Beast Tamer

Lounging in a curved tree branch sleeps an elf, snoring peacefully under the canopy of the jungle. A snake wraps around his torso as birds perch on his dangling leg. The snake slithers closer to the man’s face and hisses as it approaches. Unflinching, the man awakes and sighs, “How can you possibly be hungry again? I just fed you like an hour ago!”

A group of poachers crouch down, covered by the large foliage of the forest, preparing to strike their next target. One snickers thinking of the riches he will get from his cut and another readies his bow. A faint whisper echoes in the distance, startling the poachers initially. The whispers multiply and get closer with the fangs of a mighty python lashing out in the air before the eyes of the criminals as they scream in horror. They see a woman, shrouded in leaves, hold a cane upwards while speaking a foreign tongue and finally send the the life of the forest towards the poachers.

The almost victimized creature scurries away as the woman waves her hand, calling back the snake. She speaks once more, her words echoing as incantations and disappears into the forest.

Beast Tamers form bonds with animals unlike any other humanoid can. They are a bridge between built societies and the beauty of the natural world that is hidden away. Beast Tamers rely on patience, commitment, and trust to become one with the wild.

#### A Friend to Nature

Beast tamers are typically found on the edges of society feeling closer to animals than other creatures. Because of this bond, a beast tamer may act out in ways contrary to societal norms, but such actions would fit right in in the wild.

#### Raw Normalcy

Unlike many that study nature magic such as druids or clerics, beast tamers rarely utilize magic. Instead, their bonds with beasts comes from training, understanding, and companionship.

#### Creating a Beast Tamer

As you create a beast tamer, there are a few key questions to ask. Where is your character from and how does this influence their connection to nature? A beast master can be from a tribe of nomads or live alone, studying the world on their own. Talking to your DM about what setting would be appropriate for your beast master will produce the best results. You should also think about what kind of world this beast master lives in. Does this world understand and accept wild people or is there ignorance and hatred for these societal outcasts? Perhaps your character wishes to break that mold and teach the world the true way of nature. Why did your character become a beast master? Was there a great teacher that taught your character the ways? Was the seclusion of druidism too much or not adequate? These questions can develop a strong background for a character rooted in nature and explain the personality of your character. How did your character become a beast master? Why did they take up adventuring? Was your character cast out for practicing something unorthodox? Or were they welcomed by a tribe for their talents? Do others know the extent of your character’s abilities? Do they hope to rid the world of everything that opposes animals? Or is there a balance to be had in everything? Perhaps your character wishes to save their people or even save themselves from something greater.

#### Quick Build

You can make a beast tamer quickly by following these suggestions. First, Wisdom should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need need more hit points or AC. Second, you should take the Outlander background.

### Class Features

As beast tamer, you gain the following class features.

**Hit Dice:** 1d8 per beast tamer level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per beast tamer level after 1st

##### Proficiencies

**Armor:** light

**Weapons:** simple and martial weapons

**Tools:** Herbalism Kit

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose two from Animal Handling, Medicine, Nature, Perception, Persuasion, Stealth, Survival

##### Equipment

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

(a) quarterstaff or (b) a club

(a) a light crossbow with 20 bolts or (b) a blowgun with 20 darts

An explorer’s pack, leather armor

Alternatively, you can ignore the equipment given by your class and background, and start with 3d4 x 10 gp.

### Ventulus

You know Ventulus, a complex language of whistles and non-verbal gestures. You can whistle the language and use it to communicate with others that understand it. Those that do not know Ventulus, can put together that it is a language with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

### The Whisperer

You gain proficiency in Animal Handling. If you are already proficient in Animal Handling, double your proficiency bonus in this skill instead.

### Bonded Creature

At 1st level, you form an inseparable bond with an animal that accompanies you on your adventures and is trained to fight alongside you. This animal understands Ventulus for the purposes of audible communication.

