Monster Tamer a Elven woman gives a quick series of calls as a unsuspecting troll idles in the background. Suddenly a large owl swoops down and attacks gashing at the target. A Dwarven Man lies wait on a mountain side he sees the payload of stolen goods being escorted across a mountain pass. He releases a giant wurm from his hand as it tunnels down swallowing the enemy. Powerful Creatures A Monster Tamer draws there power off the ability to be able to tame and command powerful creatures in battle. Eventually they learn to gain powerful spellcasting abilities by drawing magical essence off the creatures they tame. A Monster Tamers first goal however is always the safety and wellbeing of their tamed creatures. Magical Connections A Monster Tamer wields there creatures in combat like a weapon. Some the strongest connections formed by a tamed creature and a Monster Tamer become an Unstoppable force. The Monster Tamers are able to tame the creatures by using Taming Cages, an ancient tradition passed down from specific monster tamer clans. Creating a Monster Tamer As you create your Monster Tamer, Consider the relationship you had with the person who gave you your abilities. Was it a village elder passing on the tradition? A family member teaching you the ancient traditions of monster taming? Was you self taught in the art of Monster Taming? A outlander who learned the skills after being surrounded by dangerous magical creatures their whole life. Quick Build You can make a Monster Tamer quickly by following these suggestions. First, make Charisma your highest ability score. Your next highest score should be Wisdom to greater improve your survival skills. Second choose the Outlander background or the Far Traveler background. Monster Tamer Level Proficiency Bonus Features Tamed Creatures Spells Known 1st 2nd 3rd 4th 1st +2 Taming Cage, Taming Spells, Monster Tamer Clan 1 — — — — — 2nd +2 Tamers Bestiary 1 — — — — — 3rd +2 Spellcasting 1 3 2 — — — 4th +2 Ability Score Improvement 1 4 3 — — — 5th +3 Adept Tamer 2 4 3 — — — 6th +3 Improved Taming Spells, Creature Choice 2 4 3 — — — 7th +3 — 2 5 4 2 — — 8th +3 Ability Score Improvement 2 6 4 2 — — 9th +4 Monster Tamer Clan Feature 3 6 4 2 — — 10th +4 Creature Choice 3 7 4 3 — — 11th +4 Expert Tamer 3 8 4 3 — — 12th +4 Ability Score Improvement 3 8 4 3 — — 13th +5 — 4 9 4 3 2 — 14th +5 Feral Defenses 4 10 4 3 2 — 15th +5 Greater Creature Choice 4 10 4 3 2 — 16th +5 Ability Score Improvement 4 11 4 3 3 — 17th +6 Monster Tamer Clan Feature 5 11 4 3 3 — 18th +6 Ability Score Improvement 5 11 4 3 3 — 19th +6 — 5 12 4 3 3 1 20th +6 Champion Tamer 5 13 4 3 3 1

Class Features The Monster Tamer gains the following features. Hit Points Hit Dice: 1d6 per Monster Tamer level

1d6 per Monster Tamer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Monster Tamer level after 1st Proficiencies Armor: Light armor, medium armor,

Light armor, medium armor, Weapons: Simple weapons

Simple weapons Tools: None

None Saving Throws: Charisma, Dexterity

Charisma, Dexterity Skills: Choose two from Animal Handling, Nature, Athletics, Persuasion, Survival, and Perception. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Any Simple Weapon or (b) Light Crossbow and 20 Bolts

(a) Scale Mail or (b) Studded Leather Armor

(a) Dungeoneers's pack or (b) explorer's pack Taming Spells At first level you learn the spell Animal Friendship. Charisma is your spell casting ability for it. it does not require you to use a spell slot to cast, and you can cast it an equal amount of times to your Charisma modifier and regain all uses on a long rest. However, you can only cast it as part of Taming a creature this way and you can only charm creatures with a challenge rating that is equal to or less than half your Monster Tamer level this way. Taming Cage At first level your learnings of being a monster tamer has given you the ability to create a Taming Cage. A Taming Cage is a small cage that you have infused with magical energy to create an extradimensional space that can be used to store the essence of a creature you can later summon and control. You may only have a number of creatures inside Taming Cages as shown in the Tamed Creatures column of the classes table. You can only tame beasts.

