Base Class: Ranger
A tamer is very rare as it takes lots of time and knowledge to master the application of taming creatures.
Beastial Copy
3rd-Level Tamer Feature
Your time studying has left you with an understanding of creatures, and you gain the following benefits:
Speak with animals. You gain the effect of the speak with animals spell, the spell effect reaches all creatures except constructs and undead.
Mimicry. You can spend 10 minutes studying a creature around you; you can do this up to two times per short rest. In doing so, you can mimic a number of traits it has up to your proficiency bonus and last for an hour.
If you mimic a creature you have already studied, it only takes 2 minutes.
Temporary Contract
At 7th level, you gain the ability to forge contracts with creatures of any type. You can influence a number of creatures equal to your wisdom score (not modifier), these creatures must be of a challenge rating of 1/4 your level or lower (e.g. if you are level 13, you can control creatures of challenge rating 3 or lower).
This has no effect on hostile creatures, undead must make a Wisdom saving throw against your spell save DC or be affected.
The contract lasts for one hour, during which the creature(s) will remain within roughly 30ft of you. If you give the creature(s) a command, they will obey it as best as they can, if the command involves harm to itself or other friendly creatures the contract is broken.
If you are incapacitated or knocked unconscious, the contract is broken and the creatures leave the area. This ability can be used twice per long rest.
Bond of Friendship
11th-Level Tamer Feature
You learn of new ways to tame creatures and keep them under your command for longer, if you attempt to make a temporary contract with a single creature you can upgrade it to a Bond of Friendship.
A creature you attempt to make this bond with must be of a CR lower than your ranger level and must also have a reason to accept you, this can be for protection, food, companionship or other. Upon agreement, you must give them a name for the following effects to apply:
Mental Bond. You and your creature share a bond strong enough to mentally connect you, while you are within 1 mile of each other you can communicate telepathically.
Magically Connected. Your creature is tied to your magic and can be summoned or stored at your discretion. As a BA, you can say the creature's name and it will appear in an open space within 5ft of you.
Combat Prowess. Your creature is used to combat and, as such, has its own initiative. It takes its own turn in combat (DM controlled) and will act upon its own will, you can use a BA on your turn to give the creature a specific command that it will follow through until it is completed.
Enhanced Ability. Your creature takes half of any XP you get, if the creature gains enough XP to double the XP it gives it undergoes an evolution (e.g. a CR 3 creature gives 700XP, if a CR 3 creature you are bonded with gets a total of 1400XP it will evolve), granting it stronger powers and abilities (speak to your DM for new statistics). The creature's evolution can change between creatures of the same type depending on their environment and actions.
You can only have one creature bonded through friendship at a time; if the creature drops to 0hp it cannot be revived and you gain no XP from whatever killed it.
Bond of Loyalty
11th-Level Tamer Feature
You learn of new ways to tame creatures and keep them under your command for longer, if you attempt to make a temporary contract with a single creature you can upgrade it to a Bond of Loyalty.
A creature you attempt to make this bond with must be of a CR higher than your ranger level. The creature makes one request that you must complete on your own to gain its loyalty, if you fail or decide not to complete its request you cannot attempt to make a creature of the same type loyal to you ever again. If you succeed in completing its request you may give it a new name and the following effect will apply:
Mental Bond. You and your creature share a bond strong enough to mentally connect you, while you are within 1 mile of each other you can communicate telepathically.
Magically Connected. Your creature is tied to your magic and can be summoned or stored at your discretion. As a BA, you can say the creature's name and it will appear in an open space within 5ft of you.
Combat Prowess. Your creature is used to combat and, as such, has its own initiative. It takes its own turn in combat (DM controlled) and will act upon its own will, you can use a BA on your turn to give the creature a specific command that it will follow through until it is completed.
You can only have one creature bonded through Loyalty at a time; if the creature drops to 0hp it cannot be revived and you gain no XP from whatever killed it.
Permanent Contract
15th-Level Tamer Feature
You master the contracting magic through practice and can now make the contract last indefinitely.
Once per day, you can choose a creature of a non-evil alignment that has a max Int score of 17 and attempt to forge a pack with them. To succeed in forging the pack, you must succeed on a DC 15 WIS saving throw, this increases by 5 for each creature you have a permanent contract with.
If you succeed, you lose 1/4 of your max HP (you can get back one HP per day until you get back to your max)and can choose one trait the creature has and use it as if it were your own. For every two traits you use, you gain 1 point of exhaustion at the end of the day.
If you fail, you cannot forge a pack with a creature of that type again.
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