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  An animal that is given a command it is trained to follow,

Animal Companions will continue to perform that command until ordered


otherwise. If it doesn't have a command to follow, the beast
The knight and his trusted steed, the mercenary and his will either flee or hide (taking the Dash or Hide action) or
loyal fighting dog, the thief and her pick-pocketing monkey, stand its ground (taking the Dodge action).
the ranger and her fierce hunting falcon, or the young lion If you are incapacitated, or absent, an animal acts on its
that was raised by the tribesman — humanoids have been own, following its training and nature to the best of its
using trained animals since the dawn of civilization. abilities.
Version 3.6 Training Types and Commands
Created by DracoDruid [@GMBinder | @Reddit]
Simple Complex

Training Command Command


Handling Animals
Pet, Draft, Riding Dash Hide
Whether or not you can effectively control one or multiple
animals highly depends on your skills as an animal handler. Hunting, Guard, War 
Dash, Hide, Attack, Disengage,
Depending on your proficiency with the Animal Handling Search Help, Ready
skill, you can control one or multiple animals at the same
time. Your proficiency and experience also determines how Training Types
strong and powerful an animal can be in order for you to The following types of training exist:
tame and control it. Draft. A draft animal is trained to pull or push vehicles
See the Handling Animals by Proficiency table for a or carry heavy loads. Draft animals are usually bred for
quick overview. strength and a stoic personality, and are less difficult to
keep under control than pets. A draft animal tries to flee or
Controlling Animals in Combat hide when it has lost a quarter of its hit points.
An animal freely follows and executes commands it is Guard. A guard animal is trained to stay on post or patrol
trained to do. A beast of burden is trained to pull or move an area on its own for an extended period of time, as well
on command, a horse is trained to jump when the rider as alert its owner to any unknown person or threat it
wants to, and a fighting dog is trained to attack. detects. Guard animals are often hostile towards other
Commanding an animal to do what it is trained for requires humanoids besides its owner. A guard animal tries to flee
no ability check by the handler, but an untrained handler or hide when it has lost half of its hit points.
must spend more of her focus on an animal than a Hunting. A hunting animal is trained to assist during a
proficient one. hunt, by coursing, startling, or actively catching the prey. A
Your animals take their turns on your initiative. On your hunting animal willingly attacks only creatures that are
turn, you can verbally issue one command to one animal.
If similar to its usual prey. A hunting animal tries to flee or
you are proficient in the Animal Handling skill, you can also hide when it has lost half of its hit points.
use a bonus action to issue the same simple command (e.g. Pet. A pet is only trained to be housebroken and follow
heel) — or use your action to issue the same complex the owner around. A pet tries to flee or hide in the face of
command (e.g. attack the same target) — to multiple of your danger.
animal companions. Riding. A riding animal is trained to carry a rider and
Depending on the animals training, a command always quickly follow command from the saddle. A riding animal
includes ordering an animal to move to a certain (easy to tries to flee or hide when it has lost a quarter of its hit
reach) location and take one of certain actions, detailed in points.
the Trainings Types and Commands table below. War. An animal trained for war is trained to attack
Trying to command an animal to do something it isn't creatures much larger than itself and has advantage on
trained for — e.g. forcing an animal untrained for combat saving throws against being frightened. A war animal fights
towards danger — or any other unusual but reasonable to the death.
action always counts as a complex command and Wild. If you find yourself accompanied by a wild animal
additionally requires a successful DC 20 Wisdom (Animal that follows your commands, a predator is considered
Handling) check. trained for hunting, while a flight animal is either a pet,
An animal never requires your command to use its draft, or riding animal.
reaction, but only hunting, guard, and war animals can use
their reactions to make opportunity attacks.

Animal Companions v3.6 | by DracoDruid [@GMBinder | @Reddit]


Handling Animals by Proficiency 1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used Number

Max. are property of Wizards


Max.ofTotal
the Coast.
CR
©Wizards of theIssue

Coast LLC. Issue

Downtime Activity: Train Animals Option: Beast-like Creatures


With your DMs permission, you can also try to tame and
Taming or training an animal takes time, empathy, and train certain beast-like creatures (e.g. griffons, worgs, or
patience. wyverns). As a guideline, any beast-like creature with an
Resources. Taming or training an animal typically takes Intelligence score of 6 or less, could be eligible, but the DM
at least several workweeks, in which you constantly train has the final say.
with the animal. You need at least 2 hours of concentrated Taming and training such a beast-like monster follows
training each day in order to make any progress. Any the same rules as training an animal, however, your
additional training might risk overexerting the animal and Wisdom (Animal Handling) checks to tame or train the
losing training progress or its Trust (see below). However, creature suffer an additional negative modifier equal to the
you can train different animals on the same day. monster's CR (minimum 0), and the number of required
An untrained, but otherwise tame animal must always be successes is doubled.
trained as a pet before it can receive any further training.
Likewise, any wild animal must first be tamed — Option: Breaking the Beast
becoming used to the presence of the trainer and accepting Building trust and a positive relationship takes time,
food and physical contact — before it can receive training empathy, and patience. If you have neither, you can instead
as a pet. try to break the animal to make it heed your call. Breaking
If you bought an already trained animal, you still need to an animal only takes half the required successes, however
gain its Trust first. Until then, you suffer certain penalties if you fail a Wisdom (Animal Handling) check, you not only
when commanding it (see Trust below). suffer a potential setback, but are also attacked by the
Resolution. After each week of training, make a DC 10 animal and must first subdue it before being able to
Wisdom (Animal Handling) check. This check is modified continue.
by the type of training you wish to impart. A broken animal bears no love to — and might potentially
Once you have accumulated a certain number of training turn on — its master, if the master ever shows any signs of
successes, the training is considered successfully finished. weakness. More than one goblin worg master was mauled
Required

by their beasts in a moment of weakness or carelessness.


