Monster Trainer
Level Proficiency Bonus Features Creature Slots Max CR Spells Known 1st 2nd 3rd 4th
1st +2 Starter Monster, Deft Explorer (Canny) 1 1/8
2nd +2 Spellcasting, Pocket Balls 2 1/4 2 2
3rd +2 Archetype (trainer path) 2 1/2 3 3
4th +2 Ability Score Improvement 3 1 3 3
5th +3 Extra Attack 3 1 3 3
6th +3 Deft Explorer (Roving) 3 2 4 4 2
7th +3 Archetype Ability, Defender 4 2 5 4 3
8th +3 Ability Score Improvement 4 3 5 4 3
9th +4 -- 4 4 6 4 3 2
10th +4 Deft Explorer (Tireless) 4 5 6 4 3 2
11th +4 Archetype Ability, Double Trouble 5 5 7 4 3 3
12th +4 Ability Score Improvement 5 6 7 4 3 3
13th +5 Share Spells 5 6 8 4 3 3
14th +5 -- 5 7 8 4 3 3
15th +5 Archetype Ability 5 7 9 4 3 3
16th +5 Ability Score Improvement 6 8 9 4 3 3
17th +6 -- 6 8 10 4 3 3 1
18th +6 -- 6 9 11 4 3 3 1
19th +6 Ability Score Improvement 6 9 11 4 3 3 2
20th +6 Master Trainer 6 10 11 4 3 3 2

The Monster Tamer

The Monster Tamer is a natural explorer of the world who is never alone. She is a collector of beasts both natural and magical. Her captured creatures obey her every command and are an extension of her skills both in and out of combat.

Using a combination of magic, science and good old fashion training, a Tamer is able to capture, tame and utilize almost any foe she encounters. With the shear number of monsters in the world, no two Tamers are alike.

Class Features

As a Monster Tamer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Monster Tamer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monster Tamer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Trainer's Tools

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Animal Handling, Athletics, Acrobatics, Insight, Investigation, Nature, Perception, Persuasion, Stealth⁠, and Survival

Equipment

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

  • (a) a simple melee weapon or (b) simple range weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Trainer's Tools
  • Leather Armor and a Dagger


  • Deft Explorer

    You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Starter Monster

Maybe you inherited your monster, or maybe you found it on your own after being given a pocket ball from a family member or a mentor. Or maybe you found it after falling into a cave as a young child.

However you came across your companion, you magically summon the monster from a pocket ball. It is a standard action to summon and replace the monster with another (when you are able to have more than one). The monster is friendly to you and your companions and obeys your commands. You start with any monster with the Beast, elemental, plant, fey, dragon, undead, ooze or mostrosity type of CR 1/8 or below. Add your proficiency bonus to the monster's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. This effect is also applied to all future monsters you atain.

In combat, the monster acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. However the monster can not take more than 1 action per turn. If you use yoru bonus action to command it to take an action, you can not sacrifice one of your attacks to have it take the attack action on the same turn. If you are incapacitated, the beast can take any action of its choice, not just Dodge. (DM controlled)

If the beast is lowered to 0 hit points and within 60 ft. of you, you can use your bonus action to return it to the pocket ball and send out another beast if you have them avaiable. This will stablize the creature automatically. Normally this would take a standard action. If the beast is further than 60 ft, it must make death saves in order to stablize like any other creature. If the monster fails its death saves it will die.

During a short or long rest, you can use your Trainer’s Tools to tend to the wounds of your monster, and prepare meals for your monsters (if they eat). Using a medicine check, your creatures can expend their Hit Die to recover hit points. You may add your total medicine check to the die roll. Example; Your Giant Constrictor Snake has 2d10 Hit die and a +1 CON. If you spend 1 hit die and roll a 8, then roll a medicine check of 13, your snake heals for 8+1+13 for 22 total.

Monster Examples
CR Monster
CR 1/8 Blood Hawk, Camel, Dolphin, Flying Snake, Giant Crab, Mastiff, Pony
CR 1/4 Axe Beak, Blink Dog, Boar, Dimetrodon, Elk, Needle Blight, Pseudodragon, Zombie
CR 1/2 Black Bear, Gray Ooze, Myconid, Rust Monster, Shadow, Warhorse Skeleton

Catching Skill - Pocket Balls

You have learned an ancient technique that combines magic and science. You are able to craft Pocket balls that contain a pocket dimension. These balls can capture and tame monsters you encounter. A Pocket ball is about 3 inches in diameter, but can be customized aesthetically however you like.

