Retainers
Rules for retainers appear in the “Followers” section of Strongholds & Followers (page 69). Using those rules, you can add the following Beastheart retainers to your game!
For simplicity, all the retainers below are assumed to be with their companion at all times, either mounting them, or with their companion on their shoulder. As such, an additional 'size' category has been added, where the size of a retainer is large, during combat, they're always riding their companion, and can't be removed from it.
Guardian
Armor: Medium (AC 15)
Size: Medium
Primary Ability: Strength, Wisdom
Saves: Strength, Wisdom
Skills: Animal Handling, Nature, Survival
Signature Attack: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Special Actions:
3rd Level (3/Day, Action): Distraction Tactics. The Guardian's companion moves to defend a creature within 30ft. of the Guardian, attacks against that creature have disadvantage until the start of the Guardian's next turn.
5th Level (3/Day, Bonus Action): Emboldening Cry. The Guardian's companion lets out a mighty howl (or eldritch noise), granting 1d8 temporary hit points to all allied creatures that can hear it.
7th Level (1/Day, Reaction): From the Brink. If an ally within 30ft. of the Guardian that they can see, would fall to 0 hit points, they instead drop to 1.
Huntsman
Armor: Medium (AC 15)
Size: Large
Primary Ability: Dexterity, Wisdom
Saves: Strength, Wisdom
Skills: Animal Handling, Insight, Survival
Signature Attack: Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Special Actions:
3rd Level (5/Day, Bonus Action): Out of the Fire. The Huntsman takes the disengage action.
7th Level (3/Day, Action): Ensnaring Traps. The Huntsman's chooses a creature, if the creature moves before the huntsman's next turn, the creature must make a Strength saving throw, on a failure, it takes 4d8 magical piercing damage, or half as much on a success.
7th Level (1/Day, Action): Encouraging Cry. The Huntsman's companion lets out a mighty howl (or hoot). All allied creatures that can hear it have advantage on their next attack roll.
Packleader
Armor: Light (AC 13)
Size: Large
Primary Ability: Strength, Wisdom
Saves: Strength, Wisdom
Skills: Animal Handling, Athletics, Intimidation
Signature Attack: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Special Actions:
3rd Level (3/Day): CHAAARRRGEE!!! The Packleader's companion moves up to 30ft. in a straight line towards another creature, and makes a signature attack, the target must make a Strength saving throw, or be knocked prone, and take 1d8 bludgeoning damage.
5th Level (3/Day): Rampage. The Packleader makes 3 signature attacks, each dealing an extra 6 slashing damage on a hit.
7th Level (1/Day, Action): Empowering Cry. The Packleader's companion lets out a mighty howl (or snarl). All allied creatures that can hear it have advantage on their next attack deal an extra dice of damage on their next attack that hits.
Art Credit:
Beastmaster by Josh Corpuz on ArtStation