You are able to bond to companions as per the tamer’s Pocket Familiar and Soul Bond class features, and tame new companions as per the tamer’s Tame Creature class feature. You can only bond to one companion at a time, and can only tame creatures with a challenge rating of 1 or lower. If you are 5th level or higher, your companion can use its Multiattack action if it has one. As you gain levels, your companion gains improvements as per the tamer’s Monster Trainer class feature, but it can gain no more than five improvements. In addition, you gain a way to empower your familiar in battle depending on your character class, as described below. If you have more than one class, you must choose one of these benefits when you first take the feat; when you gain a level, you can swap to a different benefit for which you have at least one class level.
- Barbarian: Anger Issues. Your companion can use a bonus action to enter a rage as per your Rage class feature. Once it rages, it can’t do so again until you finish a long rest. If your Rage class feature is improved by later class features, the companion doesn’t benefit from those. When you reach 11th level, your companion regains the ability to rage when you finish a short or long rest.
- Bard: Natural Performer. Your companion can give out Bardic Inspiration dice as per your Bardic Inspiration class feature. The die the companion gives is a d6. Once the companion has given out a die, it can’t do so again until you finish a short or long rest. When you reach 11th level, the size of the die increases to a d10, and your companion can give it out twice, regaining all uses when you finish a short or long rest.
- Bender: Elemental Scion.** As a bonus action, your companion can infuse its strikes with elemental energy. For 1 minute, its attacks deal an extra 1d6 damage on a hit, of a type with which you have affinity (your choice when the companion uses this bonus action). Once the companion has used this bonus action, it can’t do so again until you finish a short or long rest. When you reach 11th level, this damage is increased to 2d6. In addition, your companion gains resistance to a damage type with which you have affinity (your choice when you reach 11th level or take this feat, whichever happens last).
- Cleric: Divine Vessel. Your companion can use a cleric Channel Divinity option from the ones to which you have access. Once it has done so, it can’t do so again until you finish a long rest. If a Channel Divinity option is improved by later class features, the companion doesn’t benefit from those. When you reach 11th level, your companion regains the ability to use Channel Divinity when you finish a short or long rest.
- Druid: Alter Shape. As a bonus action, your companion can undergo a small transformation, gaining your choice of one of the following benefits for 1 hour: a climbing or swimming speed of 30 feet, darkvision out to 60 feet, or a +2 bonus to AC. Once your companion has transformed with this feat, it can’t do so again until you finish a short or long rest. When you reach 11th level, you can pick from the following additional benefits: a burrowing or flying speed of 15 feet, blindsight out to 20 feet, or resistance to one of the following damage types: acid, cold, fire, lightning, or poison.
- Fighter: Indomitable Spirit. As a bonus action, your companion can regain hit points equal to 1d10 + your proficiency bonus. Once it has done so, it can’t do so again until you finish a short or long rest. When you reach 11th level, your companion can reroll a saving throw that it fails. If it does so, it must use the new roll, and it can’t do so again until you finish a short or long rest.
- Monk: Inner Focus. Your companion has 3 ki points, which it can use for Flurry of Blows, Patient Defense, or Step of the Wind as per your Ki class feature. It regains expended ki points when you finish a short or long rest. When you reach 11th level, your companion gains 1 additional ki point, and it can use its ki points as per your Stunning Strike class feature, but doing so costs 2 points instead of 1.
- Paladin: Lay on Paws. Your companion has a pool of healing power with 20 hit points, which it can use as per your Lay on Hands class feature. Its pool replenishes when you finish a long rest. When you reach 11th level, this pool increases to 40 hit points.
- Ranger: Huntmaster. When you first bond to your companion, choose a creature type. Your companion has advantage on attack rolls against creatures of that type. When you reach 11th level, your companion can cast the hunter’s mark spell, requiring no components. When the spell is marking a creature of the type you chose, your companion’s attacks deal an extra 1d10 damage to it instead of 1d6. Once your companion has cast this spell, it can’t do so again until you finish a short or long rest.
- Rogue: Stalk and Pounce. Your companion can deal extra damage on an attack as per your Sneak Attack class feature. The companion’s Sneak Attack dice are 4d6, and once it’s dealt this damage, it can’t do so again until you finish a short or long rest. When you reach 11th level, your companion’s Sneak Attack dice increase to 6d6 and you choose a skill. Your companion becomes proficient in that skill if it isn’t already; if it is, its proficiency bonus is doubled for any ability check it makes using it.
- Sorcerer: Arcane Conduit. Your companion gains 3 sorcery points, and can cast spells you know by spending a number of sorcery points equal to the spell’s level, requiring somatic components instead of any other components and using Charisma as the spellcasting ability. Your companion regains expended sorcery points when you finish a long rest. When you reach 11th level, your companion gains 1 additional sorcery point and can apply Metamagic options you know to the spells it casts, spending sorcery points for them as normal
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