Each animal that you train is essentially an NPC. You should
name it, and probably record its stats. A Beastmaster Ranger should be able to
take advantage of these rules, adding a trait to their companion and, if the DM
allows it, adding an advanced training ability to their companion.
Not every animal players owe or use are necessarily
NPC-level. If a horse, dog, cat, familiar, or similar creature is regularly
part of the adventure and important on some level to the continuity of the
game, then you should name them and make them an NPC animal. An NPC animal
tracks its levels, which starts at level 1.
At first level, an Animal NPC has
the Trained trait plus one additional trait. Each session of downtime allows
you to train your animal with your Wisdom (Animal Handling) or you can pay a
trainer 50 gp per level to train for you.
Every increase in level allows you to choose an Animal Feat
for your animal NPC.
TRAITS
Loyal: The creature is immune to fear effects in your
presence.
Fearsome: The creature gains advantage on all Intimidation
checks.
Mangled and Mangy: The creature is a bit slow, -5 move, but
tough, +1d6 Hit Points.
Loveable: The beast gains advantage on all Persuasion
checks.
Hardy: Add 2 to the beasts Con.
Fast: Add 10 to the creatures move.
Sturdy: The beast is slow, -10 move, but strong +1 Str, and
tough, +1 AC
Trained: The animal can be called, responding to an audible
signal. The animal is not hostile around your friends and treats strangers with
caution, but is not violent.
Aggressive: The beast has advantage on Initiative checks.
You can have the creature roll initiative instead of your character, but it
must take the action on the first round.
Attentive: The beast has advantage on surprise and
perception checks.
Weird: You may roll on the following table. A weird beast is
difficult to train (disadvantage on all training rolls) but it has a special
power.
D6
|
Result
|
1 Bit of Blink Dog in her
|
The animal has the Blink Dog’s teleport ability.
|
2 Displacer beast blood
|
The animal has the Displacer Beast’s displacement ability.
|
3 Speaks
|
The animal can speak 1d3 languages, plus one language your character
does not know.
|
4 Telepath
|
The animal is telepathic within 60 feet.
|
5 Undead
|
The animal is a zombie. It gains the Undead Fortitude ability, but it
is also rotting.
|
6 Berserker
|
The animal can use the Barbarian’s rage ability once per long rest.
It rages as a first level Barbarian.
|
Blessed: You may roll on the following table. A blessed
beast is rare, but has special powers. However, it cannot hide from undead or
fiends, who detect its nature.
D6
|
Result
|
1 Healing presence
|
The animal can heal its owner of 2d6 damage during a short or long
rest.
|
2 Singing voice
|
The animal can speak and sing; it us proficient in the Perform skill.
|
3 Angelic might
|
The animal can cast Smite Evil 1/long rest.
|
4 Tireless
|
The animal cannot become exhausted.
|
5 Winged
|
The animal has wings, and can fly at its base move.
|
6 Angel eyes
|
The animal can see lies, as per the Zone of Truth spell.
|
Cursed: You may roll on the following table. A cursed beast
is rare, and has strange, possibly evil powers. The beast cannot hide from
angels or Paladins.
D6
|
Result
|
1 Haunted by ghosts
|
A ghost haunts the beast.
|
2 Fiend in animal form
|
The animal is a fiend, and cast hellish rebuke once per long rest.
Hell hath no fury like a fiend released from a curse.
|
3 Blood-drinker
|
The beast is vampiric. It gain the Vampire’s blood drain ability.
|
4 Cursed Lover
|
The animal is actually a PCs former or current love, transformed by a
foe/evil entity into an animal.
|
5 Witch blood
|
The animal curdles milk, rots food, and scares livestock. But it has
a hidden nipple. If you drink it’s milk, the owner gains 2d6 temporary hit
points until their next long rest.
|
6 Old Familiar
|
The animal use to be or is a reincarnation of a wizards familiar. It
can speak, knows one cantrip, but constantly compares you to his former, much
grander master.
|
ANIMAL FEATS
You may choose one of these feats every time your animal levels.
Advanced Training
You can choose an advanced pet ability for your animal.
Experienced
Your animal increases its proficiency bonus, affecting its
attacks and skill checks. You can take this feat up to 4 times.
Toughness
You animal gains a hit die and you should roll hit points.
Additional Trait
Your animal NPC gains another trait. Please discuss this
trait choice with your DM, as some choice may not work with the current game.
ADVANCED PET ABILITIES
You can train your animal in the following abilities.
Guard: The animal actively protects you. If you are attacked
in melee by an opponent, the animal can take an opportunity attack.
Reactive Charge: IF you are charged by a foe, your animal
will intercept the foe. It interposes itself between you and the foe as a bonus
action.
Harry: The animal will make quick attacks at a foe and then
retreat. Each other round in combat, the animal makes an attack on a foe
without drawing opportunity attacks.
Protect area: Your animal will watch over an area and alert
its owner to strangers, odd noises, and supernatural events.
Fetch: Your animal will fetch an object. This requires
verbal instruction.
Read: Your animal can read. (This may not suit all animals...great for familiars though.)
Track: Your animal can track foes using their Wisdom bonus.
Search: Your animal is able to search an area for hidden
objects, secret doors, and invisible foes. The search is Wisdom-based.
Silent Commands: You can give your animal commands through
hand gestures.
Mounted Attack: Your steed attacks on foes in battle. You
gain advantage on mounted attacks.
Leaping Charge: The animal can leap over terrain or pounce.
The animal can move through difficult terrain as normal if attacking and it and
its rider gain advantage on the attack.
Quick move: The animal is able to move through any space of
a creature larger than them; this does not draw attacks of opportunity. If the
animal moves twice in a turn, its movement does not draw opportunity attacks.
Beast of War: Warhorses and the like remain steady in
battle. The animal has advantage on fear-based tests and does not flee if
injured.
Pathfinder: the animal can move through difficult terrain as
though it was normal.
Straight Jump: the animal can leap straight up and over
foes, with a successful Strength test.
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