Creating a taming cage Creating a Taming Cage takes one hour of uninterrupted work which may coincide with a short or long rest. You create a Taming Cage by infusing a tiny nonmagical cage with magic. You may only have one Tamed Creature at a time but gain more when you gain levels in this class as shown in the Taming Cages column of the classes table. If You dismiss the Taming Cage and the creature inside it as an action, or Destroy the cage, the cage will lose its magic and the creature inside is instantly summoned into an empty space within 5 feet of the sphere. It will no longer be in your control and will act independently.







Using a Taming Cage In order to tame a creature using the Taming Cage the creature must first be charmed by you by either casting Animal Friendship or Charm Monster. Once the creature is charmed you may then either throw the Taming Cage against the creature by making a Ranged Attack with the Taming Cage (you are considered proficient when throwing the Taming Cage in this way, The Taming Cage has a range of 30ft and has the finesse property.) or by making a melee attack against the creature. If you hit the creature takes no damage and is instead absorbed into the taming cage and remains there untill summoned or dismissed. The creature is dormant while in the extradimensional space within the Taming Cage. You can only tame creatures with a challenge rating that is equal to or less than half your Monster Tamer level.

Summoning a Tamed Creature As an action, you may choose a Taming Cage of your choice that is on your person. The creature will come forth from the Taming Cage into an empty space of your choice within 5 feet of you. The creature obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the creature where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. If one of your tamed creatures is reduced to 0 hit points, it is automatically returned to the taming cage and is stabalised. The Creature can spend hit dice on a short rest and regains all hit points on a long rest. Monster Tamer Clans At 1st level, you choose your Monster Tamer Clan: Tamer of the Skies or Tamer of the Earth, or Tamer of the Tides each of which is detailed at the end of the class’s description. Your choice grants you features at 10th level and again at 17th level. Tamers Bestiary At 2nd level you create a book called the Tamers Bestiary. After a battle, you can inspect a creature and take notes in your Tamers Bestiary of it's different attributes. Make a Wisdom (Survival) check with a DC equal to 8 + half the challenge rating of the creature. On a success, you learn the name of the creature and any 3 attributes about it. On a failure, you learn the name of the creature. If you encounter the same creature again and attempt to gather new information about it, you make the check with advantage. Doing this takes one hour of uninterupted work and costs 5 GP worth of ink and 1 page in your Bestiary. Should your Tamers Bestiary be lost or destroyed, you can replace it over the course of a day with another book and copy down the lost information of up to 5 creatures at the cost of 5 GP worth of ink per page.

Spellcasting Beginning at 3rd level you begin to harness the magical power of the creatures you tame. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Monster Tamer spell list.

Spell Slots The Monster Tamer table shows how many spell slots you have to cast your Monster Tamer spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell Beast Bond and have a 1st-level and a 2nd-level spell slot available, you can cast Beast Bond using either slot.

Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the Monster Tamer spell list. The Spells Known column of the Monster Tamer table shows when you learn more Monster 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 4th 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 Monster Tamer spells you know and replace it with another spell from the Monster Tamer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your Monster Tamer spells, since your magic draws on your connection to the creatures you tame You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Monster Tamer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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. Adept Training Beginning at 5th level, You can now command up to two tamed creatures to take either the Attack, Dash, Disengage, or Help action as a Bonus Action on your turn. Improved Taming Spells Starting at 6th level, you learn the spell Charm Monster. Charisma is your spell casting ability for it. it does not require you to use a spell slot to cast, and you can cast it an equal amount of times to your Charisma modifier and regain all uses on a long rest. However, you can only cast it as part of Taming a creature this way and you can only Charm creatures with a challenge rating that is equal to or less than half your Monster Tamer level. Creature Choices Starting at 6th level, You can now tame even deadlier creatures. Choose an additional type of creature you can tame: Aberration, Construct, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead. Creature Choices Starting at 10th level, You can now even more deadlier creatures. Choose an additional type of creature you can tame: Aberration, Construct, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead. Expert Training Beginning at 11th level, You can now command all your tamed creatures to take either the Attack, Dash, Disengage, or Help action as a Bonus Action on your turn. Feral Defenses Starting at 14th level, while your Tamed Creatures can see you, they have advantage on all saving throws. Greater Creature Choices You are a expert at taming the most dangerous creatures. At 15th level, Choose an additional type of creature you can tame: Celestial, Dragon, or Giant. Champion Tamer You have mastered the art of taming creatures. Starting at 20th level, You are now no longer limited to a certain challenge rating When Taming or Charming a creature.

