Beast Tamer
Beast Tamers are wanderers, showmen, and field naturalists who subdue, study, and fight alongside wild creatures. They win battles with cunning, tools, and a bond with living beings others would slay. A tamer can be a kindly handler who frees creatures from harm, a ruthless arena coach, or a scholar assembling a living library of monsters.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Nonlethal Strike
A precise strike meant to knock a creature unconscious without killing it. When you use the Attack action, you can declare nonlethal damage. On a hit, the target is forced to make a Strength (Athletics) or Dexterity (Acrobatics) check (target's choice) vs DC = 8 + your proficiency + your Wisdom modifier. On failure it is knocked prone and takes normal nonlethal damage; on success effects are minimal.
Capture Throw
Throw a Beast Capsule to attempt immediate capture (as described in Nonlethal Capture Protocol). If the target is already at 0 HP nonlethally, use a slightly easier DC. Using a capsule consumes it. Advanced capsules and training modify DC and effects.
Command (Simple)
Use a bonus action to command a bonded companion to take the Dash, Disengage, or Help action. For more complex commands use your action. You can also spend 1 Beast Focus point to have the companion take the Attack action with advantage.
Complex Command
As an action, give a companion a detailed multi-step instruction (up to two actions and movement). Requires a Beast Focus point to ensure follow-through. Complex commands can include coordinating with allies or setting traps.
Recall
As an action, recall one active bonded companion into its capsule, or release one inactive companion from its capsule. Recalling heals the companion for a small amount (1d6 + your Wisdom modifier) while it rests inside the capsule.
Field Calibration
Spend 10 minutes and one Tamer's Kit to grant a released companion a single combat boon for the next encounter (bonus to AC, +1d6 on one attack, or advantage on one save).
Call Back (Emergency)
When a bonded companion would be reduced to 0 HP, you can immediately spend 1 Beast Focus point as a reaction to instantly recall it to its capsule and prevent its destruction. The companion is stabilized and heals a small amount while inside.
Shared Instinct
Spend 1 Beast Focus point to grant one companion your initiative for one round; it acts on your turn and gains a +d6 to its first attack or save that round.
Transformations
Beast Merge (Lesser)
A limited merge between you and one bonded companion. You share senses, grant proficiency bonus to its attacks and saves, and can use your reaction in its stead. Lasts 1 minute. Usable once per short rest (see features).
Share senses with companion, Add your proficiency bonus to companion attacks and saves, Use reaction instead of companion
Use reaction in place of companion
Companion still follows DM adjudicated physiology limits
Beast Merge (Greater)
A prolonged merge in which you and a companion combine strengths: temporary HP, fused traits (flight, claws, breath as allowed by DM), and extra actions for the companion. Lasts up to 10 minutes. Usable once per long rest.
Gain temporary HP equal to companion HD × 3, Companion gains your Wisdom bonus on saves, Companion may make two attacks on command
Fuse elemental breath or a natural weapon (DM decision)
Fusion of exotic traits requires DM approval
Rider Bond
Form a specialized riding merge with certain eligible companions that allows mounted combat synergy: your mount gains boosted movement, and you can use bonus actions to grant it extra movement or attacks once per turn.
Mount gains extra mobility, You may use bonus action to grant extra movement or +1 attack
Dash as a bonus action for mount once per turn
Only applicable to suitably sized captured companions
Auras
Inspiring Presence
Your decorated, confident manner inspires companions and allies. Allies and bonded companions within 10 feet gain a +1 morale bonus to saving throws and skill checks.
+1 to saves and skill checks for allies and companions
Hunter's Pack
When you and any captive companions are within 10 feet of each other, you can use a bonus action to grant all companions temporary advantage on coordinated attack against the same target for one round.
Advantage on coordinated attack for companions
Bonus action
Companions
Captured Monster (Template)
Level 1A system for converting a captured creature into a usable companion for play. When captured and processed, a creature is reduced to a simplified 'Captured Monster' stat line appropriate to its CR and the Tamer's level. The creature retains two signature actions/traits chosen during processing and gains stats scaled to be balanced for adventuring (see Scaling). Companions act on their own initiative just after their Tamer, follow commands, and can gain bonuses from Beast Focus points and Tamer features.
normal
Simplified stat block derived from original creature's CR, Retains two selected signature actions or traits (attacks, breath, special senses), Acts independently on initiative after Tamer, Can be recalled to capsule
Simple commands (Dash, Disengage, Help) as a bonus action, Complex commands (multi-step) as an action (cost may apply), Emergency recall as a reaction using Beast Focus
Level 3: You can process and maintain creatures up to CR 1/4; companions gain +1 HP per level and +1 attack bonus at level 3.
Level 7: You can maintain creatures up to CR 1/2; companions gain an additional action option (shove or grapple) once per short rest.
Level 9: You can maintain creatures up to CR 1; companions gain +2 to attack rolls and +1 to damage.
Level 11: Capture Cap increases to CR 2 as per Capture Cap feature; companions gain an extra signature trait recorded during processing.
Level 15: Companions scale with your level: their AC or HP improves, and you may maintain more active companions (see Pack Management).
Level 18: Companions may be of CR up to your Capture Cap (see Capture Cap). Merged traits and elemental imprints become available.
Class Features
Tamer's Kit (Level 1)
Nonlethal Capture Protocol (Level 1)
Resource Cost: 1 Beast Capsule
Bonded Companion (Level 2)
Tamer's Training (Level 2)
Choose a Calling (Level 3)
Capture Cap (Level 5)
Command Point (Level 6)
Resource Cost: Beast Focus Points
Pack Management (Level 7)
Field Processing (Level 9)
Beast Merge (Lesser) (Level 11)
Resource Cost: 2 Beast Focus points
Master Tamer Techniques (Level 15)
Beast Merge (Greater) (Level 18)
Resource Cost: Beast Focus points (variable)
Apex Trainer (Level 20)
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