Flourishing a gilded skull snatched from within the folds of a cloak, a dwarf summons a fierce-eyed angel in a flare of blinding radiance, emphatically encouraging it to fantastical feats of fury. Beaming from ear to ear, a chemical-stained gnome admires her handiwork amongst the clutter of her laboratory: a 'snektopus'; eight venom-fanged maws perectly spliced with the intelligence of a cephalopod. Coughing in the smoking ruins of the cultists' former hideout, a tiefling gives their fire-infused owlbear a playful rub behind the ears, contemplating a job well done and the rewards to be claimed. Whether imbuing their companions with the primordial elements, enhancing them through the 'very tiny stiches' of biomancy, or inciting them with words of encouragement, tamers work through their captured friends. Alone, a tamer possesses little in the way of destructive ability. With carefully selected companions, a tamer can become an unstoppable menagerie of mayhem.
hit dice:
1d8
hit points at 1st level:
1d8 + CON Mod
hit points at higher levels:
5 + CON Mod
armor proficiencies:
Light armor, Medium armor, shields
weapon proficiencies:
Simple weapons, nets
tools:
One type of artisan's tools or one musical instrument of your choice
saving throws:
Constitution, Charisma
skills:
Choose two from Animal Handling, Insight, Medicine, Nature, Perception, and Persuasion
starting equipment:
- (a) scale mail or (b) leather armor
- A simple melee weapon, a net, and a shield
- A light crossbow and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10gp to buy your equipment
spellcasting:
By 2nd level, you have learned to harness your mental fortitude to augment the potential of others. You can cast tamer spells. See the tamer spell list.
Cantrips:
At 2nd level, you know two cantrips of your choice from the tamer spell list. You learn additional tamer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tamer table.
Spell Slots:
The Tamer table shows how many spell slots you have to cast your tamer spells of 1st level and higher. To cast one of these tamer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher:
You know two 1st-level spells of your choice from the tamer spell list.
The Spells Known column of the Tamer table shows when you learn more tamer spells of your choice. each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the tamer spells you know and replace it with another spell from the tamer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability:
When you gain your first level in this class, choose whether you use your knowledge (Intelligence), willpower (Wisdom), or force of personality (Charisma) as your spellcasting ability for your tamer spells. You use this spellcasting ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifer when setting the saving throw DC for a tamer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + proficiency bonus + spellcasting ability modifier
Spell attack modifer = proficiency bonus + spellcasting ability modifier
Spellcasting Focus:
You can use a creature's vessel as a spellcasting focus for your tamer spells.
class features:
Level 1
Pocket Familiar:
You become bonded to a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a small or smaller creature with a challenge rating of 1/2 or lower that isn't a humanoid, gian, or swarm. When a creature becomes your companion, it has a maximum number of hit points equal to the average of its Hit Dice, as indicated in its statistics, and it can't cast spells.
Vessel: When not summoned, your companion exists inside a magical vessel of your own design, such as a painted animal skull, bejewelled egg, or crystal sphere. While in this vessel, the companion has full cover from all attacks and other effects, is unaffected by area of effects that originate from outside the vessel, and exists in stasis; it doesn't need to eat, drink, sleep, or breath, and it is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralised. A companion at 0 hit points is instantly stabilised when it enters its vessel. If a vessel is broken, or a companion is released from its vessel for any other reason, the creature within it ceases to be a tamer's companion. As an action, you can summon your companion from this vessel, causing it to appear in an unoccupied space that you can see within 30 feet of you, or any unoccupied space within 5 feet of you. You can dismiss a companion within 30 feet of you as a bonus action or action, drawing it back into its vessel. To summon or dismiss a companion, you must be holding its vessel in hand. You can only have one companion summoned at a time.
Combat: In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action or action on your turn to command it to take a different action. That action can be one in its statistics or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. Your companion can’t take the Multiattack action until you reach 5th level in this class, even if it would otherwise be able to.
Rest: A companion gains the benefits of a long rest when its tamer finishes a long rest; if it has at least 1 hit point, it regains all its hit points when you finish a long rest. Unlike other creatures, a companion can't spend its own Hit Dice to recover hit points at the end of a short rest. See the Sould Bond feature for details on recovering hit points.
Items: Armour, barding, and weapons can be equipped to enhance your companion. A companion can wear or carry any equipment that their size and body shape permits. However, your companion must be proficient with the armour or weapon to make full use of it. If your companion wears armour that it lacks proficiency with, it has disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. A companion that is not proficient with a weapon type does not add its proficiency bonus to attack rolls made with that weapon type.
