Apprentice Menagerist Image

Apprentice Menagerist

Apprentice Menagerists have proven their basic understanding of monster handling and are now ready to refine their craft. At this stage, they must decide how they wish to shape their approach to taming—whether by fostering trust with creatures or enforcing their dominance through control and discipline. Apprentices begin working more independently, attempting their first solo taming under the supervision of experienced mentors.

Pack Tactics. When a tamed monster is within 5 feet of an enemy, you and the monster gain advantage on attack rolls against that enemy.

Wild Stride. Moving through difficult terrain does not cost extra movement for you or a tamed creature moving within 10 feet of you.

Menagerists 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.

Apprentice Advancement

To advance to Journeyman Menagerist, an Apprentice must:

  • Successfully tame at least 3 different monsters within the CR 3-5 range.

Rules for Taming Monsters

Peaceful Taming

  1. 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.
  2. 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.
  3. 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 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 12 10
    3-5 14 12
    6-8 16 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.

    1. 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.
    2. 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.
    3. 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.
    4. 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.

Apprentice Menagerist Image

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