Tager (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Tagers and/or Cthulhutech franchise, and/or include content directly affiliated with and/or owned by Wildfire LLC (publisher: Sandstorm). D&D Wiki neither claims nor implies any rights to Tagers and/or Cthulhutech copyrights, trademarks, or logos, nor any owned by Wildfire LLC (publisher: Sandstorm). This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Creating a Tager[edit]

Magiclad48e30b6d8629d.jpg
Phantom Tager (Image is from the Cthulhutech Core Rulebook)

I reflavored the Tager's backstory to better fit D&D. For example, the Living Gate does not exist in Cthulhutech.

When the Living Gate awoke and the Far Realm was released, many aberrations were exposed to the Material Realm at large. Due to the ensuing destruction and madness these beings caused, there are many who wished to destroy these creatures but lacked a method. That is, until the Eldritch Society was founded. It is a secret society devoted to eradicating destructive aberrations wherever they lurk. Their warriors undergo a ritual called the Rite of Sacred Union. This irrevocably bonds them to one of 10 entities in the Far Realm who are natural enemies of the destructive aberrations that the Eldritch Society fights. In return furthering their goals in the Material Plane (which the Tagers were probably going to do anyway), the symbionts in the Far Realm grant the Tagers who bond with them a shifted form as alien as the creatures they hunt.

However, undergoing the Rite of Sacred Union is not for the faint of heart. Even if all goes well the Tager will be permanently bonded to an unfathomably powerful entity in the Far Realm. If something goes wrong, the Tager is almost certainly going to die. The most common source of problems is the Tager succumbing to fatigue during the ritual which takes 3 continuous days. Because of this the Eldritch Society will only let potential Tagers undergo the ritual if they have proven themselves driven enough to withstand it (hence why you can only undergo it at level 3). Before that you only serve the symbiont, you do not have a symbiotic bond with it.

Physically Tagers look different based on which of the 10 manifestations they were granted, however they all appear unnatural. This aura of abnormality only grows with time. Eventually, when the Tager has amassed enough power, they enter metamorphosis. During this process they enter a cocoon that grows from their flesh and join further in symbiosis with their symbiont. At most this process takes up to 7 days, however it varies wildly per Tager. Eventually, they emerge with an even more alien-looking shifted form and stronger than ever. If you want to see what the forms of Tagers look like search "Cthulhutech types of Tagers" into a search engine. The image is unfortunately too large to fit on this page.

When you are creating your Tager consider why they would have become a Tager. Some questions to ask yourself may include: How did your character originally learn of the occult? Did undergoing the Rite of Sacred Union affect your character's sanity or personality? Does your character keep their true nature hidden or does he/she boast about it? Why does your character despise the cults of aberrations?

Furthermore why did you seek to become a Tager? Perhaps you were raised and/or born to Tagers or had an unfortunate encounter with aberrations and want revenge.

Class Features

As a Tager you gain the following class features.

Hit Points

Hit Dice: 1d10 per Tager level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Tager level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortsword, natural weapons (see natural weapons class feature)
Tools: Disguise Kit
Saving Throws: Constitution, Dexterity
Skills: Choose two from Arcana, Acrobatics, Athletics, Deception, Intimidation, Investigation, Perception, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) shortsword or (b) any simple weapon
  • (a) dungeoneer's pack or (b) disguise kit
  • occult text detailing the basics of Tagers

Table: The Tager

Level Proficiency
Bonus
Features
1st +2 Cantrips, Natural Armor
2nd +2 Natural Weapons
3rd +2 Rite of Sacred Union
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Rite of Sacred Union Bonus
7th +3 Hardened Mind
8th +3 Ability Score Improvement
9th +4 Rite of Sacred Union Bonus
10th +4 Tenacity
11th +4 Metamorphosis
12th +4 Ability Score Improvement
13th +5 Improved Manifestation
14th +5 Rite of Sacred Union Bonus
15th +5 Monstrosity
16th +5 Ability Score Improvement
17th +6 Will of the Symbiont
18th +6 Regeneration
19th +6 Ability Score Improvement
20th +6 Perfect Bond

Cantrips[edit]

You know three of the following cantrips: blade ward, dancing lights, minor illusion, shocking grasp, and true strike. Your spellcasting ability is Charisma and your spell save DC is 8 + your proficiency bonus + your Charisma modifier.

