The Monster Tamer

Whether they companions 1n find the their deep wilderness or in the bustle of urban life, monster tamers spend a lifetime creating a bond with creatures that no other individual can even begin attempting to befriend.

Master of Creatures

Monster tamers come from all walks of life, and they can be found anywhere creatures roam-some prefer living in the wilderness to hone their skills in solitude while others enjoy the comforts of civilization and live alongside their pets in settlements.

Society at large has wildly differing viewpoints on monster tamers. Many view them as citizens who bring great value to their communities, assisting in all sorts of field work from simple hunting to complicated searches and rescues. Others have a more negative perception, assuming anyone who seeks the companionship of monsters rather than other people must be craven and mad. Regardless, the monster tamer serves a unique niche-royal personages might own exotic creatures, but monster tamers truly understand their pets in the most fundamental ways.

This imposed solitude from others causes monster tamers to be self-reliant, depending solely on themselves and their pets, but being independent from society benefits them when they choose to take on the reins of glory. While other adventurers may be confused with the constant attention that monster tamers give their pets, they come to understand that the monster serves them as well-fetching food and water, acting as a scout or night watch, creating shelter, and even fighting in battle alongside them.

Monster tamers treat their pet with the same reverence they would a sibling, knowing that paw, claw, or tentacle can mean the difference between life and death for themselves or their companions.

Friend of Monsters

Coming from the wild depths of mountains and forests to the more civilized locales of villages and cities, monster tamers are experts in training wildlife to obey their commands-beasts, exotic monsters, slimes, and even some draconic creatures. They forge lifelong bonds with the monsters they choose to train, becoming inseparable. Monster tamers learn many tricks throughout their careers in order to aid their pets, undergoing their own intensive training to learn how to hone a creature’s natural offensive prowess and defensive techniques.

While a given monster tamer may have specialized combat training most favor using their bonds with their pets in order to fight together. Monster tamers focus on giving commands that change the situation in their favor, whether by ordering their pets to be direct and aggressive on the battlefield or to perform special tricks in order to distract and delight.

Creating a Monster Tamer

When making your monster tamer, the first thing to decide is what kind of creature you want to be best at taming. Do you enjoy the company of a simple beast of the wild or relish the companionship of an exotic monster? Would you be open to the more outlandish idea of a dangerous pet such as a slime that could dissolve you in mere seconds? Have you chosen your path to overcome a fear of certain types or creatures or out of reverence?

What quests or trials did you overcome to acquire your first pet? Did your family, friends, and community react to your new companions with delight, fear, interest, or diffidence? What mishaps and accidents did you endure while training it? Has your pet forced you out into the wilderness or into a unique situation in your home settlement?

Quick Build

You can put together a monster tamer character very quickly. First make Constitution or Wisdom your highest ability score, followed by Strength or Dexterity. Second, choose the Acolyte background (with a religion that coincides with your regimen).

Third, choose a regimen and pet (a black bear for Animalists, a worg for Monstrous, or a gray ooze for Oddball).

Class Features

Hit Points

Hit Dice: 1d12 per monster tamer level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per monster tamer level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, blowgun, glaive, halberd, net, scimitar, shortsword, whip
Tools: Tamer’s tools
Saving Throws: Dexterity, Wisdom
Skills: Animal Handling and choose two from Athletics, Insight, Nature, Perception, and Survival


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

  • tamer’s tools
  • (a) studded leather armor or (b) a chain shirt
  • (a) a whip or (b) a halberd
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a net and blowgun with 10 darts or (b) a light crossbow and a quiver of 20 bolts

New Tool

Kit Tamer’s Tools (14 pounds, 10 gp). Tied off to a long looping belt intended to be draped over the shoulder, this set of instruments includes a whip, specific treats for a type of pet, a lead or leash, a 10-foot length of chain, pliers, and hard leather gloves.

Table: Monster Tamer
Level Proficiency Bonus Features Tricks Known Pet CR
1 +2 Regimen, Pet, Sense Pet 1/2
2 +2 Monster Taming, Tamer’s Zeal 1/2
3 +2 Combat Training, Monster Tricks 2 1
4 +2 Ability Score Improvement 2 1
5 +3 Regimen Feature 3 2
6 +3 Lend Vigor, Mystical Ferocity 3 2
7 +3 Whip Mastery 4 3
8 +3 Ability Score Improvement 4 3
9 +4 Toughened Hide 5 3
10 +4 Keeper’s Grasp, Regimen Feature 5 4
11 +4 Extra Attack 6 4
12 +5 Ability Score Improvement 6 5
13 +5 Monstrous Bond 7 5
14 +5 Monstrous Endurance 7 5
15 +5 Regimen Feature 8 6
16 +6 Ability Score Improvement 8 6
17 +6 Keeper’s Fury 9 7
18 +6 Domesticate 9 7
19 +6 Ability Score Improvement 10 7
20 +6 Regimen Feature 10 8

Multiclassing Prerequisite(s): Constitution 13

Proficiencies Gained: Light armor, medium armor, shields, simple weapons, blowgun, net, whip, tamer’s tools, Animal Handling


At 1st level when you select this class, you choose a regimen. Your regimen determines the kinds of creatures you can capture and train as pets. You gain features determined by your regimen at 1st, 5th, 10th, 15th, and 20th level.


Being a monster tamer means forging a powerful bond with a creature, a pet that you intensely train to undergo the rigors of adventuring and behaving in civilization. Your pet is friendly to you and your companions. During combat your pet takes the Dodge action each turn unless provoked or given a verbal command by you (an action).

When you reach 5th level in this class, issuing a command to your pet requires a bonus action, and at 11th level once per turn you can issue a command to your pet without any action required.

