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

Hit Die d10
Primary Ability Wisdom, Dexterity
Saving Throws Wisdom, Strength

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial light weapons
Tools Tinker's tools, Herbalism kit
Skills Choose two from Animal Handling, Nature, Survival, Insight, Acrobatics

Starting Equipment

• A Tamer's Kit (includes 2 Beast Capsules), leather armor, a simple weapon
• A Tamer's Kit (includes 2 Beast Capsules), explorer's pack, a net and slingshot

Class Resources

Beast Capsules 4 (Long rest (you can craft or buy more in downtime))
Beast Focus Points 4 (Long rest)

Class Abilities

Martial Abilities

Resource Beast Focus Points
Nonlethal Strike
Attack Action Level 2

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.

Control Effect
Conditions: prone (on failed opposing check)
Duration: instant
Capture Throw
Action 1 Beast Capsule Level 1

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.

Control Effect
Saving Throw: Wisdom (Animal Handling)
Conditions: subdued (on success)
Duration: permanent while bound
Command (Simple)
Bonus Action Level 2

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.

Buff Effect
Duration: this turn
Complex Command
Action 1 Beast Focus point Level 4

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.

Utility Effect
Duration: this turn
Recall
Action Level 2

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.

Healing Effect
Duration: instant
Field Calibration
10 minutes Tamer's Kit components Level 5

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).

Buff Effect
Duration: next encounter
Call Back (Emergency)
Reaction 1 Beast Focus point Level 6

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.

Defensive Effect
Duration: instant
Shared Instinct
Bonus Action 1 Beast Focus point Level 8

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.

Buff Effect
Duration: 1 round

Transformations

Beast Merge (Lesser)
1 minute 2 Beast Focus points Level 11

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).

Changes:

Share senses with companion, Add your proficiency bonus to companion attacks and saves, Use reaction instead of companion

Special Actions:

Use reaction in place of companion

Limitations:

Companion still follows DM adjudicated physiology limits

Beast Merge (Greater)
Up to 10 minutes Beast Focus points (variable) Level 18

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.

Changes:

Gain temporary HP equal to companion HD × 3, Companion gains your Wisdom bonus on saves, Companion may make two attacks on command

Special Actions:

Fuse elemental breath or a natural weapon (DM decision)

Limitations:

Fusion of exotic traits requires DM approval

Rider Bond
while mounted Level 15

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.

Changes:

Mount gains extra mobility, You may use bonus action to grant extra movement or +1 attack

Special Actions:

Dash as a bonus action for mount once per turn

Limitations:

Only applicable to suitably sized captured companions

Auras

Inspiring Presence
10-foot radius Level 4

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.

Effect:

+1 to saves and skill checks for allies and companions

Hunter's Pack
10-foot radius 1 Beast Focus point Level 10

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.

Effect:

Advantage on coordinated attack for companions

Activation:

Bonus action

Companions

Captured Monster (Template)
Variable (depends on captured creature)
Level 1

A 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.

Statistics:
HP Varies by processed CR (rough guideline: CR 0 = 4 + con mod, CR 1/4 = 1d8+con, CR 1/2 = 2d8+con, CR 1 = 3d8+con, scale up appropriately)
AC 12
STR 10
DEX 12
CON 12
INT 3
WIS 10
CHA 6
Speed:
Walk 30 ft.
Senses:

normal

Features:

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

Commands:

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

Scaling:

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)

You gain proficiency with Tamer's Kit (a set including capture capsules, seals, and grooming tools — use Tinker's Tools rules for crafting capsules). You may craft mundane Beast Capsules using Tinker's Tools and materials; rare or magic capsules require questing or NPC purchase. You also gain advantage on Animal Handling checks to calm creatures.

Nonlethal Capture Protocol (Level 1)

When you reduce a creature to 0 hit points using a nonlethal attack or a knockdown effect, you can attempt to subdue and capture it instead of leaving it inert. To capture, you must spend one Beast Capsule (a consumable you hold) and succeed on a Wisdom (Animal Handling) check against DC 8 + the creature's CR × 2 + the creature's Constitution modifier. On a success, the creature is subdued and becomes a Captured Monster (see Companion rules). On a failure by 5 or more, the creature breaks free and the capsule is expended. If you reduce a creature to 0 by nonlethal means and expend no capsule, you can attempt to bind it with improvised restraints but you cannot take it as a usable companion until a capsule is used or it’s transported to safety and processed.

