You can use this feature once per long rest without expending a 3rd-level or higher spell slot. If you expend a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
You can use this feature once per long rest without expending a 3rd-level or higher spell slot. If you expend a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
Tamer Subclasses
As a Beast Tamer, you learn to communicate with and command beasts, summoning your loyal companion to fight at your side while your bond with nature grants you uncanny insight and resilience.
You gain proficiency in Animal Handling—the connection with wild creatures deepens your understanding of their emotions and needs.
In addition, you gain the ability to communicate simple ideas with beasts through sounds and gestures. You also start the game with a familiar that follows the rules of the Find Familiar spell, except it can make attacks. Its attack bonus equals your proficiency bonus, and it deals 1d6 + your proficiency bonus as damage. If your familiar dies, you can resummon it once per long rest without expending a first-level spell slot.
As an action, you can attempt to befriend a non-hostile beast or monstrosity no larger than Medium. The creature must be able to hear you.
Make a Wisdom (Animal Handling) check against a DC equal to 10 + the creature’s challenge rating. On a success, the creature becomes friendly and follows your commands until it takes damage. At 11th level, the size restriction is removed. At the end of each of your turns, you can use a bonus action to issue a command to your companion. The DC is 10 + the creature’s challenge rating, and on a success, the creature follows your instruction for that turn.
You are intimately familiar with one type of natural environment. Choose one: arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark.
While in your chosen terrain, you gain advantage on skill checks you are proficient in, find twice as much food when foraging, ignore difficult terrain for group travel, cannot become lost except by magical means, and when tracking creatures, you learn their exact number, sizes, and how long ago they passed.
You and your allies fight with coordinated ferocity. You, your familiar, and your companion have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of it and is not incapacitated.
In addition, your familiar and companion can make an additional melee weapon attack at the end of your turn using the Tame Companion feature.
You unlock the full power of nature. You learn the Polymorph spell, which does not count against your spells known.
In addition, when you use Polymorph on your tamed companion, it does not require concentration, and you can transform it into any beast or monstrosity with a challenge rating equal to or less than your level. While transformed, you can ride your companion without following the usual mounting rules, and it obeys your commands without requiring a Wisdom (Animal Handling) check. Once per long rest, you can use this feature without expending a spell slot of 4th level or higher.
Your connection to your beasts reaches perfect harmony.
You and your tamed companion(s) and familiar ignore resistance to nonmagical damage. Their attacks count as magical.
In addition, when you hit a creature with a weapon attack that one of your beasts has damaged since the start of your last turn, the attack deals an additional 1d6 damage per beast that hit the target this round.
The Drake Tamer forms a unique bond with a powerful drake, going beyond typical companionship. These mystical beings offer loyalty and elemental power, serving as allies and weapons. With abilities like breathing fire and channeling lightning, a drake helps the Tamer navigate the wild, confront foes, and defend territory. By understanding draconic nature, the Tamer enhances their battle skills, creating a partnership built on respect and shared purpose, making them a formidable force in combat.
Drake Familiar: Your drake is a Small dragon with the following modifications:
Combat Companion: Your drake can make attacks. It makes its attack at the end of your turn, following your verbal command. The drake’s attack bonus is equal to your proficiency bonus (PB), and it deals 1d6 + PB slashing damage.
Armor Class: The drake’s AC is 14 + PB.
Hit Points: The drake has hit points equal to 8 + 1d10 (or 5) for each of your ranger levels.
Movement: The drake’s speed is 40 feet.
Resummon Drake: If your drake is reduced to 0 hit points, you can resummon it once per long rest without expending a spell slot. The ritual to resummon your drake takes one hour, after which it reappears with full hit points.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Empowered Bite: The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
Large Drake: The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
Reflexive Resistance: When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Your bond with your drake ascends to its final form, unlocking unparalleled synergy between you:
- You can cast spells from your drake’s space as if you occupied it. You must still use your own senses and components, and the drake must be within 60 feet of you.
- The resistance granted by your Draconic Bond becomes immunity for both you and your drake.
- Your drake’s Breath Weapon gains a recharge of 5–6, allowing it to be reused more frequently in combat.
Necro Tamers are adept necromancers who command undead minions with precision, using dark magic to manipulate death and serve their sinister purpose.
Necro Tamers are skilled necromancers who use dark magic to bind and reanimate the dead as loyal servants. Unlike traditional necromancers, they build connections with their undead, enhancing their abilities. Mastering control over multiple undead makes them formidable allies or foes, bringing restless souls to battle. Driven by a desire to harness death’s essence, they seek new souls for their grim collection.
You gain proficiency in the History skill and learn to speak, read, and write the language of the Undead.
Additionally, you gain darkvision out to a range of 120 feet. You can see in both magical and nonmagical darkness as if it were bright light.
As an action, you can create an undead servant by choosing a pile of bones or a corpse of a Medium or Small humanoid within 10 feet of you. You imbue the target with a foul mimicry of life, raising it as an undead creature under your control.
Raise Undead: If you choose bones, the target becomes a Skeleton. If you choose a corpse, the target becomes a Zombie.
Statistics: The undead servant has hit points equal to 5 + your Tamer level (d4s). Its Armor Class (AC) is 11 + your proficiency bonus (PB), and its attacks deal 1d4 + your PB in damage. While it can wield weapons, it is not proficient with them.
Limit: You can have a number of undead servants under your control equal to your Wisdom modifier (minimum of one).
Commands: You can issue a command to attack as a bonus action on your turn. After 24 hours, the undead servant crumbles or decays, and you must find a new pile of bones or corpse to raise as a replacement.
While you have at least one undead servant under your control, you and your servants are immune to the charmed and frightened conditions.
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your Tamer level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failure, the target is frightened of you until the end of your next turn (this does not affect your undead companions).
- You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread is up to you. Your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, like a mummy.
- You have advantage on death saving throws.
- You are immune to the frightened condition.
- You have resistance to necrotic damage.
Additionally, you can harness vitality when you defy death or help others do the same. When you or an ally within 30 feet of you succeeds on a death saving throw, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).
You learn the Finger of Death spell and can cast it without expending a spell slot once per long rest.
If you kill a creature with Finger of Death, you regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).
When you take the Attack action or cast a necromancy spell, each of your undead servants can immediately move up to their speed and make one melee attack as part of the same action.
In addition, undead under your control are no longer destroyed after 24 hours. They persist until destroyed or dismissed.
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.
Statistics: Each totem has hit points equal to 5 + your Tamer level (d4s). Its Armor Class (AC) is 11 + 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. Each totem can heal once per turn.
Limit: You can summon a number of spirit totems equal to your proficiency bonus 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.
Bark Totem: Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Guide Totem: Resistance to psychic and radiant damage.
- 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.