Obtaining Pets
Pets and Mounts are welcome additions to any party. They can be purchased if they are in stock within the settlement for the cost listed in the Players Handbook.
Additionally, pets can be purchased at
Fond Foundlings. The rules for such adoptions are repeated here:
Infant animals are acquired humanely (on sessions or per request) and are brought back to Vareholm for training. Diza domesticates the animals (20 CP) and sells them to players for gold. After a pet is purchased, players must also use 20 cp for bonding classes led by Diza.
Pet cost: Base (40 gp) x training time required + bonding fee per week. Commissions extra based on difficulty of acquisition.
All animals will come with random personality traits.
Animals will never grow to full adulthood and cannot be used as mounts or combatants
Pets and Mounts in Combat
A player may use their action to command their Pet make an Attack with one of their natural weapons.
Mounts can only take the Disengage/Help/Dash action freely, without costing the player's action.
However, a Mount may not make an attack whilst having a rider. Therefore a mounted character cannot command their mount to make an attack while they are on it. Ranger's companions are exempt from this rule and may attack if commanded.
Animal Instincts
Pets or Mounts that take damage that bring them below half during combat, must make a DC 10 Wisdom save to avoid becoming frightened. A roll of a 1 on this save causes the Pet or Mount to flee instead. Companions and Familiars are exempt from this rule.
A character may attempt to calm a frightened animal with a Handle animal check with a DC of 10+ however much the animal failed it's save by.
For Example:
Lidia's Mastiff has been attacked by a goblin dealing 3 damage to the Mastiff. The Mastiff needs to attempt a DC 10 Wisdom save, and fails with a 6. Lidia can attempt to rally the Mastiff by using her action to attempt a DC 14 Animal Handling check.
Exceptions:
Warhorse
Initiative
Pets and mounts go on the same Initiative as their controller.