Item Bonding: Over the course of an hour, you can bond a companion to one object that it can wear or carry that is not any sort of container or storage. When a companion is recalled, all items it is wearing or carrying that it is not bonded to are dropped in the space from which it was recalled. A companion can be bonded to up to 3 items at any one time. Companions can't attune to magic items, unless they have a specific ability that allows them to do so.
Companion Barding: You can purchase armour for your companion. Any type of armour can be purchased as barding. The cost and weight is doubled for each size category above Medium, and halved for each size category below Small. In addition, the cost is further doubled if the companion is not humanoid in shape.
Size | Humanoid Shape Cost | Abstract Shape Cost |
Tiny |
0.5 X |
1 X |
Small |
1 X |
2 X |
Medium |
1 X |
2 X |
Large |
2 X |
4 X |
Huge |
4 X |
8 X |
Soul Bond:
Companions make death saving throws, die, and can be revived like any player character. A companion that has been stabilised remains unconscious until it regains hit points, or until you finish a long rest. Companions that are stable and have 0 hit points when you finish a long rest regain half their maximum hit points.
Instead, you have a pool of healing power equal to five times your tamer level that replenishes when you finish a long rest. Whenever you finish a short rest, you can choose to draw power from that pool, restoring a total number of hit points amongst your companions up to the maximum amount remaining in your pool.
Monster Trainer:
As you gain levels in this class, your companions become more powerful. Your companions use your proficiency bonus instead of their own, potentially increasing their attack, saving throw, and skill modifiers, and their saving throw DCs.
Training: Whenever you gain an Ability Score Improvement from gaining a level in the tamer class, you pass on your hardened resolve to all your companions, causing them to gain one additional Hit Dice. Increasing your companion's hit point maximum by rolling this Hit Dice and adding your companion's Constitution modifer (minimum of 0).
Whenever you gain a level beyond 1st in this class, each companion to which you are bonded gains one of the following improvements. Certain familiars have unique improvements that can be taken instead of these. Any newly gained companions receive these additional hit dice and improvements as if you had them since your 1st level in tamer.
Improvement | Effect |
Speed Training |
Increase one existing speed by 15 feet up to a maximum of 150% of the creature's base speed, rounded up to the nearest 5-foot increment. |
Toughen Up |
Your companion gains an additional Hit Die, increasing its hit point maximum. Increase your companion's hit point maximum by rolling this Hit Dice and adding your companion's Constitution modifer (minimum of 0). |
Ability Boost |
Increase one of your companion's ability scores by 1, to a maximum of 20. |
Go for the Throat |
Your companion gains a +1 bonus to its attack and damage rolls made with its natural weapons or unarmed strikes. |
Survival Instincts |
Your companion gains proficiency in one saving throw. |
War Training |
Your Companion gains proficiency with one armor type or two weapons. |
Tame Creature:
There’s one way to defeat deadlier foes: have deadlier friends. As you explore, you will encounter new creatures which you may wish to make your companions. You can tame a Small or smaller crea- ture of CR 1/2 or lower, as described below. As you gain levels in this class, the size and challenge rating of creatures you can tame increases, as shown in the Tamer Companion Summary table.
Vessel: To tame a companion, you must first prepare a vessel using special inks, gems, or other materials. Preparing the vessel takes 8 hours of work and components with a value in gold pieces equal to at least one hundred times the target creature’s CR.
Taming a Creature: As an action, you can throw an empty vessel at a creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your tamer spell save DC or be trapped within the vessel. A creature automatically succeeds on this saving throw if:
- It is a humanoid, giant, or swarm;
- It is larger than your maximum companion size (use a creature’s unaltered size if it is under the influence of a size-changing magical effect, such as enlarge/reduce
- It has a higher CR than your maximum companion CR (see the Tamer Companion Summary table
- It has a higher CR than the vessel can capture;
- It has more than half of its hit points.
If a creature doesn’t automatically succeed onthis saving throw for one of the above reasons, and has either fewer than ten hit points or one-quarter of its hit points, it automatically fails this saving throw. A creature that fails the saving throw is trapped in your vessel and becomes you companion when you next finish a long rest.
Lost Traits: When a creature becomes your companion, it loses the following from its stat block:
- The ability to cast any spells (though it retains its spells known, see Psychic Bond).
- Any summoning actions or actions that create additional creatures (such as a wraith’s Create Specter action or an ooze’s Split reaction).
