Monster Tamers are a specialized branch of the Hunter’s Guild dedicated to the capture, training, and utilization of creatures rather than their destruction. These individuals develop deep bonds with the beasts they tame, using a mix of instinct, strategy, and discipline to control and command them. Some act as battlefield handlers, directing creatures in combat, while others focus on domestication, research, or breeding unique species.
Monster Tamers must possess keen survival skills, patience, and an understanding of beast psychology, as taming a wild creature requires both respect and dominance. Their work is dangerous, but those who succeed gain powerful allies—beasts that fight, scout, and protect under their command.
Rules for Taming Monsters
Peaceful Taming
- Initial Encounter:
- When first encountering a monster, the Tamer must make an Animal Handling check with the specified DC for the monster's CR level. This feature can only be used once per short rest.
- Success on this initial check allows the Tamer to begin the process of taming the monster. Failure means the Tamer cannot attempt to tame this monster for another 24 hours.
- Subsequent Interactions:
- After the initial encounter, the Tamer must make additional Animal Handling checks over a series of interactions that resemble death saving throws.
- The Tamer needs a total of 5 successes before accumulating 5 failures to successfully tame the monster.
- Each check has the DC specified for the monster's CR level.
- Outcome:
- Success: If the Tamer achieves 5 successful checks before 5 failures, the monster is tamed and can be trained further.
- Failure: If the Tamer accumulates 5 failures before 5 successes, the taming attempt fails, and the monster becomes hostile.
- Critical Roles: On a Natural 20, monsters at CR Level 12 or below are automatically tamed, while monsters CR 13 or above recieve three (3) success counters. On a Natural 1, monsters at CR Level 12 or below automatically fail the taming process, while monsters CR 13 and above recieve three (3) failure counters.
Below is a table that outlines the number of successful or failed Animal Handling checks required to tame monsters based on their Challenge Rating (CR), using a format similar to death saving throws.
| CR Level | Initial Encounter Check DC | Check DC for Subsequent Interactions |
|---|---|---|
| 0-2 | 10 | 10 |
| 3-5 | 12 | 12 |
| 6-8 | 14 | 14 |
| 9-12 | 16 | 16 |
| 13-16 | 18 | 18 |
| 17-20 | 20 | 20 |
Monster Breaking
Monster Breaking is a more aggressive method of taming monsters that involves subduing them through non-lethal combat. This method carries significant risk but can be effective for taming more aggressive or dangerous creatures.
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Initial Encounter:
- A monster must be brought down with non-lethal damage in order for Monster Breaking to be attempted.
- When the monster is reduced to 0 HP with non-lethal damage, the Tamer must make an Animal Handling check with the specified DC for the monster's CR level. This feature can only be used once per short rest.
- Success on this initial check allows the Tamer to begin the process of Monster Breaking. Failure means the monster bypasses nonlethal state and dies instantly from overexertion.
-
Subsequent Interactions:
- After the initial encounter, the Tamer must make additional Animal Handling checks over a series of interactions that resemble death saving throws.
- The Tamer needs a total of 5 successes before accumulating 5 failures to successfully tame the monster.
- Each check has the DC specified for the monster's CR level.
-
Stabilization:
- On a successful tame, the Tamer must immediately conduct a Medicine Check to stabilize the dying monster.
- DC for Medicine Check: 10.
- Success: The monster is stabilized, and full taming is achieved.
- Failure: The monster dies.
-
Outcome:
- Success: If the Tamer achieves 5 successful Animal Handling checks before 5 failures and successfully stabilizes the monster with a Medicine Check, the monster is tamed and can be trained further.
- Failure: If the Tamer accumulates 5 failures before 5 successes in the Animal Handling checks, the monster dies from panic and overexertion.
- Critical Roles: On a Natural 20, monsters at CR Level 12 or below are automatically tamed, while monsters CR 13 or above receive three (3) success counters. On a Natural 1, monsters at CR Level 12 or below automatically fail the taming process, while monsters CR 13 and above receive three (3) failure counters.
Below is a table that outlines the number of successful or failed Animal Handling checks required to tame monsters based on their Challenge Rating (CR), using a format similar to death saving throws.
CR Level Initial Encounter Check DC Check DC for Subsequent Interactions 0-2 10 10 3-5 12 12 6-8 14 14 9-12 16 16 13-16 18 18 17-20 20 20
Rules for Storing Monsters
Monster Hunting guilds offer discounted monster living space to tamers, which includes feed and care of the creatures.
| Living Space Tier | Monthly Cost | Number of Monsters | Required Tamer Rank |
|---|---|---|---|
| Basic Enclosure | 50 gp | 3 | Novice |
| Enhanced Enclosure | 100 gp | 4 | Novice |
| Standard Pen | 150 gp | 5 | Apprentice |
| Secure Pen | 200 gp | 6 | Apprentice |
| Reinforced Pen | 250 gp | 7 | Journeyman |
| Advanced Pen | 300 gp | 8 | Journeyman |
| Basic Habitat | 350 gp | 9 | Expert |
| Enhanced Habitat | 400 gp | 10 | Expert |
| Elite Habitat | 450 gp | 11 | Master |
| Premium Habitat | 500 gp | 12 | Master |
| Advanced Sanctuary | 550 gp | 13 | Grandmaster |
| Grandmaster Preserve | 600 gp | 14 | Grandmaster |
Rules for Using Monsters
| Tamer Tier | Total CR Level Allowed | Description |
|---|---|---|
| Novice | 1/4 | Tamers at this rank can have a total CR level of up to 1/2, allowing them to handle small or very weak monsters. |
| Apprentice | 1 | At this rank, Tamers can manage slightly stronger monsters, with a total CR level of 1. |
| Journeyman | 3 | More experienced Tamers can handle a total CR level of 2, allowing for multiple small monsters or one moderately strong monster. |
| Expert | 5 | Tamers at this level can manage up to a total CR level of 3, giving them the flexibility to handle multiple moderate monsters or a few stronger ones. |
| Master | 8 | Highly skilled Tamers can handle a total CR level of 5, providing the ability to manage several moderate monsters or a couple of stronger ones. |
| Grandmaster | 10 | The most elite Tamers can handle a total CR level of 8, allowing them to manage a diverse and powerful group of monster companions. |
Menagerist Progression
Like all guild specializations, Menagerists advance through six tiers of mastery, each increasing their skill in taming and employing monsters on the battlefield.
Novice Menagerist
Novice Menagerists are technically considered candidates for the specialization within the Hunter’s Guild. Before being fully recognized, they are given a simple task that reflects the fundamentals of monster taming—successfully subduing monsters in the wild. This trial serves as a test of patience, skill, and instinct, ensuring that only those truly suited for the path advance.
Commanding Roar. You’ve learned to assert dominance on the battlefield with sharp commands and fierce presence. As a bonus action, you can issue a Battle Command to a tamed creature within 60 feet that can see or hear you. That creature can immediately:
- Move up to half its movement, or
- Make a single weapon or natural attack, or
- Take the Help action
Novice Advancement
To be officially recognized as an Apprentice Menagerist, a candidate must:
- Successfully tame their first monster (CR 0-2) using either Peaceful Taming or Monster Breaking.
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