Taming & Beastmaster v2

by JustAnotherJames

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Main Idea

I believe part of the Beastmaster's failings as a subclass is that it specializes on taming and commanding animals - a mechanic that doesn't actually exist, and thus cannot be improved. And so, I present both a new Beastmaster, and new rules to Taming.

Taming

Version 2

A knight rides his steed into battle; a rogue and her rat sneak from alleyway to alleyway; and a group of clerics ride giant eagles, the holy symbol of their god, as they spread their faith.

Taming is a process of training individual animals to perform actions upon your command.
Credits

Myself (JustAnotherJames, u/JimiAndKingBaboo) - Base Concept, DCs, Reworkings, Beastmaster
u/DracoDruid - Training Types, Simple & Complex Commands, Handling Animals by Proficiency, Trust

Training

To train a nonhostile creature, you need to a week of downtime training it to gain one Training Class. In addition, it's. You must make a Charisma (Animal Handling) check with the DC depending on if it's a young or old creature.

A Juvenile creature's Training DC is 20 plus the monster's Challenge Rating minus 1. (DC = 20 + (CR-1))
An Adult creature's Training DC is 20 pus two times the Challenge Rating plus one (DC = 20 + 2*(CR+1))
DCs

I came up with the DCs by comparing the Animal Handling checks needed to tame a Giant Eagle, Giant Owl, Griffon, Hippogriff, and Pegasus in the 3e Monster Manual (the one I own) and making a formula with the closest approximation

Commanding

In battle, you must command the creature to act. It acts on your turn immediately after the command is given.

The type of action it takes to Command depends on your proficiency in. When you Command, you can give your creature two Simple Commands or one Simple and one Complex command.

A tamed creature can't attack more than once a turn

Animal Handling Proficiency Max. Number of Creatures Max. Total CR of Creatures Command Action
No Proficiency 1/2 Proficiency Bonus Proficiency Bonus Standard
Proficiency As Proficiency Bonus Proficiency Bonus Bonus Action
Expertise 2 x Proficiency Bonus 2 x Proficiency Bonus Bonus Action

Training Classes

When you tame a creature, you assign it a Training Class. The Training Class dictates what is a Simple and what is a Complex command. In addition, each Training Class gives the Creature a single Feature. During a Long Rest, you may attempt to retrain a creature to change it's Training Class, remaking the check with the new classes modifier. On a failure, the creature just doesn't gain the new Training Class.

Draft
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash Hide Treated as one size larger in terms of carry weight
Guard
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash, Hide, Search Attack, Disengage, This creature has advantage on Wisdom (Perception) checks to keep watch. +5
Hunting
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash, Hide, Search Attack, Disengage, Assign this creature an Animal to be it's prey. This Creature has advantage on attack rolls on it's prey +5
Pet
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash Hide During a rest, this creature lays on your lap and calms you down, healing you of 1d4 Hit Points -10
Riding
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash Hide You can command this creature as a Move Action instead of a Standard or Bonus -5
War
Simple Commands Complex Commands Feature Taming DC Modifier
Move, Dash, Hide, Search Attack, Disengage Something +10

Trust

Taming isn't just about controlling and commanding beasts, it's also about the bonds that ties you together.

Building Trust

During a Long Rest, you can choose to build Trust with an tamed creature Make a DC 15 Wisdom (Animal Handling) check. Upon success, you build Trust, loosing the penalties of an Untrusting creature (see below). If you build Trust with a creature that is not untrusting, it gains a d4 that you can add to any one check it makes until the next Long Rest.

Untrusting Animals

An Untrusting creature, such as a recently bought animal or a Broken creature (see below) is one that, while tamed, doesn't trust you for whatever reason (whether this is because you just met it, or because you've trained it through Intimidation rather thqan care, or some other reason varies.)

You gain the following penalties with Untrusting creatures until you spend a Long Rest to build Trust.

  • You have diadvantage on all Animal Handling checks made on the Untrusting Creature
  • Whenever you command a creature, you must make a
    DC 15 Wisdom (Animal Handling) check. On a failure, the creature doesn't follow your command

Breaking the Beast

Instead of using Animal Handling, you can Break the creature, rolling Charisma (Intimidation) with Advantage to tame the creature.

When you roll Animal Handling to command a Broken creature, if you roll a 1, the creature turns on you and will start attacking. A Broken creature cannot become a Ranger's Companion.

Beastmaster (Ranger Conclave)

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend." - Player's Handbook

Beastmaster
Ranger Level Proficiency Bonus Features
3rd +2 Ranger's Companion
7th +3 Exceptional Training
11th +4 Bestial Fury
15th +5 Greatest Bond

Ranger's Companion

You gain the ability to form deeper bonds with the beasts of the world, improving your ability to tame and command creatures.

Beginning at 3rd Level, you gain Proficiency in Animal Handling and double your Proficiency Bonus in it. If you already have Proficiency in Animal Handling, then double your Proficiency Bonus in it.

It takes you a Long Rest to Tame creatures, rather than a Week of Downtime, and a Short Rest to build Trust. In addition, you can perform a Wisdom (Animal Handling) check rather than a Charisma (Animal Handling) to tame and train creatures.

During a Short Rest, you can designate one creature you have tamed as your Ranger's Companion, or you can perform a ritual to summon a Beast of the Land, Beast of the Sea, or Beast of the Sky to be your Companion.

You add your Proficiency Bonus to the Attack and half your Proficiency Bonus to the Damage rolls of your Companion.

Exceptional Training

You get better at training creatures, to the point of being able to teach them actions they couldn't do under another's command.

Starting at 7th level, you can use an Action to Command tamed creatures to take actions that aren't on their normal can make Attacks of Opportunity

In addition, you can redesignate your Companion as an Action a number of times per day equal to your Wisdom modifier

Bestial Fury

Your bond grows greater, and you gain the ability to command your companion to attack multiple times per turn.

Starting at 11th Level, your Companion gains the ability to attack the same amount of times as you. If your Companion would normally have a multiattack option, it uses that instead.

Greatest Bond

You gain the ability to create one of the deepest bonds between man and beast. Starting at 15th level, you can see and hear through the eyes and ears of your Companion.

Once per turn, you can Command one of your tamed creatures as a Free Action

Finally, you can cast Ranger Spells as if you were in the location of your Companion, and you can cast Ranger Spells with a range of Self onto your Companion.

 

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