## Animal Companions
The knight and his trusted steed, the mercenary and his loyal fighting dog, the thief and her pick-pocketing monkey, the ranger and her fierce hunting falcon, or the young lion that was raised by the tribesman — humanoids have been using trained animals since the dawn of civilization.
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### Handling Animals
Whether or not you can effectively control one or multiple animals highly depends on your skills as an animal handler. Depending on your proficiency with the Animal Handling skill, you can control one or multiple animals at the same time. Your proficiency and experience also determines how strong and powerful an animal can be in order for you to tame and control it.
See the Handling Animals by Proficiency table for a quick overview.
### Controlling Animals in Combat
An animal freely follows and executes commands it is trained to do. A beast of burden is trained to pull or move on command, a horse is trained to jump when the rider wants to, and a fighting dog is trained to attack. Commanding an animal to do what it is trained for requires no ability check by the handler, but an untrained handler must spend more of her focus on an animal than a proficient one.
Your animals take their turns on your initiative. On your turn, you can verbally issue one command to one animal.
If you are proficient in the Animal Handling skill, you can also use a bonus action to issue the same simple command (e.g. heel) — or use your action to issue the same complex command (e.g. attack the same target) — to multiple of your animal companions.
Depending on the animals training, a command always includes ordering an animal to move to a certain (easy to reach) location and take one of certain actions, detailed in the Trainings Types and Commands table below.
Trying to command an animal to do something it isn't trained for — e.g. forcing an animal untrained for combat towards danger — or any other unusual but reasonable action always counts as a complex command and additionally requires a successful DC 20 Wisdom (Animal Handling) check.
An animal never requires your command to use its reaction, but only hunting, guard, and war animals can use their reactions to make opportunity attacks.
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An animal that is given a command it is trained to follow, will continue to perform that command until ordered otherwise. If it doesn't have a command to follow, the beast will either flee or hide (taking the Dash or Hide action) or stand its ground (taking the Dodge action).
If you are incapacitated, or absent, an animal acts on its own, following its training and nature to the best of its abilities.
##### Training Types and Commands
| Training | Simple Command | Complex
Command |
|:---------|:---------------|:-------------------|
| Pet, Draft, Riding | Dash | Hide |
| Hunting, Guard, War | Dash, Hide, Search | Attack, Disengage, Help, Ready |
#### Training Types
The following types of training exist:
**Draft.** A draft animal is trained to pull or push vehicles or carry heavy loads. Draft animals are usually bred for strength and a stoic personality, and are less difficult to keep under control than pets. A draft animal tries to flee or hide when it has lost a quarter of its hit points.
**Guard.** A guard animal is trained to stay on post or patrol an area on its own for an extended period of time, as well as alert its owner to any unknown person or threat it detects. Guard animals are often hostile towards other humanoids besides its owner. A guard animal tries to flee or hide when it has lost half of its hit points.
**Hunting.** A hunting animal is trained to assist during a hunt, by coursing, startling, or actively catching the prey. A hunting animal willingly attacks only creatures that are similar to its usual prey. A hunting animal tries to flee or hide when it has lost half of its hit points.
**Pet.** A pet is only trained to be housebroken and follow the owner around. A pet tries to flee or hide in the face of danger.
**Riding.** A riding animal is trained to carry a rider and quickly follow command from the saddle. A riding animal tries to flee or hide when it has lost a quarter of its hit points.
**War.** An animal trained for war is trained to attack creatures much larger than itself and has advantage on saving throws against being frightened. A war animal fights to the death.
**Wild.** If you find yourself accompanied by a wild animal that follows your commands, a predator is considered trained for hunting, while a flight animal is either a pet, draft, or riding animal.
##### Handling Animals by Proficiency
| Animal Handling | Max. Number
of Companions | Max. Total CR
of Companions | Issue
Simple Command | Issue
Complex Command |
|:--------------:|:-:|:-------------------:|:------------:|:------------:|
| Not Proficient | 1 | character level / 8 | Bonus Action | Action |
| Proficient | 2 | character level / 8 | Free* | Bonus Action |
| Expertise | 4 | character level / 4 | Free* | Bonus Action |
| | | | \**once per turn* | |
\pagebreakNum
### Downtime Activity: Train Animals
Taming or training an animal takes time, empathy, and patience.
**Resources.** Taming or training an animal typically takes at least several workweeks, in which you constantly train with the animal. You need at least 2 hours of concentrated training each day in order to make any progress. Any additional training might risk overexerting the animal and losing training progress or its *Trust* (see below). However, you can train different animals on the same day.
An untrained, but otherwise tame animal must always be trained as a pet before it can receive any further training.
Likewise, any wild animal must first be tamed — becoming used to the presence of the trainer and accepting food and physical contact — before it can receive training as a pet.
If you bought an already trained animal, you still need to gain its *Trust* first. Until then, you suffer certain penalties when commanding it (see *Trust* below).
**Resolution.** After each week of training, make a DC 10 Wisdom (Animal Handling) check. This check is modified by the type of training you wish to impart.
Once you have accumulated a certain number of training successes, the training is considered successfully finished.
| Training | Modifier | Required
| Animal | Price |
|:--------------|-------------:|
| Dog, pet | 5 gp |
| Dog, draft | 10 gp |
| Dog, riding | 25 gp |
| Dog, guard | 50 gp |
| Dog, hunting | 50 gp |
| Dog, war | 100 gp |
| Animal | Price |
|:--------------|-------------:|
| Horse, draft | 50 gp |
| Horse, riding | 75 gp |
| Horse, war | 300 gp |
| Bird, pet | 25 gp |
| Bird, hunting | 75 gp |
| Bird, war | 150 gp |
\pagebreakNum
### Revised Druid & Ranger spells