Natural Armor[edit]

The symbiont you serve grants your skin an armor-like quality. You may have this armor be heavy and somewhat restrictive or light and flexible. As a result, you may calculate your AC as 10 + your Strength modifier + your Constitution modifier or than 10 + your Dexterity modifier + your Charisma modifier. This bonus does not stack with armor.

Natural Weapons[edit]

You gain retractable weapons. These could be claws, tentacles, or any other kind of natural weapon you want (make sure to confirm your choice with your DM though). Regardless of what kind of natural weapon you pick it is a d8 finesse weapon that deals slashing, piercing, or bludgeoning damage (pick 1 type of damage). You are automatically proficient with these weapons.

Rite of Sacred Union[edit]

Your bond manifests in a shifted form. You gain one of the forms listed below and can shift in or out of it at-will. These serve as the archetypes for Tagers.

All the features listed only apply in your shifted form, all spell-like abilities do not require material components, and all attacks you gain in a shifted form are weapon attacks that are considered natural weapons.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hardened Mind[edit]

At 7th level, you gain advantage on Wisdom and Intelligence saving throws.

Tenacity[edit]

At 10th level, whenever you are subjected to an ongoing effect a saving throw can end you may use your reaction to make a saving throw against it.

Metamorphosis[edit]

At 11th level, your shifted form changes and becomes stronger. Your Tager natural weapons are considered magical weapons. Also, increase the damage die for all your natural weapons by 1 step. For example, 1d8 would become 1d10 and 1d12 would become 2d6.

Improved Manifestation[edit]

At 13th level, your shifted form gains a magical property or power that you can activate as a bonus action. Unless specified otherwise, you can use the power granted by your Improved Manifestation feature a number of times equal to your Charisma modifier. You regain all uses of this feature whenever you finish a long rest.

Phantom:

You can extend protective aspects of your bond to another creature as the warding bond spell.

Whisper

You can sense thoughts as the detect thoughts spell.

Shadow

You can perfectly mimic any appearance as the alter self spell.

Echo

You can teleport as the misty step spell. You can use this ability a number of times equal to your Charisma modifier. You regain all uses of this feature whenever you finish a long rest.

Mirage

You may create illusory duplicates of yourself as the mirror image spell.

Spectre

You can have a magical aura around as the pass without trace spell.

Widow

You can make your visage even more frightening. This affects creatures as the fear spell.

Nightmare

You can increase the size of your shifted form as the enlarge person spell.

Vampire

You can imbue your touch with necrotic energy as the vampiric touch spell.

Efreet

You can create a fiery explosion as the fireball spell.

Monstrosity[edit]

At 15th level, whenever you roll a critical hit or kill an enemy, every enemy within 30ft of you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be frightened save ends.

Will of the Symbiont[edit]

At 17th level, you become a truly valuable asset in your symbiont's plans, so it rejects any attempts for another being to control you. You are immune to the charmed condition.

Regeneration[edit]

When you reach 18th level, at the start of your turn you regain 2 hit points as long as you have at least 1 hit point. Outside of combat you regain 2 hit points every 6 seconds as long as you have at least 1 hit point. If you lose a body part, the missing part will regrow in 1d6+1 hours as long as you have at least 1 hit point the whole time.

Perfect Bond[edit]

At 20th level, your shifted form is imbued with a supernatural property befitting your symbiont. You gain one of the following depending on your manifestation:

Phantom

You are gain the ability to supernaturally modify your inertia. As a result, you are immune to forced movement other than charm effects and gain blindsense out to 20ft.

Whisper

Nothing escapse your gaze. You gain truesight out to everywhere in your sight.

Shadow

You gain the poison and stealth of your symbiont. When you hit with a needle pods or quills attack, target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be poisoned save ends. If they have been continuously afflicted by the poison for 2 rounds they become paralyzed save ends. Additionally, you can become invisible for up to 1 minute. Once you become invisible, you can't become invisible again until you finish a long rest.

Echo

You gain the frenzy of your symbiont. Your attack rolls can score a critical hit on a roll of 18-20 and whenever you score a critical hit you may use a bonus action to make an additional attack.