Crafting It takes 1 hour and 25 gold of materials using your Trainer’s Tools to produce 1. You can attempt to craft 1 ball during a long rest.

Catching: You can attempt to catch and tame any monster with an appropriate type (see Starter Monster). In order to catch a monster you must hit it with your Pocket Balls. You make a (Dex) ranged attack roll against the monster. The monster must make 3 consecutive saving throws against your Pocket Ball Save DC (8 + Prof Bonus + DEX + WIS). The first is a strength, then Constitution, and lastly Charisma. If the monster succeeds at any of the checks it immediately breaks free. Upon a failed catch, your Pocket Ball breaks and can not be recovered.

If the monster has more than 50% of its Hit Points, it has advantage on its saving throw attempts for this skill. If the monster has any status effect it loses its advantage. If it is also below 50% hit points, it then has disadvantage. You can never catch a monster with a higher CR than the MAX CR on the class table, it will automatically pass its first saving throw.

You can never have more creatures than shown in the Monster Tamer’s Slot column, and the combined total of your creatures can not exceed the MAX CR for your level. If you attempt to catch a monster that would put you over either of those limits, it automatically fails and you lose your pocket ball.

Switching Monsters You can switch out your active monster with another using an action. If your active monster is dropped to 0 hit points and within 60 feet you can instead use a bonus action. You can choose to not return a monster to its Pocket ball if dropped to 0 hit points if you take an action to destroy its Pocket ball, you can then catch another monster.

Releasing Monsters You can release a monster from your control with a standard action. This destroys the Pocket ball. The monster's attitude towards you depends on its own alingment, intelligence and how you treated it during its time under your control. It may simply run off into the environment or it may turn on you, it may even think of you fondly and decide to help you for a time.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid and ranger does.

Spell Slots

The class table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spell list at listed under Monster Tamer Spells at the bottom of this document. The Spells Known column of the class table shows when you learn more Monster Tamer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Monster Tamer spells you know and replace it with another spell from the Monster Tamer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Monster Tamer spells, since your magic draws on your attunement to nature and the world around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Monster Tamer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Defender

Beginning at 7th level, whenever you are the target of an attack, you may use your reaction to summon your active monster to your side. The monster will interpose itself between you and your attacker attempting to take the damage for you. The attack is rolled against your monster, not you. In addition you have 3/4 cover, providing +5 ac for all further attacks against you until the begining of your next turn. This can be done up to your WIS modifer (minimal 1). You regain all uses of this ability after a long rest. In addition, the monster's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Double Trouble

Starting at 10th level, you can have two active monsters at once. You can still only command one at a time with your actions, however you can use your Bonus action to command one creature, and then command another to attack by giving up one of your attacks during your attack action. One creature can not have more than one action per turn. You can still use your free action to command both monsters movement, and both monsters are free to use any reaction they have access to.

Share Spells

Beginning at 13th level, when you casts a spell targeting yourself, you can also affect your monster companions with the spell if the monster are within 30 feet of you. This effect works both ways and if the monsters you control casts a spell that targets itself, you and your second monster also can gain the effects if you are within 30 feet of each the casting monster.

Master Trainer

Begining at 20th level, you have mastered the art of Monster taming. You can now use your pocket balls on every monster type you encounter.

Monster Tamer Spell List




1st Level
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Grease
  • Entangle
  • Faerie Fire
  • Goodberry
  • Jump
  • Longstrider
  • Sanctuary
  • Sleep
  • Snare
  • Speak with Animals
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindess/Deafness
  • Calm Emotions
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Lesser Restoration
  • Locate Animals or Plants
  • Pass without Trace
  • Protection from Poison
  • Silence
  • Tasha's Hideous Laughter
  • Warding Bond
3rd Level
  • Animate Dead
  • Conjure Animals
  • Dispel Magic
  • Fast Friends
  • Fear
  • Haste
  • Protection from Energy
  • Life Transference
  • Sending
  • Slow
  • Speak with Plants
  • Speak with Dead
  • Tongues
  • Wall of Water
  • Water Breathing
  • Water Walk -
    4th Level
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Confure Woodland Beings
  • Control Water
  • Dominate Beast
  • Elemental Bane
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Locate Creature
  • Stoneskin
  • Watery Sphere

Trainer Path

Battle Trainer

Your goal is to become one of the strongest trainers in the world, and so you excel in battle. Beginning at level 3, all of your monsters gain a +1 bonus to their attack and damage rolls. Choose from the list below when you reach level 7, 11 and 15.

Battle Master: You gain a number of battle dice (d6) equal to 1 + your Wisdom modifier (minimum of 1). You may assign one of these to any of your monsters to be added to a single attack or damage roll, after the result of the initial roll. You replenish your pool of battle dice at each long rest.

