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The natural world is filled with fearsome beasts, and a well-practiced hunter recognizes that the creatures of the wilderness have naturally refined their hunting talents. With this in mind, it is only logical that tamers of the Trapper Quarry take to training their own beast companions and refining their physical trapping skills.

Bonus Proficiency

When you choose this quarry at 1st level, you gain proficiency in the Animal Handling skill.

Beast Companion

Starting at 1st level, you can call upon the aid of a beast companion to fight at your side in battle, and have trained one such beast companion already.

Choose a beast that is no larger than Medium and that has a challenge rating of ¼ or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills in which it is already proficient.

The beast does not have hit points. Instead, it has a number of Resolve Points equal to your proficiency bonus. When the beast would take damage from a successful attack or from failing a saving throw, it loses one Resolve Point. If the beast reaches 0 Resolve Points, it flees from combat to nurse its wounds. A beast regains all of its Resolve points during a short rest.

If the beast flees from combat, it can return to you during a short rest.

You may also tame additional beasts during your adventures. You may tame a number of beasts equal to your Intelligence modifier. To tame a new beast, you must attempt an Animal Handling check as an action with a DC equal to 8 + the CR of the beast you wish to tame. This DC increases by 5 for every 10 hit points the beast currently possesses. You may release a beast you have tamed into the wild during a short rest.

Though all of the beasts you have tamed accompany you in your adventures and remain friendly to you, you may only bring one into battle at a time, the rest fleeing to a safe distance and rejoining you when the danger has passed. If a beast companion flees a battle, you may call forth another beast you have tamed as an action.


Starting at 2nd level, you have developed a knack for building traps to capture prey or to turn a battle in your favor. As an action on your turn, you may assemble one of the following traps within 5 feet of yourself. Each trap occupies a 5 foot space.

You know how to construct the following traps at 2nd level: Rope Snare. When a hostile creature enters the space of a Rope Snare, it must succeed on a Dexterity saving throw or be restrained. It can repeat this saving throw at the end of each of its turns. You have advantage on your attempts to tame a beast restrained in this way.

  • Dart Trap. When a hostile creature enters the space of a Dart Trap, thin, poisonous darts embed themselves in a creature’s body. The creature must succeed on a Constitution saving throw or be poisoned. It can repeat this saving throw at the end of each of its turns.
  • Trackers’ Dye. When a hostile creature enters the space of a Trackers’ Dye trap, the trap explodes with an iridescent blue dye which stains exposed fur, skin, or cloth and leaves an obvious trail of droplets. For the next 24 hours, you have advantage on Intelligence (Survival) checks made to track the creature, and the creature cannot benefit from being invisible. Additionally, starting at 8th level, you have learned to construct the following traps: Alchemical Gel. When a hostile creature enters the space of an Alchemical Gel trap, they are sprayed with a thick gel composed of alchemical reagents. When setting an Alchemical Gel trap, choose a type of damage: Fire, Cold, Lightning, or Acid. The creature which entered the trap gains vulnerability to that type of damage. If they were resistant or immune to that type of damage, they instead will take that damage normally. This effect lasts until the creature can take a short rest to try and remove the gel.
  • Smoke Bomb. When a hostile creature first enters the space of a Smoke Bomb, a noxious cloud of smoke engulfs a 10 foot sphere centered on the Smoke Bomb’s location, which spreads around corners. The cloud lasts for 1 minute or until the smoke is dispersed by the wind or by magical means. The area within the cloud is heavily obscured. Creatures within this cloud are blinded until they exit the cloud.
  • Pheromone Bomb. When a hostile creature enters the space of a Pheromone Bomb, a mist of soothing pheromones erupts from the space. For the next minute, any creature within 30 feet of the Pheromone Bomb which makes an attack or targets a creature with a harmful spell must first make a Wisdom saving throw. On a failure, the creature must choose a new target or lose the attack or spell.

When a trap requires a creature to make a saving throw, its DC is equal to 8 + your proficiency bonus + your Intelligence modifier. This is also the DC necessary for a creature to detect a trap you have constructed.

Rending Beast

Starting at 6th level, you have trained your beast allies to deal ferocious damage to a foe. Whenever a creature under your command hits with a melee attack with advantage and you roll the highest number possible on one of its damage dice, you may roll that die again and add it to the total.

You may continue to roll extra dice in this way, as long as you continue to roll the highest number possible on the die.

Primal Senses

Starting at 13th level, you have attuned your senses to interact with beasts. You gain the ability to cast speak with animals as a ritual.

Additionally, while you and any of your beast companions are conscious, you can’t be surprised.

Perfected Trap

Starting at 17th level, when a creature falls victim to one of your traps, you have learned to take full advantage of its surprise. When a creature fails a saving throw against a trap you have constructed, the next time you hit that creature with an attack, it is considered a critical hit.

Section 15: Copyright Notice

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