Mirage

As a bonus action can use your finesse with illusions to alter how creatures perceive an entire area as the mirage arcana spell. Once you've used this feature, you can't use it again until you finish a long rest.

Spectre

You have truly transcended the physical realm and into that of your symbiont. Whenever you wish, you may move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 5 (1d10) force damage.

Widow

You gain the poison and caustic webbing of your symbiont. If you hit with your fangs the target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or have disadvantage on attack rolls save ends and you can produce webbing that can entangle foes and support up to your Charisma modifier tons of weight given time to make a web (about 1 hour).

Nightmare

You gain the ability to channel supernatural agony into creatures with so much as a glare. Whenever you purposely intimidate a creature and succeed you may have them take damage equal to twice your Charisma modifier. Also, you can tell how much pain a creature is in no matter how well they hide it. For example, you could tell that a creature is in intense agony from a punctured liver and is about to die, even if they do not visibly show it. However, you cannot tell the exact amount of hit points a creature has left.

Vampire

To you blood is life, even spilled blood. When you reduce a creature to 0 hit points, you gain temporary hit points equal to the amount of damage you dealt to it.

Efreet

You have become one with the flames of your symbiont and can merge with fire as the meld into stone spell, except with fire and you become immune to fire damage.

Rite of Sacred Union Manifestations[edit]

Phantom[edit]

A creature truly alien in appearance (see image above) the Phantom is an aggressive predator. Its unnatural howl serves as a battle cry as launches itself into a fight.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form.

Arcane Blast: Ranged 30ft/120ft; The target must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 1d10 force damage

Blades: 1d10 + Strength modifier slashing damage

Howl: Each enemy within 20ft of you must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take force damage equal to your Strength modifier and become deafened

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain blindsense out to 5ft.

Symbiont's Boon

Starting at 9th level, as a bonus action you can channel the power in your bond to harden your natural armor for 1 minute. While your natural armor is hardened, all attack rolls are made against you at disadvantage. Once you've used this feature, you can't use it again until you finish a long rest.

Symbiont's Gift

At 14th level you can use your action to have your symbiont open a quickly collapsing portal of your size to where it resides in the Far Realm. Ddesignate one creature within 30ft of you for your symbiont to drag to the Far Realm and kill. The target must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or fall to 0 hit points. Targets of a larger size category than you are immune to this effect. Once you've used this feature, you can't use it again until two short rests or three days (Whichever is shorter).

Whisper[edit]

Whispers serve as the scouts among Tagers. Their senses and speed are unrivaled by any other manifestation of Tager. Because of this, their natural weapons are best suited for harry and retreat tactics.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form. They are considered finesse weapons.

Tentacle: 1d8 + Dexterity modifier bludgeoning damage.

Gossamer Bombs: Choose a point within 10ft of you. Each creature, other than yourself, within a 5ft radius sphere centered on that point must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be blinded save ends.

Fly-By: Move your flight speed and make an attack with your tentacles against 1 enemy you move past. This movement does not provoke opportunity attacks.

Also, you gain a fly speed equal to your land speed.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Your fly speed increases to double your land speed.

Symbiont's Boon

At 9th level you channel the swiftness of your symbiont.

As a bonus action you can move at four times your normal speed for 1 minute. Once you've used this feature, you can't use it again until you finish a long rest.

Symbiont's Gift

At 14th level you can have your symbiont blind your enemies.

As an action you can force all enemies within 50ft of you must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be blinded save ends. Once you've used this feature, you can't use it again until you finish a long rest.


Shadow[edit]

The Shadow is a stealthy Tager suited for covert operations by the Eldritch Society. Typically it stays at a distance from its targets and uses its invisibility to confuse its targets and escape from harm.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form. They are considered finesse weapons.

Talons: 1d10 + Dexterity modifier piercing damage.

Needle Pods: Ranged 80ft/320ft; 1d10 piercing damage.

Quills: Make an attack roll against every enemy within 15ft of you; 1d8 piercing damage.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain advantage on stealth checks made in dim light or darkness.

Symbiont's Boon

At 9th level you can channel your symbiont's ability to strike unanticipated.