Max Potential: Certain trainers choose to excel in one area, utilizing it to its fullest potential. Choose to increase all of your monster’s speed by 10, increase their STR by 1,increase their DEX by 1, or increase their CON by 1.

Rapid Switching: You can recall and release monsters as a bonus action instead of a standard action. If the monster was droped to 0 hit points, you can switch it out with another using your Reaction.

Jack

You choose to dabble in a variety of skills to take care of your monsters. Beginning at level 3, all of your monsters gain a +1 bonus to their skill and saving throw rolls. Choose from the list below when you reach level 7, 11 and 15.

Versatile: You gain a number of skill dice (d6) equal to 1 + your WIS modifier (minimum of 1). You may assign one of these to any of your monsters to be added to a single skill check or saving throw, after the result of the initial roll. You replenish your pool of skill dice at each long rest.

Many Faces: You may select a 3rd-, 7th-, or 11th-level feature of any of the other trainer paths.

Skill Switch: You are a master of teaching your monsters new strategies to aid in battle. At each long rest, choose a feat for all of your monsters to know for that day. Your monsters must still meet any prerequistes for that feet. The feat may be changed at each long rest.

Caretaker

You have a pure heart and a healing spirit. You want the best for your monsters, and that involves always keeping them in tip-top shape. When you choose this path at level 3, you gain proficiency in the Medicine skill. If you already have it, you now have expertise. At each long rest your monsters gain temporary hit points equal to your level.

Pure Heart: Your kindness radiates to all those around you. Starting at level 7, you have a pool of healing power that replenishes when you take a long rest. As an action, you can touch a willing creature and restore any number of hit points from this pool. The total pool is equal to your trainer level x 5.

Healing Spirit: Your healing spirit is transferred to your creatures. When you reach level 11, whenever you use a consumable that heals you or your monsters, or your monster uses a healing abiltiy, you and all your monsters gain the healing.

Full Recovery: You have ascended to an ultimate monster healer. When you reach level 15, once after each short rest, your creatures are fully healed and cured of all status effects.

Saboteur

Disabling your opponents grants your monsters new advantages. Beginning at level 3, gain a pool of “Shadow Points” equal to your level. Your point pool increases with each level, and resets on each long rest. At level 3, you gain access to the “Sabotage” ability. As a reaction, you may spend any number of points to decrease the total result of an attack roll including modifiers) that hits your creatures if it would cause the attack to miss. Any attack with a natural roll of 20 may not be decreased.

Dark Advantage You know the ins and outs of what it means to be a part of an evil team! At level 7, gain access to the “Dark Advantage” ability, allowing you to spend 3 Shadow Points to roll advantage on any skill check, attack roll or saving throw by you or your creatures.

Sinister Dodge You have made it to the top ranks, commanding authority through your influence of the Shadow Arts. When you reach level 11, you gain the “Sinister Dodge” ability. As a reaction, you may spend 4 shadow points to add resistance to your creatures. You choose the type, and you may spend more points to add multiple resistances.0

Prepare to Fight With the evolution of your Shadow Abilities through your intense training, you and your monsters accept the darkness within and harness it. At level 15, you can spend 5 Shadow Points for any of your monsters to invoke the “First Blood” reaction. This allows that creature to use its action in place of its reaction at anytime in the turn order. On that creatures inititive turn, they can still use their action, it is their reaction that was used.

Tactician

You have an eye for detail and a unique set of skills to use in battle. Beginning at level 3, you gain a pool of "Tactical Points" equal to your trainer level. Your point pool increases with each level, and resets after each long rest. At level 3, when a creature you control regains hit points you may increase the amount by 1d4 for each "Tactical Point" spent.

Directed Strike: You know precisely where to hit a creature for the maximum amount of damage. At level 7 and higher, you can spend 2 "Tactical Points" to roll the damage for an attack twice, taking the higher result.

Raise Your Defenses: You are quickly able to sense an incoming blow to your monsters. At level 11 and higher, you can use a reaction to expend up to 3 of your "Tactical Points" to add to a creature's AC, if it would cause an attack to miss.

Not This Time: At level 15, your monsters are trained to be unrelenting in battle, never holding back. After an opponent rolls a saving throw for one of your creature's abilities, you may increase the DC by up to 5 points if it would cause a failure, spending a "Tactical Point" for each increase.

Magic Initiate

Flavor text... When you choose this path at level 3, gain proficiency in Arcana. If you were already proficient, gain expertise. In addition, Choose two cantrips of your choice from any Class List. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for these spells depends on the class you choose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard or artificer.