Training Modifier Successes
Tame Wild Animal -5 or lower 20
Pet 0 2 New Feat: Animal Wrangler
Draft 0 4 Prerequisite: Proficiency with the Animal Handling skill
Riding -5 8 You have a knack dealing with beasts and making them
follow your commands. You gain the following benefits:
Hunting / Guard -5 12
You gain expertise in the Animal Handling skill,
War -10 20 doubling your proficiency bonus for any ability check
you make that uses that proficiency.
Gain Trust 0 2 On your turn, you can issue one additional free or bonus
action command to one of your animal companions.
Complications. If you rolled a total of 5 or lower on your In addition, you learn animal friendship and beast bond,
Wisdom (Animal Handling) check, you overexerted the each of which you can cast once without expending a
animal or made a grave mistake. You lose a number of spell slot. You regain the ability to cast those two spells
training successes equal to 6 minus your result. Rolling a 1 in this way when you finish a long rest. Wisdom is your
on the d20 always counts as a failure, though any setback is spellcasting ability for both spells.
determined by the final result.
If you fail twice in a row, you lost the animal's Trust (see
below).
If you fail twice in a row while trying to regain an Buying Animals (examples)
animal's Trust, you lost the last chance of cooperation. It
will no longer follow any of your commands unless it has   Animal Price     Animal Price  
no other choice and it will try to run away from you   Dog, pet 5 gp     Horse, draft 50 gp  
whenever the opportunity arises.
  Dog, draft 10 gp     Horse, riding 75 gp  
Trust
Whether you have recently bought a new animal   Dog, riding 25 gp     Horse, war 300 gp  
companion or made several mistakes in training your own,   Dog, guard 50 gp     Bird, pet 25 gp  
you need to gain its trust in order for it to follow your
orders without hesitation.   Dog, hunting 50 gp     Bird, hunting 75 gp  
Until you (re-)gain an animal's Trust, you suffer the   Dog, war 100 gp     Bird, war 150 gp  
following disadvantages:
All your Wisdom (Animal Handling) checks regarding
this animal are made with disadvantage.
You must succeed on a DC 15 Wisdom (Animal
Handling) check to issue a command the animal is
already trained to follow.

Animal Companions v3.6 | by DracoDruid [@GMBinder | @Reddit]


2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Revised Druid & Ranger spells Calm Beasts
1st-level enchantment
Animal Friendship (revised) Casting Time: 1 action
1st-level enchantment (ritual) Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Concentration, up to 1 minute
Components: V, S You attempt to suppress strong emotions in a group of
Duration: 24 hours beasts. Each beast in a 20-foot-radius sphere centered on a
This spell lets you convince a beast that you mean it no point you choose within range must make a Wisdom saving
harm. Choose a beast that you can see within range. It throw; a beast can choose to fail this saving throw if it
must see and hear you. The beast must have an wishes.
Intelligence of 6 or lower or the spell fails. Otherwise, the If a beast fails its saving throw, choose one of the
beast must succeed on a Wisdom saving throw or be following two effects:
charmed by you for the spell's duration. If you or one of You can suppress any effect causing a target to be
your companions harms the target, the spell ends. charmed or frightened. When this spell ends, any
At Higher Levels. When you cast this spell using a spell suppressed effect resumes, provided that its duration
slot of 2nd level or higher, you can affect one additional has not expired in the meantime.
beast for each slot level above 1st. Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This
Beast Bond (revised) indifference ends if the target is attacked or harmed by a
1st-level enchantment (ritual) spell or if it witnesses any of its friends being harmed.
When the spell ends, the beast becomes hostile again,
Casting Time: 1 hour unless the DM rules otherwise.
Range: 5 feet
Components: V, S, M (fine food and rare herbs worth 50 Revivify Beast
gp, which the spell consumes) 1st-level necromancy
Duration: 1 year Casting Time: 1 action
You can form a close bond with an animal that is friendly to Range: Touch
you or charmed by you. Components: V, S, M (rare herbs and incense worth 50 gp,
When you cast the spell, choose a friendly beast within which the spell consumes)
range. The beast must remain friendly and in range during Duration: Instantaneous
the entire casting. You touch a beast that has died within the last 10 minutes.
Once bond, this beast becomes your loyal companion and That beast returns to life with 1 hit point. This spell can’t
will obey your commands to the best of its abilities, giving return to life a beast that has died of old age, nor can it
you advantage on your Wisdom (Animal Handling) checks. restore any missing body parts.
You also establish a telepathic link with the beast. While At Higher Levels. If you cast this spell using a spell slot
within line of sight, the beast can understand your of 2nd level or higher, the beast returns to live with 10
telepathic messages, and it can telepathically communicate additional hit points for each slot level above 1st. It can't
simple emotions and concepts back to you. In addition, this gain more hit points than its hit point maximum.
link allows you and the beast to sense each others direction
and distance within up to 5 miles, and whether the other is
injured or unconscious.
If you are incapacitated or absent, your companion acts
on its own, focusing on finding and protecting you and
itself.
When the spell ends or is suppressed (e.g. by an
antimagic field), the beast remains loyal to you, but you lose
any benefits given by the spell.

Animal Companions v3.6 | by DracoDruid [@GMBinder | @Reddit]


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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