Other Rules

COMBAT

During combat your creatures will react differently depending on their level of training.

Tamed Creatures with minimal Training

A tamed Creatures with minimal training is just that: A creature that has been tamed but has not been taught all of it’s basic commands yet.

  • These creatures will generally stay by their trainers side during combat
  • If the creature is attacked it must make a DC14 wisdom saving throw. On a success or if the creature is immune to being frightened then it holds it’s ground.
  • If the creature succeeds but it’s attacker is the same size or larger than it, it becomes frightened of it’s attacker for 1 minute and uses all of it’s movement to move directly away from the source of it’s fear. In this state it will only respond to the calm command.
  • If the creature fails it’s saving throw then it loses itself to it’s instincts, once again becoming untamed and reacting however it would react in the wild.
  • If the creature is at least 1 size larger than it’s attacker it gains advantage on this saving throw.
  • A tamed creature that has become wild again can only be retamed if it’s trainer is the same size or larger than it. Re-taming a creature follows the same steps for taming as normal, however the skill challenge has both the number of success and fails required halved (rounding up).

Creatures with Basic training

A creature with basic training won’t revert back to it’s baser instincts when threatened, however it’s never been trained in combat and still doesn’t know how what to do when fighting alongside it’s trainer.

  • A creature with basic training is a creature that knows all it’s basic commands but hasn’t been taught any complex commands
  • If the creature is attacked it must make a DC12 wisdom saving throw. On a success the creature holds it’s ground.
  • If the creature fails the saving throw but is at least 2 sizes larger than it’s attacker or is immune to being frightened then it has disadvantage on all saving throws and grants advantage to the next attack against it.
  • Otherwise on a failure the creature becomes frightened of it’s attacker for 1 minute and uses all of it’s movement to move directly away from the source of it’s fear and has disadvantage on all saving throws and grants advantage to the next attack against it. When frightened the creature will only respond to the calm command

Creatures with Basic Combat Training

A Creature with basic combat training understands the basics of fighting and will not falter in a fight so long as it feels it’s trainer is by it’s side directing them. However it’s still not completely ready and fold under pressure.

  • A creature with basic combat training knows at least one of their ‘Action’ commands, but is not yet fully trained.
  • If the creature is attacked and hasn’t been issued any complex commands in the last 2 rounds (4 if the trainer is a beastmaster) it must make a DC11 wisdom saving throw. On a success the creature holds it’s ground.
  • If the creature fails the saving throw but is at least 2 sizes larger than it’s attacker or is immune to being frightened then it has disadvantage on all saving throws and grants advantage to the next attack against it.
  • Otherwise on a failure the creature becomes frightened of it’s attacker for 1 minute and uses all of it’s movement to move directly away from the source of it’s fear and has disadvantage on all saving throws and grants advantage to the next attack against it. When frightened the creature will only respond to the calm command

Fully trained creatures

Fully trained creatures are disciplined and prepared. They know their trainer won’t always be there to direct them will take some initiative to defend themselves if they need to. Even when fear takes hold, a fully trained creature actively fights the urge to flee.

  • A fully trained creature knows all it’s simple and complex commands
  • If the creature is attacked and hasn’t been issued any complex commands in the last 2 rounds (4 if the trainer is a beastmaster) it must make a DC10 wisdom saving throw. On a success the creature holds it’s ground and automatically takes the dodge action on it’s next turn if not ordered otherwise.
  • On a failure, if the attacker is the same size or larger than it, the creature becomes frightened of it’s attacker for 1 minute responding only to the calm command. The creature can retake this saving throw at the beginning of each of it’s turns.
  • If the creature fails the saving throw but is larger than it’s attacker or is immune to being frightened then it holds it’s ground but gives advantage to the next attack made against it.
  • Creatures that know the ‘advanced attack’ command do not need to make a saving throw if they are currently acting on an ‘advanced attack’ command.

CREATURE HAPPINESS

Every creature is different and every creature has different needs. Most trainers can keep their creature happy by making sure it’s appropriately well fed. The cost of keeping such a creature fed can either be calculated daily or added to the trainer’s lifestyle costs (the bigger the creature and its appetite, the bigger the cost).

Some creatures, in particular those with a level of intelligence may require something more from the trainer not coverable by lifestyle costs. These requirements are determined by the DM (A powerful evil creature might ask for a once a month human sacrifice for example).

If for some reason you are unable to fulfill your creature’s needs the consequences could be anything. A couple of possible consequences:

  • the creature gets sick
  • the creature ignores your orders
  • the creature runs away and becomes untamed and untamable
  • the creature turns on the trainer and attacks, becoming untamed and untamable

BEASTMASTER BONUS

  • Beastmasters can communicate to their creatures without needing to speak. The beastmaster can give verbal commands to their creatures without speaking so long as they are able to move their head and the creature can see them.
  • In addition the beastmaster can magically bond with a creature it has tamed and trained, turning it into their ‘Ranger’s Companion’. The creature chosen must be fully trained and know the Advanced Attack command. In addition the creature must be true neutral or unaligned, be no larger than Large and have a challenge rating less than or equal to the beastmaster’s level.

Image – https://www.dungeonsolvers.com/2019/01/14/mounted-combat-in-dd-5e/