- The Regeneration, Rejuvenation, and Legendary Resistance traits.
- Any legendary actions and legendary action options.
- Any lair actions and regional effects.
- Any mythic traits and mythic action options.
Level 2
Bolster:
While your companion is within 100 feet of you and you are holding its vessel, or if you are holding its vessel with it inside, you can use an action to expend one spell slot to restore hit points to your companion equal to your spellcasting ability modifier (minimum 1) plus an additional 2d4 per level of the spell slot expended.
Psychich Bond:
While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.
Spell Swap: While your companion is summoned, is within 100 feet of you, and you hold its vessel, any spells your companion knows are added to your known spells. In addition, when you cast a spell with a range of self or touch, your companion can be the target of that spell.
Level 3
Pocket Family:
As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded increases. You can be bonded to two, three, four, five, or six creatures at 3rd, 7th, 11th, 15th, and 19th level, respectively. Your companions can be sized Medium at 5th level, Large at 11th level, and Huge at 17th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to
release from its vessel.
When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table for details.
Training Paradigm:
You choose the type of Training Paradigm you follow from the list of available paradigms, which are detailed after the class’s description. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level. At 18th level, the 7th-level feature is improved.
Level 4
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your chooice by 1. As normal, you can't increase an ability score above 20 using this feature.
You can forgo the Ability Score Improvement and instead take a feat for which you qualify.
Level 5
Multiattack:
Through rigorous training, you can access the innate fury of your companions. When you take a bonus action or action to command your companion, you can command it to use its Multiattack action, if it has one.
Malleable Presence:
While your companion is within 100 feet of you, you can order it to change its behaviour towards one creature you can see as part of the bonus action or action you use to command it. Choose either the aggressive or cautious behaviours. At the start of each of the target creature’s turns for the next minute, it must succeed on a Wisdom saving throw versus your tamer spell save DC if it is within 30 feet of your companion and can see your companion.
On a failure, it suffers the effects of the associated behaviour until the start of its next turn. On a success, it is unaffected.
- Aggressive: The creature has disadvantage on attack rolls it makes against creatures other than your companion.
- Cautious: The creature has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 5 feet of the attacker.
After you use this feature, you can’t do so again until you finish a short or long rest.
Level 6
Alpha Strike:
While summoning a companion, your psychic connection is at its closest, allowing you to quickly relay your intent. As part of the action to summon a
companion, you can command it to take an action in its stat block or some other action, which it doesso on its turn. You can use this feature a number of times equal to your tamer spellcasting ability modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.
Wilful Blows:
Your magical potency is channeled through your companions’ strikes. Your companions’ attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 13
Switcheroo:
You learn how to switch places with your companion in the nick of time. While you and your companion are within 100 feet of each other, you can use a bonus action, or a reaction when you or your companion is the target of an attack by an attacker you can see, to magically switch places with your
companion. If performed as a reaction, the creature that appears in the targeted creature’s space becomes the new target of the attack. You have a
number of uses of this feature equal to your tamer spellcasting ability modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 17
Magnificent Presence:
While your companion is within 100 feet of you, you can order it to change its behaviour as part of the bonus action or action you use to command it. Choose either the provoking poise or shrinking violet behaviours.
- Provoking Poise: For the next minute, your companion draws the attention of nearby creatures. While within 15 feet of your companion, any creature that is hostile towards your companion and that can see it has disadvantage on attack rolls it makes against creatures other than your companion.
- Shrinking Violet: For the next minute, your companion appears small and unassuming, making little noise. Any creature that is hostile toward your companion has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 15 feet of the attacker.
After you use this feature, you can’t do so again until you finish a long rest.
Level 20
Summon the Horde:
In times of great need, a tamer can summon many of its companions simultaneously. As an action, you can summon additional companions which remain summoned for 1 minute. You can have a maximum of three companions summoned simultaneously as a result of using this feature.
As an action on subsequent turns, you can issue mental commands to all your companions at once, allowing them to take an action in their stat block
or some other action. You choose the order in which your companions act each round. After the minute elapses, all your companions bar one (which you
choose) return to their vessels and a wave of lethargy sweeps over you; you can’t move or take actions until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest.
subclass options:
Splicer
Augment: Level 3
You can fiddle with the very essence of your companions, crafting minor improvements and modifications. When you choose this paradigm, you gain 3 splicer points. Each time you gain a level in the tamer class, you gain 1 additional splicer point. You can spend these points to modify your companions with the following augments—features and traits that take effect when you next finish a long rest. Splicer points are shared across all your companions. If a companion is ever released, it loses any augments it had and the splicer points are refunded. Augments can be gained only once unless otherwise stated. See the Splicer Augments table for more details.
