Tamer An elven entertainer brings forth an array of exotic beasts to entertain an eager crowd, showing a poor dusty village in the middle of nowhere a multitude of creatures they've never seen before. Charging in with loud squawks and a mix of feathers and fur flying everywhere, a dragonborn rides her griffon mount, flapping away from danger as they strike together at the giant they face. Howls echo across a battlefield as a halfling whistles, commanding a wolf clad in custom made armor, it's bite causing the wound it just made to freeze over. A tamer can do all of these and more, from raising mounts for themselves and their allies, to training a monster to be just like another member of the group. One common thing among them though is that tamers, regardless of the number of creatures they've reared, love each and every one of the beasts they have raised. Trainer of Beasts Tamers have spent much of their time learning as much as they can, either about the various creatures of the world in general, or the specifics of the monster they have been with since its birth. Whether it be studying up on every species of dragon and their various breath types, or the needs of the owlbear hatchling currently under their care. As a result, tamers tend to be lacking in combat skills. Often lacking magical study to cast spells, or martial training to weild a weapon properly, they instead rely on the charges they've fully raised to protect them. This often doesn't sit well with the tamer, as the object of their love and care puts itself at risk for their sake, so they spend a lot of time and effort making sure it will at least stay safe. Love, Care, and Caution The tamers' obsession with beasts and monsters has gotten many of them shunned for fear of bringing calamity to those around them in their attempts to get all manner of creature brought to heel. Indeed, some do so whether it be in attempts for more creature knowledge gone wrong or perhaps because the frustration at those around them denying their value turns them to evil. There are those whose skills are sought after, however, with some being revered in the towns they are from for using monsters to keep them safe. Some even are taken into royal courts to make exotic mounts for the kingdom's warriors. As such, there is often extreme hesitation in most encounters with anyone that openly admits to being a tamer, since there is a chance they'll be good and kindhearted, but an equal chance they could be evil. Perhaps even raising an army or a beast so destructive none can slay it. Taming any sort of creature is difficult work, however, and even more so with the dangers of rarer and more monsterous creatures. None object to adventuring with a group as long as they can get some help in raising their pets. Even better is the chance of an adventure finding them a new creature to rear. New experiences often benefit the creatures they raise as well, helping them learn more about the dangers of the world as well as understand the power they can attain. Creating a Tamer As you create your tamer, ask yourself what started your obsession with monsters. Did you have your life saved when you were young by the supposedly feroucious Nightmare? Were you on a hunt for food and slew a bear, finding its cub later and feeling guilty, you decided to raise it? Were you raised by beasts for a time when you were young and now are raising the family of a creature that once took you in? Or did you once know a tamer, whose stories of interesting animals from all over thrust you into research of all the fauna you can find? You also need to consider how you encountered your first tamed beast. Maybe it's the cub you raised in place of its mother. Perhaps your studies weren't enough so you went on a short adventure into a monster's nest. Or maybe you were able to bargain for a mysterious egg from foreign traders. These questions are important to consider, even more so with the more exotic choices in creature to raise. This can directly relate to your tamers goals as well. Does the tamer want to simply study this new creature? Did they intend to release it once it can fend for itself in the wild? Or did a much more powerful being thrust its child on you to raise it or be destroyed in its wrath? 1

The Tamer Level Proficiency Bonus Creatures Features 1st +2 1 Creature Companion, Taming 2nd +2 1 Accelerated Maturity 3rd +2 1 Training Course 4th +2 1 Ability Score Improvement 5th +3 1 Creature of Magic 6th +3 1 Ability Score Improvement 7th +3 1 Agility Training 8th +3 1 Ability Score Improvement 9th +4 2 Training Course feature 10th +4 2 Zoological Studies 11th +4 2 Animal Magnetism 12th +4 2 Ability Score Improvement 13th +5 2 Training Course feature 14th +5 2 Ability Score Improvement 15th +5 2 Growling Beast 16th +5 2 Ability Score Improvement 17th +6 3 Training Course feature 18th +6 3 Companion Collaboration 19th +6 3 Ability Score Improvement 20th +6 3 Beastmaster Quick Build You can make a Tamer quickly by following these suggestions. First, make Wisdom your highest ability score. Your next-highest score should be either Constitution or Charisma, depending on whether you want to be sturdier or be capable of training more intelligent creatures. Second, choose the Outlander background. Class Features As a tamer, you gain the following class features. Hit Points Hit Dice: 1d8 per tamer level

