A grizzled human tightens a knotted rope with his teeth before laying it on the ground and covering it with fallen leaves. He and an enormous badger wait in silence as an unsuspecting bandit rounds the corner and is snatched up by the hidden snare, at which point they leap out to dispatch their foe. An elf wearing opulent silks draws a hand of cards, each featuring bold designs and colorful creatures. The cards explode in a burst of light, and he is surrounded by otherworldly monsters ready to do his bidding.

A seemingly innocuous cat approaches the intruders in the cavern, busy shoveling gold coins into their bags. When these burglars scoff at her protests, a pair of glowing eyes open deeper in the cave, and the color fades from their faces as a green dragon makes its presence known.

Tamers are the undisputed masters of handling monsters, bringing the fiercest creatures of the world into battle. With encyclopedic knowledge of the dangers of the wilderness, a tamer seldom finds themselves alone in a fight.

Masters of Monsters

Driven to hunt all manner of creatures, the tamer develops expertise in handling their quarry, and frequently enlist the aid of similar allies in their adventures.

Some tamers may find themselves more comfortable in solitude, surrounded only by the subject of their hunt, but most recognize that there is safety in numbers, and are more than willing to travel alongside other adventurers.

Hunting Greater Challenges

As a tamer refines their art, they must face greater and greater challenges. This escalation naturally lends a tamer to a life of adventure – after all, the most fearsome of foes dwell where mortals dare not tread.

Creating A Tamer

When you create a tamer, you should consider what drives them to the hunt – are they driven by revenge against a foe that took something (or someone) \precious to them? Do they hunt as a noble or sportsmanlike pursuit? Or were they taught from a young age of the monsters that lurk in the world, and find it their duty to slay or capture them?

Quick Build

You can quickly build a tamer using the following suggestions. Your Intelligence should be your highest ability score, followed by Constitution. Second, choose a background which suits your life as a traveling hunter.

Class Features

Hit Points

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


Armor: Light armor, medium armor
Weapons: All simple and martial weapons
Tools: Leatherworker’s tools
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Stealth, Medicine, Perception, and Survival


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

  • (a) short sword or (b) any simple melee weapon
  • (a) scale mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
  • an explorer’s pack
Table: The Tamer
Level Proficiency Bonus Features
1st +2 Taming Quarry, Tamers’ Command
2nd +2 Taming Quarry Feature
3rd +2 Analytic Action
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Taming Quarry Feature
7th +3 Practiced Patience
8th +3 Ability Score Improvement, Taming Quarry Feature
9th +4
10th +4 Extra Attack (2)
11th +4 Master’s Guidance
12th +4 Ability Score Improvement
13th +5 Taming Quarry Feature
14th +5 Resilient Companions
15th +5
16th +5 Ability Score Improvement
17th +6 Taming Quarry Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Bestial Sentinel

Taming Quarry

Choose a Quarry based on the creatures you prefer to hunt: Trapper, Dragon Master, or Summoner. Each Quarry is detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level. It also grants you additional benefits at 2nd, 6th, 8th, 13th, and 17th levels.

Tamers’ Command

Each Taming Quarry provides you with the ability to somehow bring a creature under your control. The creature obeys your commands as best as it can. It takes its turns on your initiative, though it does not act unless instructed. On your turn, you can verbally instruct the creature where to move (no action required by you). You can also use your action to verbally command the creature to take the Attack, Dash, Disengage, Dodge, or Help action, or any action detailed in its stat block (except for the Multiattack action if it has one).

Analytic Action

Starting at 3rd level, you can identify foes with uncanny precision. You can always recognize the type of a creature you can see. As a bonus action, you may attempt to discern information about a creature. On a success, the GM will tell you two of the following characteristics of your choice.

  • Saving Throw (one attribute of your choice)
  • Armor Class
  • Damage vulnerabilities (if any)
  • Damage resistances (if any)
  • Damage immunities (if any)
  • Current hit points

The skill used by this check is determined by a creature’s type as follows:

Skills by Creature Type
Creature Type Skill
Aberration, Construct, Dragon, Elemental, Fey, Monstrosity Arcana
Giant, Humanoid Medicine
Beast, Plant, Ooze Nature
Celestial, Fiend, Undead Religion

The DC of this check is equal to 8 + the creature’s Challenge Rating (rounded down).

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 cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, whenever you or a creature you control take the Attack action on your turn, you or the creature you control can make an additional attack as a part of the action.

The number of additional attacks increases to two when you reach 10th level in this class.

Practiced Patience

Starting at 7th level, you have learned to remain observant when creatures around you may rush into action. On your first turn in combat, you or a creature under your command have advantage on attack rolls against any creature which acted before you in the combat.

Master’s Guidance

Starting at 11th level, you and the creatures you command have honed your instincts to fight as one.

Whenever you attack a creature, each creature under your command has advantage on their next attack against that same target until the start of your next turn.

Resilient Companions

Beginning at 14th level, your knowledge and command over creatures has instilled newfound confidence in the creatures under your control. When a creature you control is hit by an attack or fails a saving throw, you may instead choose to have the attack miss or the saving throw succeed. You may use this feature a number of times equal to your Intelligence modifier.

You regain all expended uses of this feature when you complete a long rest.

Bestial Sentinel

By 20th level, your command over your companion creatures is so absolute that they will defend you from harm, even putting themselves at risk. When a creature you control is within 5 feet of you, all attacks made against you have disadvantage.

Hunting Quarries

There are several paths a tamer can pursue, known as Quarries. These Quarries include Trapper, Dragon Master, and Summoner.

Section 15: Copyright Notice

The Tamer: Trappers, Dragon Masters, and Summoners Copyright 2017, TBM Games, LLC; author Christopher Knapp

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