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Leader Paradigm

Class: Tamer

Whether it be through a non-stop litany of encouraging aphorisms, exaggerated movements, and hand signals, or through a calm, telepathic reinforcement, a leader exhorts their companions to ever greater feats of brilliance. Leaders believe that with the right support and teamwork, no task is impossible for their menagerie of companions. Whether you swear by positive reinforcement, craft meticulous prefight gameplans, or ruthlessly punish mistakes, communication and motivation are your watchwords.

Features

Level 3: Inspire

As a Bonus Action, you can inspire your companion through shouts, gestures, and mental encouragement. Until the beginning of your next turn, whenever your companion makes a saving throw or attack roll, it can add a d6 to its result.

You can use this feature a number of times equal to your Tamer spellcasting ability modifier (a minimum of once). You regain any expended uses when you finish a Short or Long Rest.

The die you grant when you use this feature changes when you reach certain levels in this class The die increases to a D8 at level 6, 10 (D10), and 14 (D12)

Level 3: Leader Spells

When you reach a Tamer level specified in the Leader Spells table, you thereafter always have the listed spells prepared.

Leader Spells
Tamer LevelSpell
3Divine Favor, Protection from Evil and Good
5Inequality, Warding Bond
9Beacon of Hope, Haste
13Death Ward, Freedom of Movement
17Dispel Evil and Good, Endure

Level 7: Action Burst

You can push your companion beyond its normal limits for a moment When you use a Magic action or Bonus Action to command your companion, you can extol it to exert greater effort. On your companion’s turn, it can take one additional action of your choice.

Once your companion has benefited from your use of this feature, you must finish a Short or Long Rest before that same companion can benefit from it again. Starting at 18th level, your companions can benefit from Action Burst twice before a rest, but only once on the same turn.

Level 10: Leader's Fortune

When an attacker that you can see hits your companion with an attack, you can use both your and your companion’s Reactions to bolster its resilience. Your companion fortifies itself, halving the attack’s damage against it

Level 14: Combo

As a Magic action, you can summon a second companion from a vessel you are holding to an unoccupied space you can see within 30 feet of you. When you use a Magic action or Bonus Action to command your companion, you can command both of them simultaneously, giving a different command to each.

The two companions take their turns in an order of your choice, directly after your turn. At the start of their turns, you can mentally choose one creature you can see (no action required). If your first companion makes an attack against the chosen target, the second companion gains Advantage on its attack rolls against this creature until the end of its turn

After being summoned for 1 minute, or if your second companion is ever more than 100 feet away from you, the second companion is dismissed. Once you use this feature, you can’t do so again until you finish a Long rest.


Created by

Ceadeus.

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