The companion obeys your commands as best as it can. It rolls for initiative like any other creatures, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Choose any non-humanoid creature to become your animal companion. It does not retain its original in game statistics except for its creature type. Rather, you choose a stat block detailed at the end of the class to represent your animal companion. This companion also has abilities and game statistics determined in part by your level. Your companion does not have a proficiency bonus, but instead uses your proficiency bonus. In addition, an animal companion also adds your proficiency bonus to its AC and to its attack rolls. Animal companions are detailed at the end of this class.

For each level you gain, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As per usual, your companion cannot increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal and its bond is always, “My tamer who travels with me is a beloved companion for whom I would gladly give my life.”

If your companion is ever slain, the bond you share with it allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of your companions favorite foods, you call forth your companion’s spirit to reshape its physical form.

### Wild Order

At 3rd level, you choose an order that highlights your expertise in a certain area of the world. Your order grants you features at 3rd level and then again at 6th, 10th, and 15th level.

### Natural Helpers

Starting at 2nd level, you gain a small animal helper that will aid you in your journeys, separate from your Bonded Creature. The helper can ride on your shoulder, hide in your sleeve, walk with you, or even just be called upon from the wild when needed. When you gain certain beast tamer levels, you gain additional animal helpers of your choice, as shown in the Number of Helpers column of the Beast Tamer table. The list of Natural Helpers to choose from are detailed at the end of the class.

Natural Helpers do not use in game statistics and therefore do not roll initiative. Instead, you must expend Helper Points to call upon your helper to perform certain abilities. Expending Helper Points requires a bonus action. You may use multiple Natural Helpers by expending the necessary Helper Points as a part of your bonus action. You regain all expended helper points after a long rest.

### 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.

### Pack Leader

Beginning at 5th level, you take on a more alpha role to bolster your allies’ capabilities. As a reaction you can empower the fortitude of an ally within 30 feet, including your companion, and reduce the amount of damage they take from an attack equal to your Wisdom modifier + half your Beast Tamer level. You can use this feature a number of times equal to half your beast tamer level. You regain all expended uses upon a long rest.

In addition, your companion becomes more protective. Whenever an enemy successfully strikes you with an attack and your companion is within 5 feet of the enemy, your companion can use its reaction to take half the total damage in order to halve the attack’s damage against you.

### Feral Stride

At 7th level, nothing can stop your ferocious movement. Both you and your companion ignore difficult terrain and have both of your speeds increase by 10 feet while you are not wearing heavy armor. This feature increases to 20 feet at 17th level.

### Fortitude of the Beast

Starting at 9th level, your body adapts to endure the worst nature can throw at you. You and your companion gain advantage on saving throws vs poison and both you and your companion gain resistance to poison damage. At 17th level, you gain immunity to all poisons and poison damage. In addition, raw meats and dirty water are able to be consumed by you as if they were cooked and clean respectively.

### Primal Senses

At 11th level, there is no hiding from your senses. You gain advantage on checks related to your sense of smell or hearing. In addition, both you and your companion gain 30 feet of tremorsense.

### Surround the Prey

Beginning at 13th level, you and your companion take advantage of the battlefield to become better predators. Whenever an ally you can see uses the attack action against a creature, you gain a +1 to hit and damage against that target up to a maximum of +5 per creature. This feature is also granted to your companion.

### Closer Bond

At 14th level, you have grown close with your natural helpers and can effectively work with them. Whenever you use your Natural Helpers feature, you may make a ranged or melee attack against a creature you can see.

### Stalking Strike

At 18th level, you do not suffer disadvantage on attack rolls from being prone. In addition, attack rolls made by enemies within 5 feet of you while you are prone do not have advantage. Any hit you score while prone against a creature that is surprised is a critical hit. This feature is granted to your companion as well.

### Master of the Wild

At 20th level, you have mastered your command over the wild. After performing an action, you may instantly swap positions with your Bonded Companion within 60 feet. In addition, your Bonded Companion may instantly swap positions with you after performing an action if within 60 feet of you. If either you or your companion choose to move in this manner, you both regain 1d6 hit points.