5e Pet Loyalty and Training

by mcLegendary

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Pet Loyalty and Training

Pets

Pets can be fun additions to roleplaying. Here is an optional ruleset for adding tangible benefits to pet companions. Introducing Pet Loyalty progression.

Pet Loyalty

Only creatures acting of their own volition can attain pet loyalty. Spirits summoned (as the spell Conjure Animal, Find Steed, or Find Familiar) and magically influenced beasts (Animal Friendship, Dominate Monster) are not eligible to provide or earn pet loyalty benefits.

Domesticated Pets

The start of pet loyalty begins with domestication. Loyalty can be gained more effectively through "partnering" however. The difference is best exemplified in the Disney+ movie "Black Beauty" where a young woman gains the trust and friendship of a wild horse that is corralled. Becoming the first person to ride the horse, she claims the traditional term "breaking" is not accurate. A better term to describe the phenomena she claims is Partnering because they both had to learn how to make running together work.

Intelligent Pets

An exceptionally powerful creature or one that inherently has or achieves an intelligence of 4 or higher cannot effectively be domesticated. Instead our new term partnering describes the possibility of building loyalty with such creatures so you can run together. Partnering would start with a significant bonding event and a consistent pattern of trust, much like the optional loyalty rule in Chapter 4: Creating Non Player Characters in the DMG explains. For instance, a pseudodragon raised from an egg, or saving the life of a unicorn are possible events that could lead to an intelligent creature's loyalty. In contrast, the intelligent worg's precarious relationship with its goblin rider is based on fear and mutual benefit. But much like the evil NPC pretending to be an ally to the party, the worg can turn on its rider in a moment.

Maximum Pets

The maximum number of pets available for loyalty progression is 3. Use your Wisdom ability modifier for domestic based pets or your Charisma ability modifier for intelligent pets. If you don't have at least a 12 Wisdom or Charisma, you will gain no pet loyalty. No matter what your modifiers are 3 pets is still the maximum you can gain pet loyalty benefits from.

Pets vs. NPCs

A loyal pet is much like an NPC that has reached a high loyalty score. A loyal NPC can have its control transferred to a member of your party. However, if a controlled NPC is manipulated for the selfish gain of the party, the DM can revoke control. Similarly, at the DM's discretion, a loyal pet's control can be revoked if the pet is neglected or continually doing things against its nature. Alignment should also be considered. Pet Loyalty benefits are meant to reflect in a small, unique way the substantially greater power a loyal NPC can bring to your party.

Loyalty Progression

Character level progression isn't an indicator of pet loyalty. Instead, loyalty is based on significant events the pet has provided assistance with or substantial periods of the pet's life that has been beneficial to the pet in proximity with the character.

Here's an example. Magpie the 1st level wizard acquires a pet raven named Vermore in addition to a rat familiar, Krullz just before joining a party of adventurers. Vermore immediately adds value during the starting quests of the campaign, "Dragon of Icespire Peak" (Vermore achieves level 1 Loyalty). Vermore sits out during the follow-up quests with a broken wing but is back in action helping scout out Icespire Hold and using its mimicry ability during the resolution of the encounter with Cryovain the white dragon (Vermore now has level 2 Loyalty). At this point in the campaign, Magpie is a 6th level wizard and takes a year off to learn more spells in the school of transmutation and establish contacts with local nobility (player downtime). Vermore achieves Level 3 loyalty during this time, while Magpie is still a level 6 wizard. Krullz, although a loyal familiar that has helped Magpie many times, provides no pet loyalty benefits.

Loyalty Progression
Level
Features
1st
Roll character hit dice for additional max HP
2nd
+1 pet ability score or pet feat
3rd
Roll pet hit dice for additional max HP
4th
Pet learns Spare the Dying as an ability 1/day
5th
Roll hit dice for pet and character max HP
6th
+1 pet ability score or pet feat
7th
Roll character hit dice for additional max HP
8th
Pet learns Resistance cantrip as an ability 1/day
9th
+1 pet ability score or pet feat
10th
Roll hit dice for pet and character max HP
*Limited telepathy
Loyalty Progression abilities

The cantrip and telepathy benefits can only be applied between the pet and its bonded character.

