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Bespoke Orb

Wondrous item, uncommon (requires attunement)

Component: Monstrosity (sphinx) heart

The interior of a bespoke orb is a mystery even to its creators. One of the most common hypotheses is that companions inside it remain in a state of suspended animation until they’re called upon. The fringe theory that these orbs hold a massive luxury complex built to cater to the whims of its companion has been gaining popularity, however, with recent reports of companions emerging from the orb with cucumber slices still over their eyes.

Pocket Familiar. While attuned to this item, you are able to bond to and control a bespoke companion as per the tamer’s Pocket Familiar and Soul Bond class features, using the bespoke orb as the companion’s vessel. As you gain levels, your companion gains additional Hit Dice as per the tamer’s Monster Trainer class feature, and when you first bond to it using this item, you can immediately grant it three improvements as per that same class feature.

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Rare variant: Increase the number of improvements you can grant your bespoke companion to six.

Very rare variant: Increase the number of improvements you can grant your bespoke companion to nine.

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Check the Tamer rules here, and check out our Tamer Tournament adventure here!

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Comments

lez carpenter

I have a question about this in terms of the bespoke abilities would a very rare version of this item allow you to have abilities as if you where a level 9 tamer or only have access to the 1st level abilities but just 9 of them, or is it dependant on what ever level ypu are

LootTavern

As written and intended, the orb only allows the companion to take the improvements listed in the Tamer's class features (like Ability Score Improvement, for example). It does not let a bespoke companion take its unique improvements from its skill tree. That's because the orb is meant to ease non tamers and new players into the tamer class and give them a small taste. Of course a GM can rule otherwise!