Magizoologists study magical creatures. As they work with many different creatures, the Department for the Regulation and Control of Magical Creatures at the Ministry of Magic created a classification of every known beast, being and spirit, ranging from bowtruckles to Hungarian Horntails. Whether harmless or an untameable wizard-killer, magizoologists record the unique traits of beasts for wizardkind’s safety.

Dragon-Keepers

Dragon-keepers call the dragon reserves home, caring for the most famous classified creature among wizards and Muggles alike. Spending day after day with them, dragon-keepers often learn to see through the eyes of their ward and empathize with the plight of many magical beasts. They seek to understand dragons for the benefit of all.

Monster Hunters

Alternatively, some take a confrontational style of protection. When a wizarding village is plagued by a growing community of trolls, or they suspect a vampire is the cause of their dead livestock, they turn to a monster hunter. Dark creatures blur into the magical being category, so a monster hunter must deal with intelligent demi-humans just as well as corral a stray beast. It is up to the monster hunter to approach a situation wand blazing or seeking a peaceful resolution.

Subclass Features

Biological Studies

At 1st level, you gain one of the following features.

Way of the Wild

At 6th level, you gain one of the following features.

Outdoorswizard

At 10th level, you gain one of the following features.

Genus Genius

At 14th level, you gain one of the following features.

Sixth Sense

At 18th level, you gain one of the following features.

Your Beast Companion

Bonding with Your Beast

With 8 hours of uninterrupted communication and bonding, you can call upon a non-hostile beast to serve as your faithful companion. When you gain this feature, select your companion from any Medium or larger single beast of challenge rating 1/4 or lower. You can have only one beast companion at a time.

Your beast companion obeys your commands as best it can. The beast moves and acts during your turn, but you determine its actions, decisions, attitudes, and so on. You and your companion can move and act in any order you choose. If you are incapacitated or absent, your companion acts on its own.

Your companion will fight in unison with you. The following rules apply while it is bonded to you by this feature:

Commanding Your Beast

You train your companion to follow certain commands. You have a number of Command Dice equal to half your level (rounded down) + your Wisdom modifier. A command die is a d6, and it is used to issue specifically trained commands to beasts, including your beast companion.

You can issue one command at a time to a beast within 120 feet of you that can hear you; the beast must be able to hear you to follow the command, and the command is wasted if the beast doesn't fulfill it before the end of its next turn. When a command die is rolled, its use is expended. Your command die becomes a d8 when you reach 14th level.

You regain all command dice when you finish a long rest.

Beast Commands

Your companion knows two beast commands of your choice. It learns an additional command when you reach 14th level. You can also teach any friendly beast other than your companion only one beast command by spending at least 1 hour per day for 7 days training the creature.