Part 1 | Pet Loyalty

HP Benefits Explained

The HP benefits of pet loyalty progression reflect the health benefits that a pet relationship provides for the you and the pet. This increase can never exceed the character's maximum possible Hit Points for their level.

For instance, at 2nd level Magpie had 8 HP, but the maximum HP possible for her was 12 HP (2d6 wizard hit dice). When Vermore reached level 1 Loyalty, Magpie received 1d6 (wizard hit dice) HP benefit. Magpie rolled a 6! The wizard's new max HP is now 12, the maximum possible for a 2nd level wizard. The extra 2 HP may be added at subsequent level increases. While Vermore was still level 1 Loyalty, Magpie rose to 3rd level wizard. With a poor hit dice roll of 2, Magpie would have had 14 HP. But the leftover 2 HP from pet Loyalty gives her 16 HP (out of a max 18).

The benefit is also available to a pet's maximum HP starting at loyalty level 3. Only the highest Pet loyalty level ever achieved can be used for the character HP benefit. While having multiple pets won't provide additive HP, multi pet loyalty provides benefits as follows:

Multiple Pets
# Pets
HP Benefit
1
Roll character level progression HP with advantage
2
Roll Loyalty HP for character with advantage

All of these benefits should complement the rules defined under the Constitution Hit Points section in the PHB. In the case of a pet's demise, HP benefits gained remain for the character, but multi pet advantages will be unavailable. Multi pet advantages are not retroactive like the Constitution ability modifier changes.

Limited Telepathy

At level 10 Loyalty, the bond formed with a pet is so great, even pets unable to speak are able to communicate with their bonded character in a limited capacity. When visible within 50 feet they are able to accurately communicate simple ideas, emotions or reference past events they've shared. This unspoken connection is available to intelligent pets as well, transcending the need for spoken word at times.

Bonded Character dropping to 0 HP

Loyal pets can make a DC 10 Wisdom (Medicine) check to stabilize a bonded character reduced to 0 HP. At level 4 Loyalty, the bond is so great that pets (even tiny ones) can stabilize the character as the Spare the Dying cantrip 1/day. An intelligent pet may decide to perform the normal DC 10 Wisdom check for other party members, but a domesticated pet will likely flee or protect the body of a bonded character that has perished. A domestic pet won't attempt to stabilize other party members unless it has been specifically trained to do so.

Loyalty Benefit: Pet Feats

At Loyalty level 2 and higher, there's something special between you and your pet. Sometimes subtle, sometimes magical, choose a loyalty feat that best suits your roleplaying style and pet!

Pet Loyalty Feats
Gain the ability to perform the Help action.
Gain the spell Goodberry as an ability 1/day. Instead of 10 instantaneous berries however, the food items are based on the creature size (tiny 1d4 items, small 1d6, etc) and the food is something the creature would be able to carry and retrieve during a short or long rest.
Basic level training completed in a fraction of the normal required training time.
Gain ability Soothing Charm 1/day. As an action your pet can use its soothing nature to break the character out of a temporary madness, charm condition, or being frightened.
Gain the spell Expeditious Retreat as an ability 1/day.
Gain +1 Proficiency.
Gain Heroism as an ability 1/day.
Pet becomes a Sidekick. Optionally requires training. No other feats or ability score increases can be taken.
The pet is capable of an Advanced training option.
Gain 1 hit dice permanently.

If a loyal pet decides to go full hero using the optional sidekick rules, it can have a major impact in the party dynamics. Sidekick pets should really be special, part of an epic story they seem destined to partake in. For the purposes of encounter difficulty and challenge rating, sidekicks are included in the party size and will share in the experience earned.

Pets in Combat

Lacking a class and without attack training, a loyal pet will only attempt to assist you or evade attack. Every creature however, even domesticated ones will retaliate with whatever offensive capabilities it can muster if it is cornered or sufficiently enraged. If no command is given, role play the pet with those considerations. Having a beast automatically serve as a trained attack companion is reserved for the Beast Master ranger archetype. A beast master's companion can benefit from pet loyalty, however.