When you encounter a creature you are able to train, if it is not hostile towards you or your companions you can befriend it with a Wisdom (Animal Handling) check (DC 12 + the creature’s CR).

Once you have befriended a creature, you can make it your pet by succeeding on three Wisdom (Animal Handling) checks (DC 8 + the creature’s CR) but until then it is wild and may escape, attack you, or cause wanton destruction. It takes 8 hours of training to make these Wisdom (Animal Handling) checks to train a pet after it has befriended you. Any checks made to train a new pet without a long rest between them have disadvantage. You can’t have more than one pet at a time.

Unless commanded otherwise, your pet remains adjacent to you. Your pet remains with you and under your command until it dies, you dismiss it, or you are unable to feed it. The type of food your pet requires depends on the type of pet you have and is listed under your regimen. Monstrous and oddball pets develop peculiar tastes for specific types of flesh, strange seasonings, or another kind of special feed determined by the GM-whatever it is that your pet eats, it should be something available in the given environment although it might be rare and difficult to find regularly.

A pet with a higher hit point total than you reduces its maximum hit points to your maximum hit points.

Sense Pet

Also at 1st level, the presence of creatures you are so keen to registers on your senses like a strong odor, and a sense of companionship fortifies your soul. As an action, you can open your awareness to detect such creatures. Until the end of your next tum, you know the location of any creature of your regimen’s type within 60 feet of you that is not behind total cover, but not its identity.

You can use this feature a number of times equal to 1 + your Wisdom modifier. You regain all expended uses when you finish a long rest.

Monster Taming

At 2nd level, your proficiency bonus is doubled for Wisdom (Animal Handling) checks. When controlling your pet, you can use Wisdom (Animal Handling) regardless of the creature’s type. You are able to use Wisdom (Animal Handling) to try to control any type of trainable creature (with an of Intelligence 5 or less and the aberration, beast, dragon, monstrosity, or ooze type) but have disadvantage against creatures other than those of your regimen.

Tamer’s Zeal

Also at 2nd level, your time training your pet has taught you how to recover quickly. On your tum, you can use a bonus action to regain hit points equal to 1d12 + your monster tamer level. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 7th level, three times between rests starting at 14th level, and four times between rests at 20th level.

Combat Training

Starting at 3rd level, when your pet is of a CR lower than your maximum it gains additional benefits. The pet uses your proficiency bonus instead of its own and gains proficiency in two skills chosen when you befriend it or attain a higher maximum Pet CR.

Monster Tricks

At 3rd level, you master how to teach two specific monster tricks to your pet. Your monster trick options are detailed at the end of the class description. When you gain certain monster tamer levels, you gain additional monster tricks of your choice, as shown in the Monster Tricks Known column of the Monster Tamer table. Additionally, when you gain a level in this class, you can choose one of the monster tricks you know and replace it with another monster trick that you could learn at that 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.

Lend Vigor

At 6th level, the bond between you and your pet brings strength to limbs that otherwise have none. As long as you can see your pet, you can use your reaction to take an amount of damage up to your monster tamer level + Constitution modifier, and your pet gains a number of temporary hit points equal to the damage you take. These temporary hit points last for 1 minute or until combat ends (whichever is later).

Alternatively, you can reduce the temporary hit points granted to your pet by 5 to remove one level of exhaustion from your pet instead. You can remove multiple levels of exhaustion with a single use of Lend Vigor, reducing the temporary hit points by s for each additional level of exhaustion removed (for example, removing 2 levels of exhaustion costs 10 temporary hit points).

Whip Mastery

At 7th level, when you successfully hit a target with your whip you deal an extra 1d4 damage. Alternatively, instead of dealing damage with a whip, on a successful hit against a creature of Large size or smaller you can use your bonus action to make an opposed Strength (Athletics) check with disadvantage. On a success you disarm, grapple, or trip the target of your attack. Disarmed weapons land at the target’s feat.

Additionally, while wielding a whip you have advantage on Charisma (Intimidation) checks made against creatures of Intelligence s or less.

Toughened Hide

At 9th level, the rigors of training monsters have taken their toll on your body and you develop calluses in places you did not know they could be.

Your armor class increases by 1.

When you reach 18th level in this class, your armor class increases by an additional 1.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Monstrous Bond

At 13th level, the relationship you forge with your pet becomes remarkable and unbreakable. So long as you are able to see your pet and it is able to see you, you are both immune to fear and the charmed condition.

Monstrous Endurance

At 14th level, you and your pet can be inspired by one another to fight on. When you or your pet are reduced to 0 hit points but not killed outright, you or your pet can drop to 1 hit point instead. You must be able to see your pet and your pet must be able to see you. Once you or your pet use this feature, you must both finish a short or long rest before it can be used again.

Keeper’s Fury

At 17th level, you grow so close to your pet that its death fills you with a fervor for vengeance. When your pet dies in combat, you gain the following benefits for 1 minute:

  • At the start of each turn you gain 20 temporary hit points that last until the start of your next turn.
  • You have advantage on attack rolls.
  • Your weapon attacks deals an extra 2d6 damage of the type the weapon deals.
  • You can attack three times, instead of twice, whenever you take the Attack action on your turn.
  • You are proficient with all saving throws.
  • You have resistance to all types of damage.


At 18th level, your incredible connection with monsters allows for a second pet in your heart, although it remains mostly wild. You are able to temporarily domesticate a second pet that lives somewhere of your choosing and keeps to itself, causing no trouble with local populations or otherwise drawing attention. After your current pet has died, you can perform a 10 minute ritual that summons the temporarily domesticated pet. No matter the distance, your domesticated pet arrives within 24 hours and becomes your new pet.

Section 15: Copyright Notice

ENWorld EN5ider Presents: A Touch More Class. Copyright 2019 EN Publishing.

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