Surgeon's Tools: You also gain proficiency with surgeon’s tools (see page XX). You can spend 1 hour removing all augments from one companion with your surgeon’s tools, causing it to lose all the associated effects. You regain all splicer points spent on that companion and can re-allocate those points as you see fit.
Splicer Spells: Level 3
You learn additional spells when you reach certain levels in this class, as shown in the Splicer Spells table. Each spell counts as a tamer spell for you, but it doesn't count against the number of tamer spells you know.
Splicer Spells
Tamer Level | Spells |
3rd |
chameleon skin, disguise self |
5th |
barkskin, eelskin |
9th |
mass leech, zippit! |
13th |
frogskin, stoneskin |
17th |
contagion, feverskin |
Modular Upgrades: Level 7
You can upgrade each of your companions with exotic organs and appendages. At the start of a long rest, you can choose one of the following upgrades for
each of your companions. At the end of the long rest, the biomantic meld completes, and your companion gains the associated action option. The DC for the
saving throw equals your tamer spell save DC.
- Compelling Plumage: Each creature in a 25- foot cone that can see your companion must succeed on a Wisdom saving throw or be charmed by your companion’s dazzling display of colour for the next minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage, if someone else uses an action to shake the creature out of its stupor, or if the companion moves out of the creature's line of sight or is ever more than 25 feet away from the creature.
- Phosphoburst: Each other creature in a 10-foot-radius sphere centred on your companion must make a Constitution saving throw against the dizzying burst of light your companion emits. On a failure, a creature takes 2d10 radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn’t blinded.
- Poison Web: Your companion launches an unfurling web of sticky silk in a 20-foot cube originating from it. All surfaces in the area become lined with webbing for the next minute. Each creature that touches one of these surfaces for the first time on its turn or starts its turn doing so must succeed on a Dexterity saving throw or become restrained for the duration, or until it breaks free. A creature restrained by the webs takes 2d4 poison damage when it becomes restrained and at the start of each of its turns. A creature can use its action to make a Strength check against your tamer spell save
DC, freeing itself or another creature restrained by this web on a success.
- Sirenshriek: Each other creature in a 15-foot-radius sphere centred on your companion must make an Intelligence saving throw as your companion lets forth a brain-curdling mental shriek. On a failure, a creature takes 3d8 psychic damage and, if it is concentrating on a spell, loses its concentration. On a success, a creature takes half as much damage and makes saving throws to maintain its concentration as normal.
Once a companion uses one of these actions, it can't do so again until it finishes a short or long rest. Sarting at 18th level, a companion can use this action twice before a rest.
Battlefield Harvester: Level 10
You augment your companions with a highly adaptive mutagen, allowing them to gain the strengths of foes they defeat and confer it to your other companions through a synchronous quantum biomantic link. As an action, you can command your companion to consume the corpse of a non-swarm creature that has been dead for less than 1 minute. Choose one of the consumed creature’s damage resistances, damage immunities, or condition immunities (except immunity to exhaustion). All of your companions gain resistance to one damage type to which the slain creature was resistant or immune, or gain immunity to one condition to which the creature was immune. After you use this feature, you can’t do so again until you finish a long rest. When you use this feature again, your companions lose any benefit they had previously gained from this feature. Consuming a corpse in this way prevents it from being harvested for components.
Adrenal Overload: Level 14
As an action, you trigger a hidden, internal switch within your companion, triggering a cascade of rapid mutations that lasts for the next minute, with
the following results:
- It immediately grows to Huge size (if it isn’t already).
- Its weight increases by a factor of 8 per size category increased.
- It gains temporary hit points equal to ten times your tamer level.
- Its Strength score increases to 22 (if it isn’t already higher).
- It gains proficiency in the Athletics skill.
- It sprouts an appendage with which it can make melee weapon attacks with a reach of 5 feet that deal bludgeoning, piercing, or slashing damage (your choice when you take the action), equal to 3d6 plus its Strength modifier (+6) on a hit.
- It gains the Multiattack action option: The companion makes three attacks with its appendage.
After the minute elapses, your companion falls unconscious for 1d4 hours and gains 2 levels of exhaustion. Once you use this feature, you can’t do so again until you finish a long rest.
Splicer Augments
Splicer Point Cost: 0
Water Breathing
The creature can breathe only under water.
