Master of Monsters (5e Class)

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Master of Monsters[edit]

A halfling wandering through the forest, cloaked by a grey mantle, walks silently, accompanied by a dark leopard. With a subtle gesture, the feline disappear in the shadows, biting the neck of a surprised ogre, killing it instantly.

An elven lady, flying on the back of a pegasus, shouts in the sky a command for him to dodge, that obeys almost before the word let her mouth, showing the synchrony and link between them, just in the right time to evade the blazing blast of fire exhaled by a young red dragon.

A half-orc raises his greataxe while darting forward, charging towards a horde of goblinoid enemies, letting out a fierce scream that boosts the resolve of his rhinoceros companion.

Master of monsters are beast and monster tamers, specialized in training monsters to fight alongside them. They don't rely in the power of their weapons, or in the strength in their arms, but rather, they trust in the bond they form with monsters, using this bond to develop their instincts and fighting capabilities, unleashing the full potential inside those creatures.

A monster tamer have many skills to train and command their monstrous companions in battle. Although they sometimes lack the ability to handle themselves in battle, they trust that with enough training and with a strong link with their companions, they don't need to.

Friend of the Deadliest[edit]

Understanding Dangers[edit]

Edit in progress

Creating a Master of Monsters[edit]

How did your character come about the knowledge required to summon Monstrous allies?

Why did they choose to start adventuring? (Edit in Progress)

Quick Build

You can make a Master of Monsters quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Strength. Second, choose (Background choice in progress)

Class Features

As a Master of Monsters you gain the following class features.

Hit Points

Hit Dice: 1d8 per Master of Monsters level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Master of Monsters level after 1st


Armor: Light, Medium Armor
Weapons: Simple weapons, Simple Ranged Weapons, Martial Ranged Weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Intimidation, Persuasion, Investigation, Nature, Perception, or Survival.


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

  • One Simple Weapon
  • (a) A Simple Ranged Weapon with 20 of its Ammunition or (b) A Martial Ranged Weapon with 20 of its Ammunition
  • (a) A dungeoneer's pack or (b) an explorer's pack
  • A net
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Master of Monsters

Level Proficiency
Features Monster Taming CR
1st +2 1
2nd +2 1
3rd +2 1
4th +2 Ability Score Improvement 1
5th +3 2
6th +3 2
7th +3 3
8th +3 Ability Score Improvement 3
9th +4 4
10th +4 4
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 5
14th +5 5
15th +5 5
16th +5 Ability Score Improvement 5
17th +6 6
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 6

Training Style[edit]

Starting at 1st level, you adopt a particular style of monster taming. Choose one style from the list below:

Monster Companion[edit]

Also at 1st level, you develop the ability to train monsters and use them in combat. Choose a beast or monstrosity that has a challenge rating of 1 or lower and with the Intelligence score lower than yours. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your master of monsters level, whichever is higher. Like any creature, the monster can spend Hit Dice during a short rest.

The monster obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the monster where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the monster takes the Dodge action.

If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself. The monster never requires your command to use its reaction, such as when making an opportunity attack.

If the monster dies, you can obtain another one by spending 8 hours magically bonding with another monster that isn’t hostile to you, either the same type of monster as before or a different one.

Monster Taming[edit]

Starting at 2nd level, you gain a pool of special dice called taming dice. You have four taming dice, which are d6's, and you recover any expended dice after finishing a long rest. The size of the die becomes 1d8 at 5th level, 1d10 at 9th level and 1d12 at 13th level.

Starting at 5th level you regain your dice after a short or a long rest.

At 2nd level, you can use your dice to fuel the following features: Evade and Attack. To benefit from these features, your monster companion must be capable of seeing or hearing you, or must be within 5 feet of you.


As a bonus action, you can spend one taming die to command your monster to evade strikes. Roll the die spent. The monster gain a bonus to its AC equal to the number rolled until the start of your next turn.


As a bonus action, you can spend one taming die to command your monster to aim its strikes. Roll the die spent. The monster gain a bonus to its attack rolls equal to the result on the die.

Monstrous Fury[edit]

Starting at 5th level, when you command your monstrous companion to take the Attack action, the companion can make two attacks, or it can take the Multiattack action if it has that action.

Monstrous Coordination[edit]

Beginning at 9th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

Taming Recovery[edit]

At 10th level, when you roll initiative and have no taming dice remaining, you regain 1 taming die. At 17th level, you regain 2 dice instead of 1.

Storm of Claws and Fangs[edit]

At 11th level, you can use your action to command your companion to make a melee attack against each creature of your choice within 5 feet of it, with a separate attack roll for each target.

Taming Style[edit]

War Master[edit]

Blood Hound[edit]

Carrying Companion[edit]


Prerequisites. To qualify for multiclassing into the Beast Master class, you must meet these prerequisites: Wisdom 16, Strength 16, Con 14

Proficiencies. When you multiclass into the Beast Master class, you gain the following proficiencies: Light armor, Medium armor, Simple Ranged Weapons, Martial Ranged Weapons

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