1d8 per tamer level Hit Points at 1st level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tamer level after 1st. Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, ranged martial weapons, whips

Simple weapons, ranged martial weapons, whips Tools: Land vehicles

Land vehicles Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two skills from Acrobatics, Animal Handling, History, Insight, Nature, Perception, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) a chain shirt

(a) two simple weapons or (b) a ranged martial weapon

(a) an explorer's pack or (b) a scholar's pack

leather barding made to fit your creature Creature Companion Beginning at 1st level, you have diligently raised your choice of animal companion. You can enter combat with a number of creatures equal to the number shown for your tamer level in the Creatures column of the Tamer table. Your companion's initiative in combat is whatever the tamer's initiative is -1 and acts on verbal commands that it is trained to do. It can be any living creature or monster out of any material your DM approves of as long as it has the following traits: It must not have an Intelligence score of 10 or higher

It must not know a language

Its CR must be less than or equal to half your tamer level, rounded down Creature Alignment While not necessary, it is highly recommended to have the creature companion you pick share an alignment with your character, or be unaligned to be influenced by the player's actions. You may want to play as a champion of justice, which may become hard to do when your new pet starts mauling anyone it doesn't like. That being said, it can open up a lot of fun roleplaying if you have to keep you're at odds with your companion. Be sure to consult your DM in cases where your character's ideals and alignment conflict with that of your companion for the best experience. Taming You can attempt to tame any non-hostile creature you encounter that fits the rules of the Creature Companion skill. In order to successfully tame a creature you must, over the course of 1d10 in game weeks, once a week succeed on a DC 25 Wisdom(Animal Handling) check. You can improve your chances in the following ways: Feed it its favorite food during the week (-5 to the DC)

Raise it from birth/hatching (change the number of weeks needed from 1d10 to 1d4)

Protect it from harm during the week (-5 to the DC) 2

Any check that results in a 5 or lower has the creature, regardless of how far along in training, attempt to escape. A natural failure will have the creature turn hostile immediately and refuse to be trained. It can also become harder to train one depending on the following: The creature is at least 2 sizes larger than the tamer (+5 to the DC, and an additional +5 for every size larger)

The creature is heavily restrained for the duration of the week (+5 to the DC)

Putting it in danger before finishing training (+5 to the DC) Additional improvements or detriments to the DC are up to the DM. Accelerated Maturity At level 2, any creature you tame becomes more mature faster. You can use a creature you have tamed from birth much sooner than other similarly aged creatures of the same species. Training Course At 3rd level you can pick a style of training your tamer specializes in: Companionship, Monsterous, or Riding, all detailed at the end of the class description. Your course choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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 choice by 1. As normal, you can't increase an ability score above 20 using this feature. Creature of Magic Getting a character to 5th level gives them the skills necessary to train a creature to empower their strikes with magic. From now on, any creature you train fully has their natural strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Agility Training At 7th level you have refined the movements of the creatures you've trained. Any creature you have tamed has an additional 10 feet of movement speed. In addition, any creature that is considered small size or smaller can take the Hide or Disengage actions as a bonus action once every short rest. Zoological Studies Once you reach 10th level your studies of beasts and monsters has granted you the ability to identify what type of creature something is as long as you have tamed a creature of a similar type. You also have advantage on any History(Intelligence) checks related to your tamed creatures. Animal Magnetism Reaching 11th level grants your tamer some connection with the arcane, allowing them to freely cast Speak with Animals a number of times equal to their Wisdom modifier (minimum of 1) every long rest. Growling Beast At 15th level, when you have a creature of medium size or larger within 10 feet of you, you can add that creatures Strength modifier on Intimidation(Charisma) checks. In combat, enemies at least two sizes smaller than your largest creature must succeed on a DC 12 Charisma saving throw or be frightened of your largest creature. Companion Collaboration Starting at 18th level your bond with creatures you have trained has deepened. You may now add 1 trained creature's ability modifier to any check you make as long as the creature is within 5 feet of you. Beastmaster At 20th level there is no longer a restriction on the CR of what creatures you can tame. 3