As an action you can teleport up to twice your speed and make up to 2 talons attacks and 2 needle pods attacks (see natural weapons) during this movement. You may break up the moving caused by the teleportation. Once you've used this feature, you can't use it again until you finish a long rest.

Symbiont's Gift

At 14th level you may have your symbiont plant false images in your enemies' minds.

As an action you can force each enemy within 20ft of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or have disadvantage on attack rolls and Perception checks for the next minute. Once you've used this feature, you can't use it again until you finish a long rest.


Echo[edit]

The Echo is a vicious amphibious predator vaguely reminiscent of a frenzied, bipedal shark/eel. It charges into a fight with reckless abandon, slaughtering every enemy it sees.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form.

Shocking Beam: Ranged 30ft/120ft; The target must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 1d10 lightning damage.

Bite: 1d10 + Strength modifier piercing damage.

Ink Cloud: Every square within 10ft of you is heavily obscured to everything except you and other Echos until the end of your next turn.

Also, you gain a swim speed equal to your land speed.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Your swim speed increases to double your land speed.

Symbiont's Boon

At 9th level you can channel the vicious frenzy of your symbiont. As a bonus action you can become frenzied for the next 1d6 rounds. While you are frenzied you can use a bonus action to make an additional attack (this does not trigger Extra Attack because you are using a bonus action to attack, not an action). Attacks have advantage against you until your frenzy ends. Once you've used this feature, you can't use it again until you finish a long rest.

Symbiont's Gift

At 14th level you can have your symbiont temporarily augment your shifted form's bite. As a bonus action you can have your bite deal an additional 1d6 damage on a hit for the next minute. Once you've used this feature, you can't use it again until you finish a long rest.


Mirage[edit]

The Mirage can be confusing to its allies and downright mystifying to its enemies. It prefers to deceive its enemies, but in a fight a Mirage will keep its distance and blast enemies from afar.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form. They are considered finesse weapons.

Photon Blast: Ranged 80ft/320ft; 1d10 radiant damage.

Tentacle Lash: 1d10 + Dexterity modifier slashing damage. These tentacles may also be retracted and used as rudimentary hands.

Whirling Strike: Make an attack roll against each creature within 10ft of you; 1d6 slashing damage. You may pull one of the targets 5 feet closer to yourself.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, each round you may impose disadvantage on one attack roll against you. This uses your reaction.

Symbiont's Boon

At 9th level you can channel the displacement properties of your symbiont.

As a bonus action you can have attack rolls have disadvantage against you for the next minute or until you get hit by an attack roll. Once you've used this feature, you can't use it again until you finish a long rest.

Symbiont's Gift

At 14th level you can have your symbiont create a physical duplicate of yourself.

You may use your action you can create a duplicate of yourself as the spell simulacrum except that this duplicate vanishes after 10 minutes. Once you've used this feature, you can't use it again until you finish a long rest.


Spectre[edit]

The Spectre is a ghostly Tager. It exerts a putrid mist, is freezing cold to the touch, and can even phase through solid objects. In a fight, a Spectre tends to cloak itself in mists then freeze its enemies to death.

Natural Weapons At 3rd level you gain the following natural weapons in your shifted form.

Chilled Touch: 1d10 + Strength modifier cold damage.

Gravewind: All creatures within 10ft of you must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 1d10 necrotic damage and you create an aura of fetid gas out to 10ft of yourself that harms all living things other than yourself and other Spectres in it. If Gravewind is used in an unobscured area the area becomes partially obscured; if it is used in a partially obscured area the area becomes heavily obscured.

Spectral Touch: One enemy adjacent to you must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be frightened save ends.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain resistance to necrotic damage.

Symbiont's Boon

At 9th level you can channel the undying properties of your symbiont.

At the end of a long rest, you are considered to be under the effect of the spell death ward until the next long rest or until the spell triggers.

Symbiont's Gift

At 14th level you can have your symbiont bring you to the ethereal plane for a brief time. You can use your action to enter the ethereal plane as the spell etherealness for 10 minutes. You cannot bring any other creatures with you. Once you've used this feature, you can't use it again until you finish a long rest.