Magic Journeyman: At level 7, Choose one 2nd-level spell from the same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Magic Master: At level 11, Choose one 3rd-level spell from the same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Magic Magistrate: At level 15, Choose one 4th-level spell from the same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

The Professor NOT COMPLETE

You wish to learn more about monsters and the secrets that they hold within. Beginning at level 3, due to your heightened understanding of your monsters, you may increase any skill check your monsters makes by your trainer's Wisdom modifier (minimum of 1). In addition you gain proficiency with a skill of your choice.

Analyst: A keen mind allows you to discern details about a monsters others might overlook. At level 7, you can make a DC 12 Investigation roll as a bonus action to determine a monsters’s CR and identify one of its abilities as determined by the DM. In addition you gain proficiency with a skill of your choice.

Study: At level 11, sacrifice/consume energy of a monster instead of releaseing it. This creates a liquid/food/item that can be given to another monster you control. You can only do this one per monster. When given, you may choose to:

Increase the monster's HD by the amount of HD the sacrified monster had. Increase any ability score by the amount of the CR of the sacrificed monster. Teach a monster a feat, the monster must meet all the prerequisites. If the monster has multi attack, add one additional attack, if not, increase the damage dice by 2

In addition you gain proficiency with a skill of your choice.

Advanced Researcher: At level 15, you are an expert in your field. Once per combat, choose a monster and make a DC 12 Intelligence check as a bonus action. On a success, you identify all of its known abilities. In addition, you learn that target's vulnerabilities, resistances and immunities if any. Your monsters also gain advantage on all attacks rolls against the target for the encouter. This can be used up to your Wisdom Modifer (minimum 1) and resets after a long reset.

Monster Collector

Your fascination with all the different types of monsters of the world drives your need to collect them all. Beginning at level 3, your Max Slots and Max CR increase by 1. Then at again at level 11, and again at level 15 for a total of +3

Gotta Catch ‘Em All: At level 7, once per long rest, you may force a monster to reroll a Saving throw if it succeded on one or more of the three saves to capture it(including with disadvantage and advantage). This can be used up to your Wisdom Modifer (minimum 1) and resets after a long rest.

Catching Expert: At level 11, any monsters you catch are instantly healed of their status ailments and have full health. In addition, as an action you can choose to sacrifice a monster in your possesion to provide its current HP in healing to your other monsters. You can spread this healing out however you like.

Monster Bank: At level 15, you can summon any monster you have captured in the past, killed or studied through some other source like a library. This summoning process takes the CR of the monster in hours to complete and can not be done as part of a rest. The cost in materials is the CR of the monster multiplied by 50.

Commander

You rule over your Pokémon with an iron fist, demanding respect and forming an unbreakable bond with your team. When you choose this path at level 3... Proficeny in 1 martial weapon, medium armor...

Follow Me: At level 7, When using your move action, you can command your monster to move with you. If you both move at least 10 ft. you can give yourself advantage on one weapon attack roll on that turn. If you hit with that attack, your monster's next attack deals an extra 1d8 + CHA mod force damage on a hit. Whether you hit or miss, you and your monster's walking speed increases by 10 feet until the end of that turn.

Show Me What You’ve Got: At level 11, Your confidence and leadership inspire your monsters... Treat one of your monster's attack as a critical hit once per long rest.... You may choose to do this after landing the attack, but before you roll damage.

We’re a Team: Your commanding presence is felt by all ally monsters on the battlefield. When you reach level 15, you may use a bonus action to speak a commanding phrase. Until the end of your next turn, all monsters within 60 feet of you have advantage on their attacks. You may use this feature a number of times equal to 1 + your Charisma modifier (minimum of 1). This resets at each long rest.

Monster ADD NAME HERE: NOT COMPLETE

You have a inspiring touch and a skill for teaching monsters and allies to work together Beginning at level 3, ADD ABILITY HERE.

Chef: You excel at creating meals for your monsters, seemingly out of nothing. At level 7, you are frequently prepared with an "Edible Treat" for monsters, healing 2d4+2 hit points when given as an action. You can use this feature a number of times equal to 1 + your Wisdom modifier. This pool resets at each long rest.

Cheerleader: At level 11, once per short rest, you may use a bonus action to boost all allies and your monster(s) with inspiring words. Until your next turn, you may add your CHA modifier (minimum of 1) to all allied attack rolls OR damage rolls OR AC. In addition, your chef treat now heals 3d10+6 hit points and can be consumed by allies who are not your monsters

Master ...: ABILITY