Beast Tamer

The Beast Tamer harnesses their bond with wild creatures, commanding the forces of nature to aid them in combat and exploration. With an affinity for animals, they use their talents to protect, control, and thrive in untamed environments.


The Beast Tamer guards nature, forming strong bonds with beasts such as wolves, tigers, and owlbears. This connection boosts their combat and survival skills for coordinated attacks. Their understanding of nature makes them formidable, able to summon the wild for aid. As a Beast Tamer, they protect the natural world, guiding allies and using animal instincts to outsmart foes.

Beast Tamer Features By Level

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Beast Bonding
1st Level Feature
You gain the ability to communicate simple ideas with beasts using sounds and gestures. You understand their basic emotions and intentions, and they can comprehend simple commands that you give them.

In addition, you start the game with a familiar. This familiar follows all the rules of the Find Familiar spell, except that it can make attacks. Your familiar acts on your initiative, obeys your commands, and shares your bond. The familiar's attack bonus is equal to your proficiency bonus and it deals 1d6 + your proficiency bonus.

If your familiar dies you can resummon it once per long rest without expending a first level spell slot.
Tame Companion
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Tame Companion
3rd Level Feature
As an action, you can attempt to befriend a non-hostile beast or monstrosity that is no larger than Medium size and must be approved by the DM. At 11th level, the size restriction is removed. The beast must be able to hear you.

Make a Wisdom (Animal Handling) check against a DC equal to 10 + the beast’s challenge rating. On a success, the beast becomes friendly to you and follows your commands until it takes damage.

Commanding the Companion: At the end of each of your turns, make a Wisdom (Animal Handling) check to give the companion a specific command (such as attacking or dodging). The DC is equal to 10 + the beast’s challenge rating. On a success, the beast follows your instruction for that turn. On a failure, the companion takes the dodge action.

You can only tame one beast at a time using this feature, and you can choose your companion or familiar to attack using this feature once per turn.
Natural Explorer
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Natural Explorer
6th Level Feature
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

While in your favored terrain, you gain the following benefits:
  • You have advantage on skill checks you are proficient with.
  • When you forage, you find twice as much food as you normally would.
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Pack Tactics
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Pack Tactics
10th Level Feature
You, your familiar, and companion have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

In addition, your familiar and companion can attack at the end of your turn using Tame Companion.
Primal Evolution
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Primal Evolution
14th Level Feature
You know the Polymorph spell, and it does not count against your spells known. When you use Polymorph on your tamed companion, it does not require concentration, and you can transform it into any beast or monstrosity with a challenge rating equal to or less than your level.

While in its transformed state, you can ride the companion without needing to follow the usual mounting rules, and it obeys your commands without the need for Wisdom (Animal Handling) checks.

Once per long rest, you can use this feature without expending a 4th-level or higher spell slot.
Beastlink
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Beastlink
19th Level Feature
Your connection to your beasts reaches perfect harmony.

You and your tamed companion(s) and familiar ignore resistance to nonmagical damage. Their attacks count as magical.

In addition, once per turn, when you hit a creature with a weapon attack that one of your beasts has damaged since the start of your last turn, the attack deals an additional 1d6 damage per beast that hit the target this round.

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