Resource Cost: 1 Beast Capsule

Bonded Companion (Level 2)

You may maintain up to one active Captured Monster at 1st level. A Captured Monster follows your commands, acts on its own initiative immediately after your turn, and uses simplified rules (see Companion entry). The maximum CR of a creature you can bind as a companion starts at 0 (tiny or CR 0 beasts) and increases as you level (see Capture Cap feature). You can dismiss and recall your companion into its capsule as an action; it returns to the capsule and is unavailable until you use an action to recall it again.

Tamer's Training (Level 2)

You learn specialized techniques for nonlethal confrontation. You can use the Attack action to use a Nonlethal Strike that deals no lethal damage but forces a Strength (Athletics) or Dexterity (Acrobatics) check (opposed by the target's choice) to stay on their feet, or else be knocked prone. When you use Nonlethal Strike against beasts or monstrosities, you gain a +2 bonus to your Animal Handling check to subdue them.

Choose a Calling (Level 3)

At 3rd level you choose a Calling that reflects your philosophy and style as a Beast Tamer: Beast Whisperer, Arena Handler, Warden of Scales, or Research Custodian. Each Calling grants features at 3rd, 7th, 11th, and 15th levels.

Capture Cap (Level 5)

Your maximum allowed CR for a Captured Monster increases with your level: CR 0 at level 1, CR 1/4 at level 5, CR 1/2 at level 7, CR 1 at level 9, CR 2 at level 11, CR 4 at level 15, CR 8 at level 18. You cannot capture creatures above your current Capture Cap unless a story-based artifact or ritual temporarily raises your cap.

Command Point (Level 6)

You gain a pool of Beast Focus points equal to 1 + your Wisdom modifier (minimum 1). You may spend Beast Focus to bolster a companion's action (+d6 to an attack or skill, or grant advantage), to issue a complex multi-step command (allowing the companion to take two actions on its turn), or to attempt a risky capture reroll. Your pool refreshes on a long rest.

Resource Cost: Beast Focus Points

Pack Management (Level 7)

At 7th level you may maintain up to two active Captured Monsters simultaneously. When you gain a third companion slot later, you must choose which companions are active; inactive companions are kept within capsules and cannot act.

Field Processing (Level 9)

When you capture creatures, you can perform a quick field analysis to convert a captured monster into a compact stat template suited for adventuring. Processing takes 10 minutes and requires a Tamer's Kit and a successful Wisdom (Nature) check (DC 10 + creature CR). Success grants the companion the simplified stat block (see Companion rules) and records two learned actions or traits from the original creature's stat block.

Beast Merge (Lesser) (Level 11)

At 11th level you can briefly merge your essence with a bonded companion. As an action, expend 2 Beast Focus points to enter a merged state for up to 1 minute: you and one companion share senses (you perceive through its senses), you add your proficiency bonus to its attacks and saves, and you may use your reaction to take an action in place of the companion. You may use this feature once per short rest.

Resource Cost: 2 Beast Focus points

Master Tamer Techniques (Level 15)

Your experience gives you expertise in dealing with creatures. Choose two skills from Animal Handling, Nature, or Survival — your proficiency bonus is doubled for checks with those skills. Additionally, when you expend a Beast Capsule to capture a creature two CR tiers above your Capture Cap (story permitted), you may attempt capture with disadvantage but gain triple rewards on success (experience, research, and renown).

Beast Merge (Greater) (Level 18)

At 18th level your merge improves. You may merge with a companion for up to 10 minutes once per long rest. While merged, you gain temporary hit points equal to the companion's HD × 3, the companion gains your Wisdom modifier to all saving throws, and you may use an action to force the companion to perform two attacks or a special action. Additionally, you may fuse certain traits (claws, breath, flight) into your form for the duration as allowed by DM adjudication.

Resource Cost: Beast Focus points (variable)

Apex Trainer (Level 20)

At 20th level you are a living legend of taming. Your Capture Cap increases by one more CR tier (so if you were CR 8 at 18, you can attempt CR 10 or unique monsters). Once per long rest, any capture attempt you make is treated as though you had advantage, you expend no capsule on a successful capture, and the captured creature gains one extra learned action when processed.

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