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Tamer 6

The document outlines the character details for a Tamer class, including abilities related to summoning and commanding companions, as well as various combat and spellcasting features. It describes the mechanics of companion management, healing, and the use of vessels for taming creatures. Additionally, it includes a list of spells, equipment, and the character's attributes and skills.

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0% found this document useful (0 votes)
25 views2 pages

Tamer 6

The document outlines the character details for a Tamer class, including abilities related to summoning and commanding companions, as well as various combat and spellcasting features. It describes the mechanics of companion management, healing, and the use of vessels for taming creatures. Additionally, it includes a list of spells, equipment, and the character's attributes and skills.

Uploaded by

1582674
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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6 18

Raised By Yokai Tamer

Fuyoken Sensei 45 45 6d8

+2 30 Med. 17
+1
+3 12

+1

+1 dagger +5 1d4+2 piercing Finesse, light, thrown(20/60)

+1
-1 8 light crossbow(20 bolts) +5 1d4+2 piercing Ranged(80/320), loading, two-handed
+1
+4
-1 +1

-1

+4 18
+2 14
Companions: Monster Trainer: Whenever you gain a feat, all of your
+4 - When not summoned, your companions are in a magical companions gain 1 hit die. As you level up, your companions can
vessel of your design. They are unaffected by the material plane gain additional proficiencies, health, and speed. Consult the
and the vessel acts as their home plane. When in it, they are Tamer Companion Summary Table to find how many of these
+2 +7 automatically stabilized and all long-term conditions are improvements each of your companions gains each level.
+4 suspended until it leaves the vessel. If the vessel is broken, the
+2 creature will cease to be your companion, but retains all You have a pool of healing power equal to 5 * your Tamer Level
+7 improvements that it has. that replenishes on a long rest. Whenever you finish a short rest,
+2 - As an action, you can summon a companion to a space within you can draw power from the pool, restoring an equal amount of
+7 30ft. of you. You can dismiss a companion with a bonus action. hit points amongst your companions. Pool Contents: (5/5)
+2 You can only have 1 companion summoned at a time. In
+7 combat, it can only take the Dodge action unless you use a Willful Blows: Your companions attacks ignore resistance and
bonus action to command it to take another action or bonus immunity to physical damage.
action. You can command it to take an action when you deploy
the companion as part of that action Spellcasting modifier times Martial Strikes: Your companions get a 1d6 bludgeoning,
per long rest. peircing, or slashing damage finesse attack.
- Over 1 hour, you can bond up to 3 items to a companion.
When the companion is recalled, the bonded items go with it When you command a companion on your turn, you can tell it to
+2 15 instead of falling to the ground. do one of the following things:
+0 10 - Companions that have 0 HP and are stable when you finish a Avoid: as a bonus action, the companion takes the dodge action
long rest regain half their maximum hit points. If they have 1 HP Grapple: the companion attempts to grapple a target
or more, they heal fully. Uppercut: 1/turn, the crit threshold of this attack is reduced by 1
- You can communicate telepathically with your companion, for each size catagory that the companion is smaller than the
+5 and you can see through their eyes as if they are a familiar. target. Damage: double dice for their martial strike
+3 - While you have a companion summoned that knows spells
and is within 100ft. of you, those spells are added your your list You can have up to 2 companions, and you have the following
+0 of known spells. When you cast a spell with a range of self or companions:
touch, you can target your companion as long as they are within Mushamushi(Multi-Attack, Hookshot 1, DEX 16(+3), combat
+0 100ft. of you and you touch the vessel as while casting the spell. prowess)(CR 1/8)
- When you find creatures in the wild, you can attempt to tame HP: 21 AC: 15 Size: Tiny Speed: 30ft, climb 20ft.
+0 them using vessels. Vessels cost 8 hours of work + 100gp * the - Charge: if move 20ft. at target and hit with horn atk, +2d8 dmg
target's CR to make. Consult Ryoko's Guide page 196 for more - Small Fry: disadv on attacks against tiny creatures
+0 Fuyoken.
details on capturing creatures and determining what features -Spirit BondedMushamushi
Multiattack: (Dragonling only)
can attack twice
Your creature type is Plant.
they still have once you capture them. -Once
Horn:per+6,long rest,1d4+3
Melee, you can cast Find Familiar without material
piercing
You have advantage on saving throws you make to avoid or
- You can use a vessel as a spellcasting focus for your tamer -components
Kama: +6, Melee,or expending a spell slot. When you cast it in this
1d6+3 slashing
end the restrained, paralysed, or petrified condition on
spells. -way,
Hook: you+6,summon the same
Range 30ft., 0 DMG, familiar every time. When
5ft. Tether
yourself. You can move across any liquid surface— such as
-summoned
Martial Strike:in this way, the
+6 Melee, familiar
1d6+3 ignores the restriction that
bludgeoning
water, mud, snow, or quicksand—as if it were solid ground. prevents it from attacking and gains temporary
Sphinx of Wonder(Go for the Throat*2) (CR 1) HP equal to
However, you are not protected from the damaging effects your
HP: 24level.
AC 13TheSpeed:20ft,
familiar alsoFly
gains
40ft.access to the 1st-level
of contact with dangerous surfaces, such as lava or acid. improvement onReligion
its improvement tree.
Skills: Arcana +5, +5, Stealth +6,However,
Resistanceyou
to: don't
Necrotic,
You do not sink into the surface if you end your movement learn Find Familiar through 60ft.,
this feat.
Radiant, Psychic, Darkvision Celestial & Common
on it.
simple weapons, nets - Magic Resistance: Adv on saving throws against magical effects
Water Magic. Through a 10-minute ritual, you can imbue
- Rend: +8, Melee, 1d4+5 slashing & 2d6 radiant
a vial of ordinary water with magical properties. Choose
- Martial Strike: +8, Melee, 1d6+5 slashing
one of the following effects:
- Reaction: Burst of Ingenuity(2/day): when another creature
- The water gains the magical properties of holy water.
within 30ft. makes a skill check or saving throw, +2 to the roll.
- it ends the poisoned condition when drunk.
- Drinking the vial is enough liquid to hydrate a Large or
Malleable Presence:
smaller creature for 24 hours.
Once per short rest, you can force a creature that can see both
- A creature who ingests the vial of water regains 1d4 hit
poisoner's kit, cook's utensils you and your companion to make a Charisma Saving throw. On a
points.
failure, you choose one of the following effects:
The water remains potent for the next 24 hours, after
- They have disadvantage on attack rolls against your companion
which time it returns to normal. You can do this ritual
- They have disadvantage on attack rolls that are not against your
proficiency bonus number of times per long rest.
companion.
Wisdom

+4

15
4
2
+7

0 Resistance Action, 1 minute


0 Reinforce Action

1 Cure Wounds Action Bolster, free known


1 Shield of Faith Action, 1 minute
1 Sleep Action, 1 minute

1 flash Reaction Sensei Spells


1 repulsing palm Action Sensei Spells
1 Identify Action

2 Earth Skin Action, 1 minute Sensei Spells Common, Sylvan

2 Wind Strike Action Sensei Spells


2 Aid Action, 24 hours

dagger, 2 pouches, poisoner's kit, traveler's clothes, rare gem


worth 10gp, vial of basic poison

scale mail, dagger, net, shield, light crossbow, crossbow bolt


case, 20 crossbow bolts, explorer's pack

Vessel(Mushamashi)

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