Now certain domesticated animals are particularly good in combat. For example, war horses have undergone advanced training to effectively coordinate in combat with a mounted rider using its Trampling Charge to great effect. This training doesn't require loyalty however, and the training considerations are separate from the benefits discussed here. An untrained loyal pet can be commanded as a bonus action to flee or stay next to you only on the first round of combat and continues to maintain that action unless a role playing decision to act differently arises (for example, the character is reduced to 0 HP). If you or the pet are surprised for the first round of combat, the pet will choose to stay near. If a pet is commanded to flee, it will move or dash to a safe location, using whatever abilities it has at its disposal. Keep in mind the pet's natural tendencies when considering how to carry this out. If a pet is commanded to stay near, it will choose the dodge or disengage action to stay next to you.

Part 2 | Pet Training

Pet Training

Pets in the real world can be trained to do amazing things. In a fantasy setting, the options are even greater. To simplify the guidelines, whatever you can imagine is possible with these considerations.

Training Recipe

The ingredients necessary for training a pet:

• Time
• Compensation
• Expertise
• Trainability
• Infrastructure
• DM's discretion and desire to make it happen

Let's say Magpie acquires a griffon egg. For several months Magpie calls in favors with nobility and ranger communities, engages hirelings, and generally spends resources locating the expertise necessary to train the still unhatched griffon. Spending these resources pays off and Magpie finds a distant conclave of elvish griffon trainers willing to provide the rare training. Once there, a fee is negotiated which includes food, lodging and the completion of a difficult quest. The egg hatches, the griffon is named Dora, and an early bond is established (Dora achieves Loyalty level 1). There is also a prescribed period of time for Dora to maintain the bond and take part in Magpie's training. Magpie gains the winged steed riding proficiency required to maintain concentration for mounted spell casting without disadvantage.

A party of adventurers is hired to help Magpie and Vermore complete the conclave's quest. Magpie gains a level, rolling her HP gain with advantage. The elvish conclave is so impressed with the quest results, they offer advanced combat training for Magpie and Dora, allowing Magpie to earn the Mounted Combatant feat and War Training for Dora allowing her to attack independently (but as an NPC under Magpie's control) during mounted combat and wear armor. For an additional fee, the blacksmith there offers a custom half plate barding for 10 times the cost to outfit a humanoid. Perhaps while there, Magpie encounters mages willing to teach her additional spells, and help her train Vermore in advanced mimicry. Vermore feels loved, a new bond flourishes with the battle ready griffon Dora, and Krullz now has a family member to run from during snack time.

Pet Training Ideas

Players will have lots of ideas on how to power up their pets. Here's a short list of training ideas you could allow and examples on how to put the training ingredients together.

Price
Value
Cheap
25–100 gp
Inexpensive
101–500 gp or easy quest
Expensive
501–5,000 gp or difficult quest
Very Costly
5,001–50,000 gp or epic quest
Exorbitant
50,001+ gp or legendary quest

Keep in mind package pricing. For example, if a stable livery is willing to sell a warhorse for 400 gp, the total cost of upgrading a riding horse (75 gp) with allowed armor proficiency and the requisite war training should be available for 300-500 gp.

Griffon Training

Basic training


  • Time: Long (6-12 months)
  • Compensation: Expensive
  • Expertise: Rare
  • Trainability: Griffons only. Dangerous and must start from egg or early hatchling.
  • Infrastructure: Very Rare

Since Griffons list the Trained Mounts trait in the MM, this should be a viable training option in most campaigns although with significant investment. This fulfills the prerequisite for War Training.

