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 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.
Your bond with your drake ascends to its final form, unlocking unparalleled synergy between you:
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 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.
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.
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