Monster Tamer Clans Monster Tamers usually reside in one of three Clans. The Tamers of the Skies, Tamers of the Earth, or the Tamers of the Tides. each clan are especially suited to taming certain monsters. Tamer of the Skies You are an expert in the art of taming creatures who soar the skies above the lands. Beast of the Skies At 1st level, When you join the Tamer of the Skies Clan you are given a Gift of a Partner. That being the Beast of the Skies. You choose what the Beast of the Skies looks like. Your Beast of the Skies resides inside a Taming Cage however it does not count towards the amount of Tamed Creatures you can have. Your Beast of the Skies cannot be dismissed and if the cage the Beast of the Skies is inside is destroyed it is still under your control and you may use a Spare Taming Cage to tame the Beast of the Skies again without needing to charm it. You add your Proficiency bonus to all Attack Rolls, Damage rolls, AC, and any Saving Throw or Skill it is Proficiencent in. Additionally, You have Advantage on Wisdom (Survival) checks when tracking or recording imformation down a creature with a Flying Speed. Beast of the Gales Starting at 10th level, Your Beast of the Skies changes itself into the Beast of the Gales gaining powerful new abilities and techniques. You now use the Beast of the Gales stat block when using the Beast of the Skies. Beast of the Aeroshpere Starting at 17th level, The beast of the skies reaches its Final Form granting its dominion over the Skies and the Atmosphere. You now use the Beast of the Aeroshpere stat block when using the Beast of the Skies. Beast of the Skies Medium Beast, Neutral Armor Class 13

13 Hit Points 5 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

5 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 10 ft., fly 60 ft STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 11 (+0) Saving Throws Dex +5, Wis +4

Dex +5, Wis +4 Skills Perception +3, Stealth +5

Perception +3, Stealth +5 Senses Passive Perception 13

Passive Perception 13 Languages understands the languages you speak

understands the languages you speak Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) Beast of the Gales Medium Beast, Neutral Armor Class 14

14 Hit Points 10 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

10 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 10 ft., fly 75 ft STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 11 (+0) Saving Throws Dex + 7, Wis +6,

Dex + 7, Wis +6, Skills Perception +5, Stealth +7

Perception +5, Stealth +7 Senses Passive Perception 15

Passive Perception 15 Languages understands the languages you speak

understands the languages you speak Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The Beast of the Gales has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The Beast of the Gales makes two attacks: Two Slash attacks. Slash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (2d6 + 3)

Beast of the Aeroshpere Large Beast, Neutral Armor Class 14

14 Hit Points 20 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

20 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 10 ft., fly 90 ft STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 11 (+0) Saving Throws Dex + 9, Wis +6,

Dex + 9, Wis +6, Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Skills Perception +7, Stealth +9

Perception +7, Stealth +9 Senses Passive Perception 17

Passive Perception 17 Languages understands the languages you speak

understands the languages you speak Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The Beast of the Aeroshpere has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The Beast of the Aeroshpere makes two attacks: Two Slash attacks. Slash. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit (4d6 + 3) Whirlwind (Recharge 4–6). Each creature within 10ft of the Beast of the Aeroshpere must make a Strength saving throw. On a failure, a target takes 20 (5d8) bludgeoning damage and is flung up 20 feet away from the Beast of the Aeroshpere in a random direction and knocked prone. The DC equals your spell save DC. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.







Tamer of the Earth You are an expert in the art of taming powerful creatures who roam the land. Beast of the Earth At 1st level, When you join the Tamer of the Earth Clan you are given a Gift of a Partner. That being the Beast of the Earth. You choose what the Beast of the Earth looks like. Your Beast of the Earth resides inside a Taming Cage however it does not count towards the amount of Tamed Creatures you can have. Your Beast of the Earth cannot be dismissed and if the cage the Beast of the Earth is inside is destroyed it is still under your control and you may use a Spare Taming Cage to tame the Beast of the Earth again without needing to charm it. You add your Proficiency bonus to all Attack Rolls, Damage rolls, AC, and any Saving Throws or Skills it is Proficiencent in. Additionally, You have Advantage on Wisdom (Survival) checks when tracking or recording imformation on a creature with a Climbing or Burrowing Speed. Beast of the Terra Starting at 10th level, Your Beast of the Earth changes itself into the Beast of the Terra which grants its more powerful abilities. You now use the Beast of the Terra stat block when using the Beast of the Earth. Beast of the Chasms Starting at 17th level, The beast of the skies reaches its Ascended Form gaining ultimate power over the grounds.. You now use the Beast of the Chasms stat block when using the Beast of the Earth. Beast of the Earth Medium Beast, Neutral Armor Class 12

