Beast Tamer (5e Class)
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- 1 Creating a Beast Tamer
- 1.1 Class Features
- 1.1.1 Table: The Beast Tamer
- 1.1.2 Beast Companion
- 1.1.3 Tamer's Bond
- 1.1.4 Friend of Beast
- 1.1.5 Favored Type
- 1.1.6 Style of Raising
- 1.1.7 Ability Score Improvement
- 1.1.8 Guardian Beast
- 1.1.9 Trading Places
- 1.1.10 One with Nature
- 1.1.11 Support Flanking
- 1.1.12 Alpha Presence
- 1.1.13 One Heart
- 1.1.14 King Of Beast
- 1.1 Class Features
- 2 Style of Raising
- 3 Multiclassing
Creating a Beast Tamer
A Beast Tamer has devoted their life to the creatures of the wild. From the smallest rodent to the fiercest dragon, all creatures intrigue a tamer. They spend so much time studying creatures that they feel more at home in a forest or cave, than in any town or city.
- Quick Build
You can make a Beast Tamer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
As a Beast Tamer you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial weapons
Tools: 3 Artisans tools of your choice.
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Animal Handling, Athletics, Nature, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor and 2 Simple Melee Weapons or 1 martial Melee Weapon and 1 Whip or (b) Studded Leather armor and 1 Simple Melee Weapon or Whip
- A Short Bow with 20 Arrows
- (a) an Explorer's pack or (b) a Scholar's pack
|1st||+2||Tamer's Bond, Beast Companion||-|
|2nd||+2||Friend of Beast, Favored Type||1|
|3rd||+2||Style of Raising||2|
|4th||+2||Ability Score Improvement||3|
|7th||+3||Style of Raising Feature||4|
|8th||+3||Ability Score Improvement||5|
|9th||+4||One with Nature||5|
|10th||+4||Favored Type 2||6|
|11th||+4||Style of Raising Feature||6|
|12th||+4||Ability Score Improvement||7|
|15th||+5||Style of Raising Feature||8|
|16th||+5||Ability Score Improvement||9|
|18th||+6||Favored Type 3||10|
|19th||+6||Ability Score Improvement||10|
|20th||+6||King of Beast||12|
Starting at 1st level, you have a loyal companion that fights alongside you. Your companion must be a beast and can have a maximum CR of 1/2. The beast obeys your commands and it is friendly towards your allies.
In combat, it rolls its own initiative and acts on its own turn. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast companion acts on its own. The beast loses its Multiattack action, if it has one. You can ride the beast as a controlled mount if it is big enough, even if it hasn't been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. All other rules of mounted combat apply.
Your companion has a number of hit dies equal to yours, and gain an additional hit die every time you gain one, calculating the hit points accordingly. It uses your proficiency bonus and its ability modifiers for any ability checks, attack rolls or saving throws. The beast's natural attacks damage increases by one die at levels 5th, 11th and 17th.
Whenever you gain the Ability Score Improvement class feature, your beast companion’s abilities also improve. Your beast companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
At 1st level, on your turn, without spending an action, you can constantly feel the emotions of your beast companion, as long as the beast is within 500 feet of you. Within 300 feet, you can constantly tell your beast's location. If the Concentration is broken, the Beast Tamer loses this bond for a round. You need to concentrate to use this feature, as if you were concentrating in a spell. You can chose to end the bond on your turn, without spending an action. The more you spend time with your bond, the faster it is to find you, regardless of location, dimension or time it will find you. If it's loyalty is unnerving it can choose to transport itself to you.
Friend of Beast
At 2nd level, you gain the ability to influence a creatures attitude towards you, and possibly even befriend it. Creatures that are inclined to attack you of their own accord are considered aggressive. Creatures that are protective of themselves and/or their territory, but are not attacking first (such as protecting a nest) are considered defensive. Creatures who do not see you as a direct threat are considered Indifferent. And Creatures that will let you approach within 30 ft and touch them are considered Friendly.
You can also try to tame any beasts you encounter. Make a check with your proficiency bonus + your Charisma modifier, against a DC the CR of a creature (min 1) + its Attitude modifier (indicated bellow). On a successful check, you have tamed the beast. Tamed beasts are friendly towards you and your allies and are loyal to you. Has to have an intelligence of 2 or higher.
Aggressive = 22 OR Defensive = 18 to Indifferent
Indifferent = 14 to Friendly
Friendly = 11 to Tamed
You can only perform a check on a creature to lower or its attitude once per hour. If you fail you have to wait an hour to try again. In this way, to calm a creature from Aggressive or Defensive to Tamed, it would take 3 successful checks over 2 hours.
The number of beasts you can control at one time is given under the Max Beast column on the Beast Tamer's table. The Beast Companion does not count against the number of beasts you can control. The combined total of the Monsters CR cannot exceed the Beast Tamer's level. A tamed beast is friendly towards the beast tamer allies. A tamed beast will ignore it's alignment in order to follow the Beast Tamer's commands, but it can still act on its own.
