Beast Tamer (5e Class)

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Creating a Beast Tamer[edit]

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.

Class Features

As a Beast Tamer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Beast Tamer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Beast Tamer level after 1st

Proficiencies

Armor: Light
Weapons: martial weapons, Short Bows, daggers, quarterstaves, whips
Tools: 3 Artisans tools of your choice.
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Animal Handling, Athletics, Nature, Perception, Survival

Equipment

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

Table: The Beast Tamer

Level Proficiency
Bonus
Features Max Beast
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
5th +3 Guardian Beast 3
6th +3 Trading Places 4
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
13th +5 Support Flanking 7
14th +5 Alpha Presence 8
15th +5 Style of Raising Feature 8
16th +5 Ability Score Improvement 9
17th +6 One Heart 9
18th +6 Favored Type 3 10
19th +6 Ability Score Improvement 10
20th +6 King of Beast 12

Beast Companion[edit]

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 best 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.


Tamer's Bond[edit]

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.


Friend of Beast[edit]

At 2nd level, you learn how to change a beast attitude, befriend it. Beasts with the indifferent attitude towards the you will treat you and any of your allies within 30 feet as friendly, and beasts with the hostile attitude will not attack you unless provoked.

You can also try to tame any beasts you encounter. Make a check with your proficiency bonus + your Charisma modifier, against a DC equals 8 + 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.

Hostile = 8

Indifferent = 4

Friendly = 0

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 by its own.

In combat, the beast shares your initiative count, but takes its turn immediately after yours.

Favored Type[edit]

At 2nd level, the Beast Tamer may choose two of the following monster types:

Monstrosity
Giant
Dragon
Aberration
Plant
Celestial
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 level 10 and an additional type at level 18.

(No fiend or humanoid may ever be tamed)

Style of Raising[edit]

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 levels 3, 7, 11 and 15.

Ability Score Improvement[edit]

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.

Guardian Beast[edit]

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).

Trading Places[edit]

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[edit]

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.

Support Flanking[edit]

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.

Alpha Presence[edit]

At 14th level, as a bonus action the Beast Tamer can expel an overpowering aura of dominance. All non-friendly creatures (with 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.

One Heart[edit]

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 right after 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[edit]

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[edit]

Strict and Discipline[edit]

At 3rd level, you have taught your beast to react quickly to your commands. Due to this quick reaction training, your beast gains your Proficiency Bonus to their initiative.

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[edit]

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 plus 20 Hit Points.

At 11th level, you have taught your beast how to hunker down. Your beast can gain +2 AC by defending itself but it cannot move or attack.

At 15th level, you have taught your beast the best offense is a good defense. If a beast 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 knocked away.

Multiclassing[edit]

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

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