12 Hit Points 7 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

7 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 30ft STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 11 (+0) Saving Throws Con +4, Dex +4

Con +4, Dex +4 Skills Perception +3, Athletics +4

Perception +3, Athletics +4 Senses Passive Perception 13

Passive Perception 13 Languages understands the languages you speak

understands the languages you speak Charge. . If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Actions Maul. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Beast of the Terra Medium Beast, Neutral Armor Class 13

13 Hit Points 12 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

12 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 30ft, Climb 30ft or Burrow 15ft (You Choose) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 11 (+0) Saving Throws Con +6, Dex +6

Con +6, Dex +6 Skills Perception +5, Athletics +6

Perception +5, Athletics +6 Senses Passive Perception 15

Passive Perception 15 Languages understands the languages you speak

understands the languages you speak Charge. . If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Actions Multiattack. The Beast of the Terra makes two attacks: Two Maul attacks. Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (2d6 + 2) Beast of the Chasms Large Beast, Neutral Armor Class 13

13 Hit Points 24 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

24 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 50ft, Climb 50ft or Burrow 30ft (Depending on what you chose last time) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 11 (+0) Saving Throws Con +8, Dex +8

Con +8, Dex +8 Skills Perception +7, Athletics +8

Perception +7, Athletics +8 Senses Passive Perception 17, Tremorsense 60ft

Passive Perception 17, Tremorsense 60ft Languages understands the languages you speak

understands the languages you speak Charge. . If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 2d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Siege Monster. The Beast of the Chasms deals double damage to objects and structures. Earth Tremors. The Beast of the Chasms creates earth tremors as it moves overland or underground. Any creature that comes within 10 feet of the moving beast for the first time on a turn must succeed on a Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. The DC equals your spell save DC. Any structure or object anchored to the ground that comes within 10 feet of the moving beast for the first time on a turn takes 10 (3d6) bludgeoning damage. Actions Multiattack. The Beast of the Terra makes two attacks: Two Maul attacks. Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 5 (4d6 + 2)

Tamer of the Tides Your are an expert in taming creatures who wander the vast oceans. Beast of the Tides At 1st level, When you join the Tamer of the Tides Clan you are given a Gift of a Partner. That being the Beast of the Tides. You choose what the Beast of the Tides looks like. Your Beast of the Tides resides inside a Taming Cage however it does not count towards the amount of Tamed Creatures you can have. Your Beast of the Tides cannot be dismissed and if the cage the Beast of the Tides is inside is destroyed it is still under your control and you may use a Spare Taming Cage to tame the Beast of the Tides again without needing to charm it. You add your Proficiency bonus to all Attack Rolls, Damage rolls, AC, and any Saving Throw or Skill it is Proficiencent in. Additionally, You have Advantage on Wisdom (Survival) checks when tracking or recording imformation on a creature with a Swimming Speed. Beast of the Torrent Starting at 10th level, Your Beast of the Tides changes itself into the Beast of the Torrent which grants its more powerful abilities. You now use the Beast of the Torrent stat block when using the Beast of the Tides. Beast of the Tsunami Starting at 17th level, The beast of the Tides reaches its Ultimate Form gaining supreme power over the oceans. You now use Beast of the Tsunami stat block. Beast of the Tides Medium Beast, Neutral Armor Class 12

12 Hit Points 5 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

5 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 15 ft, Swim 30ft STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11 (+0) Saving Throws Con +3, Wis +4

Con +3, Wis +4 Skills Perception +3, Stealth +4

Perception +3, Stealth +4 Senses Passive Perception 13

Passive Perception 13 Languages understands the languages you speak

understands the languages you speak Amphibious. . The Beast of the Tides can breathe air and water. Actions Slice. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2) Beast of the Torrent Medium Beast, Neutral Armor Class 13

13 Hit Points 10 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.)

10 + 4 times your Monster Tamer level. (The Beast has a Number of Hit Dice (d6's) Equal to your Monster Tamer level.) Speed 20 ft, Swim 50ft STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11 (+0) Saving Throws Con +5, Wis +6

Con +5, Wis +6 Skills Perception +5, Stealth +6

Perception +5, Stealth +6 Senses Passive Perception 15, Blindsight 30ft

Passive Perception 15, Blindsight 30ft Languages understands the languages you speak

understands the languages you speak Amphibious. . The Beast of the Torrent can breathe air and water. Actions Multiattack. The Beast of the Terra makes two attacks: Two Slice attacks. Slice. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (2d8 + 2)