In combat, the beast shares your initiative count, and takes its turn alongside yours.
At 2nd level, the Beast Tamer may choose two of the following monster types, Monstrosity, Giant, Dragon, Aberration, Plant, Celestial, or Fey. They can now tame monsters with that type as well and all mentioning of beast also refer to monsters of that type. Choose two additional types at 10th level and an additional type at 18th level.
Style of Raising
At 3rd level, a Beast Tamer must choose how they plan to raise the beasts in their care. Strict and Discipline (Offense Focused) or Love and Protective (Defensive Focused). The Style you choose will grant your beast a boon at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
At 5th level, the Beast Tamer may appoint one of its Beast as a Guardian. The Guardian's AC will increase by 2 and, once per short rest, it will gain 1 Hit dice + the Beast Tamer's Constitution modifier in Temporary Hit Points while being adjacent or mounted by the Beast Tamer. If the Guardian is at least one size category larger than the Beast Tamer, then the Guardian may be treated as a mount. If mounted, the Guardian must be attacked before the Beast Tamer as it will try to protect it's tamer at the best of it's abilities. The Beast Tamer and Guardian have a single turn. The Guardian may only be changed when you gain a level or you preform a ritual that takes 1 hour and cost 20gp worth of Diamond Dust per beast CR(min 1).
At 6th level, the Beast Tamer may switch the position between two of their beasts. The Beast Tamer can not target themselves or the Guardian with this feature. However, if this swaps a beast into a threatened square and they aren't facing the enemy, that enemy may take an opportunity attack. There must be enough space at both locations for the beasts to fit. You may use this a number of times equal to your Charisma modifier(min 1) before needing a long rest.
One with Nature
At 9th level, the Beast Tamer becomes more attuned to the nature around him. When not in a "man-made" area the Beast Tamer may blend in with their surroundings. You gain a +5 bonus to Stealth checks against Perception checks based on Sight. You move at half your normal speed while blending, and casting spells that require verbal components ends this feature. This feature can be used 1 + your Intelligence modifier times before needing a long rest. This feature also grants the Beast Tamer and Guardian +1 AC when not in "man-made" areas.
At 13th level the Beast Tamer's beast gain the benefit of a flanking bonus if a line can be made between the beast and Beast Tamer that include the subject of attack and the Beast Tamer must be able to threaten the subject of attack.
At 14th level, as a bonus action the Beast Tamer can expel an overpowering aura of dominance. All non-friendly creatures (with a CR lower than the Beast Tamer's level + proficiency bonus) in 120ft radius make a DC 16 Wisdom saving throw. If failed, they lose half of your Charisma modifier (rounding down) to hit. Also, friendly tamed beasts gain your proficiency bonus to hit for 1 minute. This feature can be used once per long rest.
At 17th level, the Beast Tamer may choose one beast to form a life link with. This makes the Beast Tamer and beast share one pool of combined Hit Points. If reduced to zero, they both fall unconscious, but the link remains making them share death saves. This effect can be used once before needing to finish a long rest, however, the Beast Tamer can only be linked to one beast at a time. A new connection will terminate the previous connection. The Guardian may be selected.
King Of Beast
At 20th level the Beast Tamer's Beast Companion evolves/mutates into a higher form. The Companion's size increases by one if possible/desired, granting +4 points to both Dexterity and Strength scores to a maximum of 24, and 20 additional Hit Points. Their main natural attack goes up by 2 dice and secondary attacks, if any, by 1 die.
Style of Raising
Strict and Discipline
At 3rd level, you have taught your beast to react quickly to your commands. Due to this quick reaction training, your beast adds your Proficiency Bonus to their attack rolls.
At 7th level, you have taught your beast how to focus onto their target's weak points. Your beast adds your Proficiency Bonus on to their damage.
At 11th level, you have taught your beast how to hunt as a pack. An enemy threatened by 2 or more of your beasts have their AC decreased by 2. If one of your beast's attacks hit, the other beast's attacks will also hit if they are in range, but they won't be able attack on their turn.
At 15th level you have taught your beast how to be more deadly. The critical range for their attacks is now 19-20.
Love and Protective
At 3rd level, you have taught your beast to protect itself when in danger, your beast gains a bonus to AC = to your proficiency bonus.
At 7th level, through love and nurture, you beast feel healthier. Your beast gain bonus health equal to your Constitution Modifier x 10
At 11th level, you have taught your beast how to hunker down. Your beast can gain +2 AC by defending itself as long as it does not move or attack.
At 15th level, you have taught your beast the best offense is a good defense. If a ally is about to be hit, an adjacent beast no more than 15ft away can use it's Reaction to try to knock the attack away by making a Dexterity Save with the DC equal to the attack roll with modifiers. Critical hits cannot be interrupted in this manner. This ability can only be used once per beast per long rest.
Prerequisites: To qualify for multiclassing into the Beast Tamer class, you must meet these prerequisites: Charisma 14, Dexterity 12
Proficiencies: When you multiclass into the Beast Tamer class, you gain the following proficiencies: Nature and Animal Handling