Widow[edit]

The Widow is a horrifying, spider-like Tager that tends to have a morbid fascination with the grotesque. Because of this they are not the most subtle manifestation of Tager, often leaving gruesome remains of their enemies. Widows prefer to ambush their prey, then poison and entangle it.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form. They are considered finesse weapons.

Spinnerets: Ranged 30ft/120ft; 1d10 acid damage.

Fangs: 1d10 + Dexterity modifier piercing damage.

Spider's Leap: Make an athletics check to jump. If you end the jump adjacent to an enemy you may make a melee attack against them using your fangs.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain a climb speed equal to your land speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Symbiont's Boon

At 9th level you channel the horrifying visage of your symbiont.

At the start of each of their turns, enemies within 5ft of you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be frightened until their next turn. If an enemy saves against this effect, they cannot be affected by it for another 24 hours.

Symbiont's Gift

At 14th level you can have your symbiont create a more suitable terrain. As an action you can have your symbiont create caustic webbing in a 40ft cube as the spell web. Any creature that starts its turn within the webbing takes 1d10 acid damage. You are immune to the effects of this webbing. Once you've used this feature, you can't use it again until you finish a long rest.


Nightmare[edit]

Everything about this manifestation of Tager screams pain from its claws to its shoulder pods. In a fight a Nightmare is a living tank that either blasts its foes from afar or wades into melee combat, slashing at its enemies as it goes.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form.

Claws: 1d10 + your Strength modifier slashing damage.

Shoulder Pods: Ranged 80ft/320ft; 1d10 force damage

Tentacle Lash: 1d8 bludgeoning damage and the target is immobilized save ends. You may only immobilize 1 foe at a time.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain advantage on Intimidation checks.

Symbiont's Boon

At 9th level you channel the pain-inducing properties of your symbiont.

Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes damage equal to your Charisma modifier.

Symbiont's Gift

At 14th level you can have your symbiont subject a creature to tremendous agony. As an action you may inflict pain on a creature as the spell harm. Once you've used this feature, you can't use it again until you finish a long rest.


Vampire[edit]

The Vampire is a horrific predator that stalks its prey in the dead of night. Even if you can escape from it, the Vampire will leave lasting damage on its victim. It prefers to stalk its prey before striking at it either with its barbs or pain-inducing touch.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form. They are considered finesse weapons.

Exsanguinating Touch: 1d10 + Dexterity modifier necrotic damage. This can cause decay in nonliving, non-magical objects. For example it could corrode a non-magical metal door. Also, you have a flying speed equal to your land speed.

Barbs: Ranged 30ft/120ft; 1d10 piercing damage.

Nerve Strike: One enemy adjacent to you must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be incapacitated save ends.

Symbiont's Modifications

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain advantage on Perception checks made to detect living creatures.

Symbiont's Boon

At 9th level you gain some of the resistances of your symbiont.

You gain resistance to necrotic and poison damage.

Symbiont's Gift

At 14th level you can have your symbiont weaken your prey. As an action you can subject a creature to the spell eyebite. Once you've used this feature, you can't use it again until you finish a long rest.

Efreet[edit]

The Efreet appears to be a large, humanoid creature made out of rock and lava. They tend to have a moral code that they follow and expect everything else to on penalty of death by them. If an Efreet is in a fight he/she typically tries to beat their enemies either into submission or to death.

Natural Weapons

At 3rd level you gain the following natural weapons in your shifted form.

Dragonbreath: Ranged 30ft/120ft; 1d10 fire damage and combustible materials that are not being held are ignited.

Molten Fists: 1d10 + Strength modifier bludgeoning damage

Searing Lash: 1d8 bludgeoning damage and the target is immobilized save ends. You may only immobilize 1 foe at a time.

At 6th level you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your type changes to aberration.

Also, you gain resistance to fire damage.

Symbiont's Boon

At 9th level you take on your symbiont's speech and presence.

You can speak Ignan and you emit bright light out to 30ft.

Symbiont's Gift

At 14th level you can have your symbiont burn your enemies to ash. As an action you can create a massive inferno as the spell fire storm. Once you've used this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tager class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Tager class, you gain the following proficiencies: Simple weapons, shortsword, natural weapons (see natural weapons class feature)


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: