Scale Mail or Leather Armour
One Simple Weapon
One Net
One Shield
Light Crossbow (20 pieces of ammunition included)
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Cantrips Known | Spells Known | Level 1 Slots | Level 2 Slots | Level 3 Slots | Level 4 Slots | Level 5 Slots |
|---|---|---|---|---|---|---|---|---|
| 1 | +2 | - | - | - | - | - | - | - |
| 2 | +2 | 2 | 2 | 2 | - | - | - | - |
| 3 | +2 | 2 | 3 | 3 | - | - | - | - |
| 4 | +2 | 2 | 3 | 3 | - | - | - | - |
| 5 | +3 | 2 | 4 | 4 | 2 | - | - | - |
| 6 | +3 | 2 | 4 | 4 | 2 | - | - | - |
| 7 | +3 | 2 | 5 | 4 | 3 | - | - | - |
| 8 | +3 | 2 | 5 | 4 | 3 | - | - | - |
| 9 | +4 | 3 | 6 | 4 | 3 | 2 | - | - |
| 10 | +4 | 3 | 6 | 4 | 3 | 2 | - | - |
| 11 | +4 | 3 | 7 | 4 | 3 | 3 | - | - |
| 12 | +4 | 3 | 7 | 4 | 3 | 3 | - | - |
| 13 | +5 | 3 | 8 | 4 | 3 | 3 | 1 | - |
| 14 | +5 | 4 | 8 | 4 | 3 | 3 | 1 | - |
| 15 | +5 | 4 | 9 | 4 | 3 | 3 | 2 | - |
| 16 | +5 | 4 | 9 | 4 | 3 | 3 | 2 | - |
| 17 | +6 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| Class Level | Max Bonded Creatures | Max Companion Size | Max Companion CR |
|---|---|---|---|
| 1 | 1 | Small | 1/2 |
| 2 | 1 | Small | 1/2 |
| 3 | 2 | Small | 1/2 |
| 4 | 2 | Small | 1 |
| 5 | 2 | Medium | 1 |
| 6 | 2 | Medium | 1 |
| 7 | 3 | Medium | 2 |
| 8 | 3 | Medium | 2 |
| 9 | 3 | Medium | 2 |
| 10 | 3 | Medium | 3 |
| 11 | 4 | Large | 3 |
| 12 | 4 | Large | 3 |
| 13 | 4 | Large | 4 |
| 14 | 4 | Large | 4 |
| 15 | 5 | Large | 4 |
| 16 | 5 | Large | 5 |
| 17 | 5 | Huge | 5 |
| 18 | 5 | Huge | 5 |
| 19 | 6 | Huge | 6 |
| 20 | 6 | Huge | 6 |
| Class Level | CR 1/2 | CR 1 | CR 2 | CR 3 | CR 4 | CR 5 | CR 6 |
|---|---|---|---|---|---|---|---|
| 1 | 0/0 | - | - | - | - | - | - |
| 2 | 1/0 | - | - | - | - | - | - |
| 3 | 2/0 | - | - | - | - | - | - |
| 4 | 3/1 | 0/0 | - | - | - | - | - |
| 5 | 4/1 | 1/0 | - | - | - | - | - |
| 6 | 5/1 | 2/0 | - | - | - | - | - |
| 7 | 6/1 | 3/0 | 0/0 | - | - | - | - |
| 8 | 7/2 | 4/1 | 1/1 | - | - | - | - |
| 9 | 8/2 | 5/1 | 2/1 | - | - | - | - |
| 10 | 9/2 | 6/1 | 3/1 | 0/0 | - | - | - |
| 11 | 10/2 | 7/1 | 4/1 | 1/0 | - | - | - |
| 12 | 11/3 | 8/2 | 5/2 | 2/1 | - | - | - |
| 13 | 12/3 | 9/2 | 6/2 | 3/1 | 0/0 | - | - |
| 14 | 13/3 | 10/2 | 7/2 | 4/1 | 1/0 | - | - |
| 15 | 14/3 | 11/2 | 8/2 | 5/1 | 2/0 | - | - |
| 16 | 15/4 | 12/3 | 9/3 | 6/2 | 3/1 | 0/0 | - |
| 17 | 16/4 | 13/3 | 10/3 | 7/2 | 4/1 | 1/0 | - |
| 18 | 17/4 | 14/3 | 11/3 | 8/2 | 5/1 | 2/0 | - |
| 19 | 18/5 | 15/4 | 12/4 | 9/3 | 6/2 | 3/1 | 0/0 |
| 20 | 19/5 | 16/4 | 13/4 | 10/3 | 7/2 | 4/1 | 1/0 |
Flourishing a gilded skull snatched from within the folds of a cloak, a dwarf summons a fierce-eyed angel in a flare of blinding radiance, emphatically encouraging it to fantastical feats of fury.
Beaming from ear to ear, a chemical-stained gnome admires her handiwork amongst the clutter of her laboratory: a 'snektopus'; eight venom-fanged maws perfectly spliced with the intelligence of a cephalopod.
Coughing in the smoking ruins of the cultists' former hideout, a tiefling gives their fire-infused owlbear a playful rub behind the ears, contemplating a job well done and the rewards to be claimed.
Whether imbuing their companions with the primordial elements, enhancing them through the 'very tiny stitches' of biomancy, or inciting them with words of encouragement, tamers work through their captured friends Alone, a tamer possesses little in the way of destructive ability With carefully selected companions, a tamer can become an unstoppable menagerie of mayhem.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Tamer, you are a Non Martial, however, if your Training Paradigm grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.
Pocket Familiar.
You become bonded to a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a Small or smaller creature with a challenge rating of 1/2 or lower that isn't a humanoid, giant, or swarm. When a creature becomes your companion, it has a maximum number of hit points equal to the average of its Hit Dice, as indicated in its statistics, and it can't cast spells. Work with your GM to find a companion that suits your campaign world. This companion obeys your commands and is friendly to you and your allies.
Vessel.
When not summoned, your companion exists inside a magical vessel of your own design, such as a painted animal skull, bejewelled egg, or crystal sphere. While in this vessel, the companion has full cover from all attacks and other effects, is unaffected by area of effects that originate from outside the vessel, and exists in stasis; it doesn't need to eat, drink, sleep, or breath, and it is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralised. A companion at 0 hit points is instantly stabilised when it enters its vessel.
If a vessel is broken, or a companion is released from its vessel for any other reason, the creature within it ceases to be a tamer's companion. It acts according to its own wishes and retains any improvements it gained while a companion.
Summoning.
As an action, you can summon your companion from this vessel, causing it to appear in an unoccupied space that you can see within 30 feet of you, or any unoccupied space within 5 feet of you. You can dismiss a companion within 30 feet of you as a bonus action or action, drawing it back into its vessel. To summon or dismiss a companion, you must be holding its vessel in hand. You can only have one companion summoned at a time.
Combat.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action or action on your turn to command it to take a different action. That action can be one in its statistics or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. Your companion can't take the Multiattack action until you reach 5th level in this class, even if it would otherwise be able to.
Rest.
A companion gains the benefits of a long rest when its tamer finish a long rest; if it has at least 1 hit point, it regains all its hit points when you finish a long rest. Unlike other creatures, a companion can't spend its own Hit Dice to recover hit points at the end of a short rest. See the Soul Bond feature for details on recovering hit points.
Items.
Armour, barding, and weapons can be equipped to enhance your companion. A companion can wear or carry any equipment that their size and body shape permits. However, your companion must be proficient with the armour or weapon to make full use of it. If your companion wears armour that it lacks proficiency with, it has disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. A companion that is not proficient with a weapon type does not add its proficiency bonus to attack rolls made with that weapon type.
Item Bonding.
Over the course of an hour, you can bond a companion to one object that it can wear or carry that is not any sort of container or storage. When a companion is recalled, all items it is wearing or carrying that it is not bonded to are dropped in the space from which it was recalled. A companion can be bonded to up to 3 items at any one time. Companions can't attune to magic items, unless they have a specific ability that allows them to do so.
Companion Barding.
You can purchase armour for your companion. Any type of armour can be purchased as barding. The cost and weight is doubled for each size category above Medium, and halved for each size category below Small. In addition, the cost is further doubled if the companion is not humanoid in shape.
| Size | Humanoid Shape Cost | Abstract Shape Cost |
|---|---|---|
| Tiny | 0.5x | 1x |
| Small | 1x | 2x |
| Medium | 1x | 2x |
| Large | 2x | 4x |
| Huge | 4x | 8x |
Monster Trainer.