Splicer Point Cost: 1
Amphibious
The creature can breathe air and water
Darkvision
The creature gains darkvision out to 60 feet. If it already has darkvision, the range is increased by 60 feet up to a maximum of 120 feet.
Extra Limb
The creature gains an additional limb, allowing it to have one additional target grappled. A creature can gain a total of four extra limbs from this augment.
Fins & Webbing
The creature gains a swimming speed of 30 feet. If it already has a slower swimming speed, this speed is increased to 30 feet.
Illumination
The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Hearing
The creature has advantage on perception checks that rely on hearing.
Keen Sight
The creature has advantage on perception checks that rely on sight.
Keen Smell
The creature has advantage on perception checks that rely on smell.
Powerful Build
The creature counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Prehensile Tail
The creature gains a climbing speed of 30 feet. If it already has a slower climbing speed, this speed is increased to 30 feet.
Slippery
The creature has advantage on ability checks and saving throws made to escape a grapple.
Sure-Footed
The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Web Sense + Web Walk
While in contact with a web, the creature knows the exact location of any other creature in contct with the same web. The creature ignores movement restrictions caused by webbing.
Splicer Point Cost: 2
Burrowing Claws
The creature gains a burrowing speed of 15 feet. If it already has a slower burrowing speed, this speed is increased to 15 feet. It does not leave an opening behind it while burrowing.
Long Limbed
When a creature makes a melee attack on its turn, its reach for it is 5 feet greater than normal.
Mimicry
The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check. The DC is 8 + proficiency bonus.
Natural Armor
The creature gains a +1 bonus to its AC. It can take this augment a maximum of 3 times, gaining an additional +1 bonus each time.
Poisonous Touch
The first time the creature hits with a weapon attack on its turn, it deals an additional 1d4 poison damage. A creature can take this augment again at 9th level, increasing the bonus to 2d4 poison damage. While a creature has this augment, it can't take the Corrosive Touch or Decaying Touch augments.
Spider Climb
The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Splicer Point Cost: 3
Camoflage
The creature has advantage on Stealth checks made while not moving.
Corrosive Touch
The frist time the creature hits with a weapon attack on its turn, it deals an additional 1d6 acid damage. A creature can take this augment again at 13th level, increasing the bonus to 2d6 acid damage. While a creature has this augment, it can't take the Poisonous Touch or Decaying Touch augments.
Tremorsense
The creature gains tremorsense out to 15 feet. If it already has tremorsense, the range is increased by 15 feet to a maximum of 30 feet. A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsens can't be used to detect flying or incorporeal creatures.
Wings
The creature gains a flying speed of 30 feet. If it already has a slower flying speed, this speed is increased to 30 feet.
Splicer Point Cost: 4
Blindsight + Echolocation
The creature gains blindsight out to 15 feet. If it already has blindsight, the range is increased by 15 feet up to a maximum of 30 feet. A creature with blindsight can perceive its surrountings without relying on sight, within a specific radius. The creature can't use its blindsight while deafened.
Decaying Touch
The first time the creature hits with a weapon attack on its turn, it deals an additional 1d8 necrotic damage. A creature can take this augment again at 17th level, increasing the bonus to 2d8 necrotic damage. While a creature has this augment, it can't take the Poisonous Touch or Corrosive Touch augments.
Flyby
The creature doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Growth Hormone
The creature's size is increased by one category. In addition, the size of its Hit Dice is increased by 1; add 1 to the creature's maximum hit points for each Hit Dice it has when it gains this augment. Note, this augment can be taken multiple times but can't increase a companion's size beyond that permitted by your tamer level.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Pocket Familiar, Monster Trainer, Soul Bond, Tame Creature | — | — | — | — | — | — | — |
2nd | +2 | Bolster, Psychic Bond, Spellcasting | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Pocket Family I, Training Paradigm | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Multiattack, Malleable Presence | 2 | 4 | 4 | 2 | — | — | — |
6th | +3 | Alpha Strike, Wilful Blows | 2 | 4 | 4 | 2 | — | — | — |
7th | +3 | Pocket Family II, Training Paradigm Feature | 2 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 2 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Training Paradigm Feature | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Pocket Family III | 3 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | Switcheroo | 3 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Training Paradigm Feature | 4 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Pocket Family IV | 4 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Magnificent Presence | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Training Paradigm Feature | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Pocket Family V | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Summon the Horde | 4 | 11 | 4 | 3 | 3 | 3 | 2 |