Splicer
Subclase de Tamer (Heliana) [Legacy]
Heliana's Guide to Monster Hunting - Part One p. 207
- Nivel
- 3
Descripción
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 below for more details.
Surgeon's Tools. You also gain proficiency with surgeon's tools. 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 Augments:
| Augment | Effect Summary | Splicer Point Cost |
|---|---|---|
| Water Breathing | Can only breathe water | 0 |
| Amphibious | Can breathe air and water | 1 |
| Darkvision | Gains or extends darkvision | 1 |
| Extra Limb* | Can grapple more creatures | 1 per limb |
| Fins & Webbing | Gains 30-foot swimming speed | 1 |
| Illumination | Sheds light (10 ft./10 ft.) | 1 |
| Keen Hearing | Advantage on hearing | 1 |
| Keen Sight | Advantage on sight | 1 |
| Keen Smell | Advantage on smell | 1 |
| Powerful Build | Can push, drag, and carry more | 1 |
| Prehensile Tail | Gains 30-foot climbing speed | 1 |
| Slippery | Advantage to avoid grapples | 1 |
| Sure-Footed | Advantage to resist prone | 1 |
| Web Sense + Web Walk | Can sense and walk on webs | 1 |
| Burrowing Claws | Gains 15-foot burrowing speed | 2 |
| Long Limbed | Increases reach of attacks | 2 |
| Mimicry | Can mimic sounds | 2 |
| Natural Armor** | Gains a +1 bonus to AC | 2 per +1 |
| Poisonous Touch*** | Deals bonus poison damage | 2 |
| Spider Climb | Can climb without checks | 2 |
| Camouflage | Has advantage to hide while motionless | 3 |
| Corrosive Touch*** | Deals bonus acid damage | 3 |
| Tremorsense | Gains or extends tremorsense | 3 per 15 ft. |
| Wings Gains | 30-foot flying speed | 3 |
| Blindsight + Echolocation | Gains or extends blindsight | 4 per 15 ft. |
| Decaying Touch*** | Deals bonus necrotic damage | 4 |
| Flyby | Doesn't provoke opportunity attacks | 4 |
| Growth Hormone**** | Increases size category and HP | 4 |
- Each companion can take this augment 4 times.
- *Each companion can take this augment up to 3 times.
- **A companion can benefit from only one of these three 'touch' augments, but can take them up to 2 times (see augment description).
- ***This augment can be taken multiple times, but can never cause a companion's size category to increase beyond the maximum size dictated by tamer level.
Rasgos
Modular Upgrades Nivel 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 color for the next minute. While charmed in this way, the creature is incapacitated and has a speed of 0 feet. 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, if it no longer has line of sight to the companion, or is ever more than 25 feet away from the companion.
- Phosphoburst. Each other creature in a 10-foot-radius sphere centered 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 centered 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. Starting at 18th level, a companion can use this action twice before a rest.
Battlefield Harvester Nivel 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.
Adrenal Overload Nivel 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.