Base Class: Ranger
The Tamer archetype embodies a desire to reign in the threat of magical animals. Tamers adopt creatures that will it and form a special bond with them. They raise and train monsters as they would any mundane creature, all while building a relationship of love, discipline, and trust.
Companion
At 3rd level, you are joined by a creature(s). The creature acts as your companion as it accompanies you on your adventures; however, the creature must be willing to do so. Choose a creature(s) that is no larger than Medium of challenge rating adding up to 1 or lower. If you choose to have multiple creatures the minimum challenge rating will be a CR 1/2. Any creature you tame must have an intelligence of no more than 3 (DM approval is also required). 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. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The creature obeys your commands as best as it can. It takes its turn on your initiative, and only takes actions on your command. On your turn, you can verbally command the monster where to move (no action required by you), and you can use a bonus action to verbally command it to take the Attack, Dash, or Disengage action. Optionally, you can have your monster companion use a special ability it possesses.
If you are incapacitated or absent, the monster acts on its own, focusing on protecting you and itself after completing the last command you gave it. The monster never requires your command to use its reaction, such as when making an opportunity attack.
If the creature dies, you can tame a new one that wills you to do so.
Speak with Animals
You get the spell Speak with Animals added to your known spells (this spell does not count towards the spells you already know).
Teamwork
Starting at 7th level you and your companion have grown accustomed to each other's attacks and know how to take advantage of them, whenever you hit a target if your companion is within range of the same target, you can use Teamwork to allow your companion's next attack to automatically hit. You can use this ability 2 times per long rest.
In addition, your experience raising, training, and living with creatures has vastly improved. The maximum CR of creatures you can bond with increases to CR 2. The maximum Intelligence of the creatures you can bond with increases to 6.
Spell Transfer
The time you have spent with your companion has made you more compatible with each other. At the 11th level This compatibility allows you to remotely channel your magic to your companion and transfer your spells to them. For melee spells, however, the creature must have limbs that can make melee attacks.
In addition, your experience raising, training, and living with creatures has made you a master of handling creatures. The maximum CR of creatures you can bond with increases to 4. The maximum size of creatures you can tame becomes large; however, larger creatures tend to be less willing.
Greater Tame
Beginning at 15th level you have fully mastered the art of taming. You can temporarily tame one nearby creature to fight with you for 1 minute. Creatures that are CR 11 or have a intelligence of 10 or more must succeed a DC 16 intelligence saving throw or be Charmed.
In addition, your experience raising, training, and living with creatures has developed into a true mastery. The maximum CR of monstrosities you can bond with increases to CR 6. The maximum Intelligence of creatures you can bond with becomes 7.
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Posted Oct 17, 2022Oh I made a slight typo in the last paragraph it's supposed to say creatures not monstrosities. This subclass was based off of a Monster Tamer subclass and Beast Master subclass so it is likely for more typos. The Tamer subclass is for any creature(s) the player may encounter.