myconid companion, they manipulate spores, decay, and growth to control the battlefield and nurture their allies.
Spore Bond (1st Level Feature)

You have formed a symbiotic bond with a myconid companion, a Small fungal creature linked to your vitality. You can communicate with it telepathically within 100 feet and understand its emotions and intentions.

Myconid Companion: Your companion can act independently but follows your commands. It uses your proficiency bonus for attack and damage rolls, dealing 1d6 + proficiency bonus bludgeoning damage with fungal tendrils.

It has AC 13 + your proficiency bonus and hit points equal to 8 + 1d8 per Tamer level.

It moves with speed 30 feet and burrows 10 feet per turn.

Fungal Resilience (3rd Level Feature)

You and your myconid companion gain resistance to poison damage and advantage on saving throws against being poisoned. Additionally, your companion regains 1d6 hit points at the start of each of its turns if it has at least 1 hit point.

Symbiotic Growth (6th Level Feature)

Your bond strengthens, allowing you to share vitality. As a bonus action, you can transfer up to 10 hit points between yourself and your myconid companion. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.

Spore Cloud (10th Level Feature)

As an action, you or your myconid companion can release a cloud of toxic spores in a 15-foot radius. Creatures in the area must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. While poisoned this way, they take 2d6 poison damage at the start of each of their turns. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

You can use this feature once per long rest, or twice if you expend a 2nd-level spell slot or higher.

Mycelial Grasp (14th Level Feature)

When you hit a creature with a melee attack, you can attempt a grapple as part of the same attack. The target must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or be restrained by fungal tendrils for 1 minute.

While restrained, the creature takes 1d8 poison damage at the start of each turn and each failed escape attempt. The creature can repeat the saving throw at the end of its turns to end the effect.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest.

Symbiotic Mastery (19th Level Feature)

You can cast Plant Growth and Stinking Cloud once each without expending a spell slot. Regain these uses on a long rest.

Your myconid companion’s attacks deal an extra 1d6 poison damage.

Once per long rest, when your companion drops to 0 hit points, it instead drops to 1 and immediately takes an action on its next turn.

Necro Tamer Features
Necro Tamer
Necro Tamer
Necro Tamers are adept necromancers who command undead minions with precision, using dark magic to manipulate death and serve their sinister purpose.
Grave Scholar (1st Level Feature)

You gain proficiency in the History skill and learn to speak, read, and write the language of the Undead.

You also gain darkvision out to 120 feet, seeing in magical and nonmagical darkness as if it were bright light.

Necrotic Awakening (3rd Level Feature)

As an action, create an undead servant from bones or a corpse (Small or Medium humanoid within 10 feet). Bones become Skeleton, corpses become Zombie.

Undead servant HP = 5 + Tamer level (d4s), AC = 11 + proficiency bonus, attacks deal 1d4 + proficiency bonus damage. Not proficient with weapons.

You can control a number of undead equal to your Wisdom modifier (minimum 1). Issue attack commands as bonus actions. Servants decay after 24 hours unless replaced.

While you have undead servants, you and they are immune to charmed and frightened conditions.

Form of Dread (6th Level Feature)

As a bonus action, transform for 1 minute gaining:

  • Temporary HP equal to 1d10 + your Tamer level.
  • Once per turn, on hit, force a Wisdom save or frighten target until end of your next turn (not undead).
  • Immunity to frightened condition.

Transformations equal to proficiency bonus, regained after long rest. Appearance is up to you.

Reaper's Boon (10th Level Feature)

Gain advantage on death saving throws, immunity to frightened condition, and resistance to necrotic damage.

When you or an ally within 30 feet succeeds on a death save, regain hit points equal to 1d8 + Constitution modifier.

Harvest the Living (14th Level Feature)

Learn Finger of Death and can cast it once per long rest without a spell slot.

If you kill a creature with Finger of Death, regain hit points equal to 1d8 + Constitution modifier.

Grave March (19th Level Feature)

When you take the Attack action or cast a necromancy spell, your undead servants can move and attack as part of the same action.

Your undead no longer decay after 24 hours but persist until destroyed or dismissed.

Shaman Tamer Features
Shaman Tamer
Shaman Tamer
The Shaman Tamer is a spiritual guide and master of ritual magic, connecting the physical and spiritual realms. They summon spirit totems with restorative power to aid allies, providing healing, protection, and resilience.

As they gain power, the Shaman Tamer's totems become strong shields for allies, granting temporary vitality. By harnessing their ancestors' might, they enhance the totems’ effectiveness on the battlefield. The Shaman Tamer excels in keeping allies resilient and ready for challenges, embodying unity and ancient wisdom.
Ritualist (1st Level Feature)

You gain proficiency in the Intelligence (Religion) skill, and you learn additional ritual spells and can perform them at twice the speed. Add two ritual spells of your choice from any class to your known spells. These do not count against your spells known, and can be swapped for higher level spells when you level.

Spirit Totem (3rd Level Feature)
As a bonus action, in combat you can summon a spirit totem by choosing an unoccupied space within 15 feet of you. The totem takes the form of a spectral figure or animal spirit, imbued with restorative energy. The totem lasts for 1 minute or until dismissed (no action required).

Statistics: Each totem has hit points equal to 5 + your Tamer level (d4s). Its Armor Class (AC) is 10 + your proficiency bonus (PB). It cannot move and is immune to charm and fear effects.

Healing Effect: As an action, you can strike an ally with the totem's healing energy using your spell attack modifier. Choose one creature within 15 feet of the totem. If the attack hits, the chosen creature regains hit points equal to 1d4 + your PB, or 1d8 + your PB if melee. Each totem can heal once per turn.

Limit: You can have a number of spirit totems equal to your proficiency bonus active at one time. After 1 minute or if destroyed, the totem dissolves into spiritual mist, and you must summon a new totem as a replacement.
Spirit Resonance (6th Level Feature)
While within 10 feet of one of your spirit totems, allies gain resistance to a damage type based on the totem's form.

Bark Totem: Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Elemental Totem: Resistance to acid, cold, fire, poison, lightning, and thunder damage.

Totemic Bond (10th Level Feature)

Whenever a creature starts its turn within 10 feet of one of your totems, it gains temporary hit points equal to your Wisdom modifier (minimum of 1).

Ancestral Might (14th Level Feature)

Your totems become permanently empowered. They gain resistance to all damage, and you can place two totems as a bonus action instead of one.

Echoes of the Ancestors (19th Level Feature)

When you summon a Spirit Totem, you can immediately choose one of the following effects:

  • Ancient Guidance: You and up to three allies within 30 feet can immediately move up to 10 feet without provoking opportunity attacks.
  • Spiritual Surge: Each ally within 15 feet of the totem regains 2d8 hit points and gains advantage on their next saving throw before the start of your next turn.
  • Binding Earth: Hostile creatures within 15 feet of the totem must succeed on a Strength saving throw (DC = your spell save DC) or have their speed halved and be unable to take reactions until the start of their next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all uses when you finish a long rest.

Subclass Name
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