Advanced Mimicry

Advanced training


  • Time: Medium (3-6 months)
  • Compensation: Inexpensive
  • Expertise: Rare
  • Trainability: Requires Mimicry.
  • Infrastructure: Common

More complex sounds are available, such as specific phrases of a common language, a wider range of creature sounds including groups of creatures, atmospheric effects (weather) or combat sounds (ex. arrows flying). A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Piper Down

Advanced training


  • Time: Long (6-12 months)
  • Compensation: Inexpensive
  • Expertise: Uncommon
  • Trainability: Creatures with 12 or higher wisdom.
  • Infrastructure: Common

This training allows a pet to attempt stabilizing other characters in the party who are reduced to 0 HP with advantage on the Wisdom (Medicine) check. The training includes a healing kit designed for the creature's anatomy. Aragorn's horse after the worg attack or the classic St. Bernard avalanche rescue dog are good examples of this training.

War Training

Advanced training


  • Time: Long (6-12 months)
  • Compensation: Inexpensive
  • Expertise: Uncommon
  • Trainability: Requires 2d8 Hit Dice or higher (war pony yes - war weasel no) and cannot be a sidekick. Also requires domestication or partnering. For example, see Griffon Training.
  • Infrastructure: Uncommon

Add 1 permanent hit dice and allow the Pet to act independently as a mount or combat participant (See rules for Mounted Combat in PHB). This will also include armor proficiency training as appropriate.

Sidekick

Expert training


  • Time: Depends (0-12 months)
  • Compensation: Expensive
  • Expertise: Rare
  • Trainability: Unique creatures, must have Sidekick feat. CR of 1 or lower
  • Infrastructure: Rare

Whether it's a pet that has the ability to communicate or a hardy pet with a love for combat, Sidekick training offers the opportunity for your companion to have significant level increase benefits. Using the optional ruleset found in the Sidekick Unearthed Arcana publication or the official official ruleset published in Tasha's Cauldron of Everything train a communicative pet to be an Expert or Spellcaster (spoken communication only), or a creature with offensive capabilities the chance to be a pet warrior. If a pet has already experienced substantial combat or expert trials, the training time could be reduced or waived altogether.

Concealment

Basic training


  • Time: Short (0-3 months)
  • Compensation: Inexpensive
  • Expertise: Uncommon
  • Trainability: 2 sizes smaller than bonded character (usually Tiny) with a Dexterity 11 or higher.
  • Infrastructure: Uncommon - Thieves Guild required

Instead of fleeing, the pet can attempt to use a Dexerity (Stealth) check to hide itself in the clothing, hair, robes, or pouches of the character. Attempts to find the pet are made at disadvantage (-5 for passive perception). Once per combat, if the pet hasn't been spotted, the pet can decide to make an attack with advantage or use its action to distract 1 opponent giving the character advantage on their attack.

Recon

Basic Training


  • Time: Short (0-3 months)
  • Compensation: Inexpensive
  • Expertise: Uncommon
  • Trainability: Proficient in Dexterity or Stealth or able to camouflage or go invisible in the terrain suited for scouting. For the purposes of aerial recon, a tiny creature with keen sight and flying at sufficient height is camouflaged. A bat using sonar in the dark would also be considered camouflaged.
  • Infrastructure: Uncommon - Ranger or Druid enclave required

Using recon establishes touchpoints at predetermined intervals along an expected path. For example, a party traveling 50 miles along a road sends its hawk with Recon training up ahead. Every 5-10 miles, the hawk returns to indicate whether there is something in the party's path in the next 1/2 mile or so, making a Wisdom (Perception) check for any encounters there. If the check succeeds, the party avoids surprise and can better ambush whatever is waiting or causing the concern.

Magical Attunement

Expert Training


  • Time: Medium (3-6 months)
  • Compensation: Exorbitant
  • Expertise: Rare
  • Trainability: Wisdom of 12 or higher - can only be taken once
  • Infrastructure: Very Rare Mage enclave required

With this training, your pet will be able to attune to 1 magic item. Your pet will also gain the skill to end attunement when desired. If the item requires a command word, the creature must be able to speak or mimic the command.

Credits

Cover art: Jaheira by iamagri as part of the Heroes of Baldur's Gate adventure book
Miniature: Muriel, Druid of the Plains
designed by Gloomykid
painted by Ellie
Watercolor stains by Jared Ondricek
Inspiration:
James John How to Train your Companion
E. R. F. Jordan Animal Training
WotC Ranger Variants for Beast of Air/Earth

 

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