As you gain levels in this class, your companions become more powerful Your companions use your proficiency bonus instead of their own, potentially increasing their attack, saving throw, and skill modifiers, and their saving throw DCs.
Training.
Whenever you gain an Ability Score Improvement from gaining a level in the tamer class, you pass on your hardened resolve to all your companions, causing them to gain one additional Hit Dice. Increase your companion's hit point maximum by rolling this Hit Dice and adding your companion's Constitution modifier (minimum of 0).
Whenever you gain a level beyond 1st in this class, each companion to which you are bonded gains one of the following improvements. The familiars in Chapter 8 have unique improvements that can be taken instead of these.
Any newly gained companions receive these additional hit dice and improvements as if you had them since your 1st level in tamer.
| Improvement | Effect |
|---|---|
| Speed Training | Increase one existing speed by 15 feet up to a maximum of 150% of the creature's base speed, rounded up to the nearest 5-foot increment. For example, a base speed of 30 feet can be increased to 45 feet maximum, a base speed of 25 feet can be increased to 40 feet, and a base speed of 20 feet to 30 feet. |
| Toughen Up | Your companion gains an additional Hit Die, increasing its hit point maximum. Increase your companion's hit point maximum by rolling this Hit Dice and adding your companion's Constitution modifier (minimum of 0). |
| Ability Boost | Increase one of your companion's ability scores by 1, to a maximum of 20. |
| Go For The Throat | Your companion gains a +1 bonus to its attack and damage rolls made with its natural weapons or unarmed strikes. 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 companions can each benefit from this feature three times. This improvement does not affect attacks made with weapons. |
| Survival Instincts | Your companion gains proficiency in one saving throw. |
| War Training | Your companion gains proficiency with one armour type or two weapons. Your companion can't gain proficiency in medium and heavy armour until it has gained proficiency in the prerequisite lighter armour types. For example, to gain proficiency in heavy armour, you must take this improvement 3 times: light, then medium, then heavy. |
Soul Bond.
Companions make death saving throws, die, and can be revived like any player character. A companion that has been stabilised remains unconscious until it regains hit points, or until you finish a long rest. Companions that are stable and have 0 hit points when you finish a long rest regain half their maximum hit points.
Instead, you have a pool of healing power equal to five times your tamer level that replenishes when you finish a long rest. Whenever you finish a short rest, you can choose to draw power from that pool, restoring a total number of hit points amongst your companions up to the maximum amount remaining in your pool.
Monster Trainer.
There's one way to defeat deadly foes: have deadlier friends As you explore, you will encounter new creatures which you may wish to make your companions. You can tame a Small or smaller creature of CR 1/2 or lower, as described below. As you gain levels in this class, the size and challenge rating of creatures you can tame increases, as shown in the Tamer Companion Summary table.
Vessel.
To tame a companion, you must first prepare a vessel using special inks, gems, or other materials. Preparing the vessel takes 8 hours of work and components with a value in gold pieces equal to at least one hundred times the target creature's CR.
Taming a Creature.
As an action, you can throw an empty vessel at a creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your tamer spell save DC or be trapped within the vessel A creature automatically succeeds on this saving throw if:
-It is a humanoid, giant, or swarm.
-It is larger than your maximum companion size (use a creature's unaltered size if it is under the influence of a size-changing magical effect such as Enlarge/Reduce).
-It has a higher CR than your maximum companion CR (see the Tamer Companion Table table).
-It has a higher CR than the vessel can capture.
-It has more than half of its hit points.
If a creature doesn't automatically succeed on this saving throw for one of the above reasons, and has either fewer than ten hit points or one-quarter of its hit points, it automatically fails this saving throw A creature that fails the saving throw is trapped in your vessel and becomes you companion when you next finish a long rest.
Lost Traits.
When a creature becomes your companion, it loses the following from its stat block:
-The ability to cast any spells (though it retains its spells known, for the purposes of your Psychic Bonds feature).
-Any summoning actions or actions that create additional creatures (such as a wraith's Create Spectre or an ooze's Split reaction).
-The Regeneration, Rejuvenation, and Legendary Resistance traits.
-Any legendary actions and legendary action options.
-Any lair actions and regional effects.
-Any mythic traits and mythic action options.
Bolster.
While your companion is within 100 feet of you and you are holding its vessel, or if you are holding its vessel with it inside, you can use an action to expend one spell slot to restore hit points to your companion equal to your spellcasting ability modifier (minimum 1) plus an additional 2d4 per level of the spell slot expended.
Psychic Bonds.
While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has During this time, you are deaf and blind with regard to your own senses.
Spell Swap.
While your companion is summoned, is within 100 feet of you, and you hold its vessel, any spells your companion knows are added to your known spells In addition, when you cast a spell with a range of self or touch, your companion can be the target of that spell.
Training Paradigm.
Choose the Training Paradigm you belong to you, each of which is detailed at the end of the class's description.
Pocket Family I.
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to two creatures at 3rd level. Your companions can be sized Medium at 5th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table above.
Ability Score Improvement.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.
Multiattack.
Through rigorous training, you can access the innate fury of your companions When you take a bonus action or action to command your companion, you can command it to use its Multiattack action, if it has one.
Malleable Prescence.
While your companion is within 100 feet of you, you can order it to change its behaviour towards one creature you can see as part of the bonus action or action you use to command it. Choose either the aggressive or cautious behaviours. At the start of each of the target creature's turns for the next minute, it must succeed on a Wisdom saving throw versus your tamer spell save DC if it is within 30 feet of your companion and can see your companion. On a failure, it suffers the effects of the associated behaviour until the start of its next turn On a success, it is unaffected.
-Aggressive. The creature has disadvantage on attack rolls it makes against creatures other than your companion.
-Cautious. The creature has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 5 feet of the attacker.
After you use this feature, you can't do so again until you finish a short or long rest.
Alpha Strike.
While summoning a companion, your psychic connection is at its closest, allowing you to quickly relay your intent. As part of the action to summon a companion, you can command it to take an action in its stat block or some other action, which it does so on its turn. You can use this feature a number of times equal to your tamer spellcasting ability modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.
Wilful Blows.
Your magical potency is channelled through your companions' strikes. Your companions' attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Training Paradigm Feature.
You gain a feature granted by your Training Paradigm choice, which you can find in the appropriate page.
Pocket Family II.
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to three creatures at 7th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table above.
Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.
Training Paradigm Feature.
You gain a feature granted by your Training Paradigm choice, which you can find in the appropriate page.
Pocket Family III.
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to four creatures at 11th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table above.
Ability Score Improvement.
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.
Switcheroo.
You learn how to switch places with your companion in the nick of time. While you and your companion are within 100 feet of each other, you can use a bonus action, or a reaction when you or your companion is the target of an attack by an attacker you can see, to magically switch places with your companion. If performed as a reaction, the creature that appears in the targeted creature's space becomes the new target of the attack You have a number of uses of this feature equal to your tamer spellcasting ability modifier (minimum of once). You regain all expended uses when you finish a long rest.
Training Paradigm Feature.
You gain a feature granted by your Training Paradigm choice, which you can find in the appropriate page.
Pocket Family IV.
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to five creatures at 15th level. Your companions can be sized Huge at 17th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table above.
Ability Score Improvement.
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.
Magnificent Presence.
While your companion is within 100 feet of you, you can order it to change its behaviour as part of the bonus action or action you use to command it. Choose either the provoking poise or shrinking violet behaviours.
-Provoking Poise. For the next minute, your companion draws the attention of nearby creatures While within 15 feet of your companion, any creature that is hostile towards your companion and that can see it has disadvantage on attack rolls it makes against creatures other than your companion.
-Shrinking Violet. For the next minute, your companion appears small and unassuming, making little noise. Any creature that is hostile toward your companion has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 15 feet of the attacker.
After you use this feature, you can't do so again until you finish a long rest.
Ability Score Improvement.
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.
Pocket Family V.
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to six creatures at 19th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table above.
Summon the Horde.
In times of great need, a tamer can summon many of its companions simultaneously. As an action, you can summon up to three companions whose vessels are on your person, which remain summoned for 1 minute.
As an action on subsequent turns, you can issue mental commands to all your companions at once, allowing them to take an action in their stat block or some other action. You choose the order in which your companions act each round. After the minute elapses, all your companions bar one (which you choose) return to their vessels and a wave of lethargy sweeps over you; you can't move or take actions until the end of your next turn Once you use this feature, you can't do so again until you finish a long rest.
Infuser
Leader
Necromancer
Sensei
Splicer
Swarmslinger