Tamer

Tamers are martial warriors who weave magic into their strikes, captivating in combat. By mastering techniques and utilizing mystical forces, they enhance their abilities. Their spells boost physical prowess and empower weapons with elemental energy, enabling swift, devastating attacks of fire, ice, or lightning. This combination of martial skills and arcane powers makes each engagement a stunning display of strength and sorcery.

Tamer
Tamer Class Features
Tamer
1 - Nature's Handler
You gain Expertise in Animal Handling, meaning your proficiency bonus is doubled for any ability check you make with it.
6 - Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
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 - Primal Awareness
If your companion or familiar is subjected to an effect that allows it to make a saving throw for half damage, it instead takes no damage if it succeeds, and only half if it fails.
18 - Healer's Call
As you call out words of restoration, up to six creatures you can see within 60 feet regain hit points equal to 1d8 + your Wisdom modifier.

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 Character Creator

Tamer Character Creator

Spellcasting List: Support

Spellcasting Ability: Wisdom

Remaining Points: 27

Starting Equipment

  • A Martial Weapon of Your Choice
  • A Longbow and 20 Arrows or Gun with 20 Ammo of Your Choice
  • Light or Medium Armor of Your Choice
  • Explorer's Pack
  • 25 gp
Inventor Stats

Tamer Stats

Hit Points at 1st Level

8 + Constitution modifier

Hit Points

1d8 per level

Hit Points at Higher Levels

1d8 (or 5) + Constitution modifier per level

Primary Ability

Strength, Wisdom

Saving Throws

Strength, Constitution

Skills

Choose three: Animal Handling, Nature, Perception, Stealth, Survival, Insight, Athletics

Weapons

Simple weapons, martial weapons, guns

Armor

Light armor, medium armor, shields

Starting Equipment

A martial weapon, a longbow and 20 arrows or gun with 20 ammo of your choice, light or medium armor of your choice, an explorer's pack, and 25 gp

Tools

None

Spellcasting List

Support, Wisdom

Tamer Subclasses

Tamer Roll20

Tamer Features
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