Training Courses Tamers usually debate over which of the following three methods leads to the best outcome for the beasts they train. Companionship Course Tamers that train under the ideals of the Companionship course believe that the most important thing when taming any creature is the bond you two share, and training a creature to be able to protect that bond is the pinnacle of taming. They tend to devote themselves to the study of a select few creatures, but with a deep knowledge about them. Soul Tether Starting off when you choose this course at 3rd level, you may pick one creature you have tamed and create a Soul Tether. You or your creature may untether from each other at any time, but doing so reverts the creature back to whatever stats it had before the tether was made, it costs 1 action on the creature's turn if during combat, and any wounds or damage it has when you un-tether stay until healed through magical means. Tethering to a creature requires a 10 minute ritual. If your tethered creature goes unconcious, you also go concious but stabilized. Your other tamed creatures cannot have a CR higher than 3. Tethered creatures gain the following benefits: Tethered creatures gain whatever ability score improvements or feats taken since becoming tethered.

Any maximum hit point increases are also given to the tethered creature

Hit die can be given to the creature from the tamer during short rests

It can take turns up to and equal to the number of combat creatures its tamer can use

You can use your current proficiency bonus for the creature's checks and attacks Fang of the Elements At 9th level, your tethered creature's melee attacks become your choice of fire, cold, poison, lightning, necrotic, or radiant damage. You can change this choice once every long rest. Positive Reinforcement Once you reach 13th level, using the Help action on your creature and give it any ability modifiers of yours to add to its attacks. Familiarized Bond Upon reaching 17th level, while your tethered creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. When you cast a spell with a range of touch, your tethered creature can deliver the spell as if it had cast the spell. Your creature must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Monsterous Course A tamer that decides to go through the Monsterous Course has such an obsession over creatures and monsters that they no longer care about their own safety or those around them, and merely wish to know as much as they can about all the life on their plane of existence. Monsterous tamers tend to be more focused on the more exotic and rarer creatures that can be encountered, specifically the ones that have some amount of intelligence. Contractual Study Choosing this course at 3rd level lets the tamer attempt to tame creatures that speak at least one language and/or have an intelligence higher than 10. Their taming check uses Charisma(Persuasion) skill instead if they share a language. If they do not, there is a +10 to the DC difficulty. Creatures tamed with intelligence of their own likely have their own motivations and goals, and as a result need to be fulfilled over the course of the adventure or will leave the tamer over the course of their travels. Creatures with equal or higher Intelligence ability scores in relation to the tamer will not be tamed. Upon completion of the taming of an intelligent creature, you must use 25 gp worth of ink and paper and create a contract with the creature. Patronizing At 9th level, any spells known by the creature can now be used by the tamer. The tamer's use of a spell uses up the creature's relevant spells per day. For instance, if a contract is somehow formed between a tamer and a unicorn, and the tamer casts entangle, which the unicorn can only do once a day, then it cannot use it for that day. Any spell saves or modifier are based on the creature's innate spellcasting abilities. Forked Tongues Reaching 13th level has the tamer so involved with so many different languaged creatures, they can learn 2 languages that a creature they've encountered before understands. King of Monsters Upon reaching 17th level, creatures you've trained are so infused with mystical energy that they wind up giving you a charming influence on monsterous creatures. Once every long rest you can emit a beguiling aura with a range of 30 feet that affects all creatures in that range aside from humanoids, constructs, and undead. Any creature in the aura must make a Wisdom saving throw against the tamer's DC, which is 8 + their proficiency bonus + their Charisma modifier. Any creature that fails its save is charmed for the next 5 rounds, or 30 seconds, and any taming checks have advantage for the duration. 4