Beastmaster in Gierde'ard | World Anvil
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Beastmaster

Animal Companions

Gaining the trust of an animal is an arduous task, and for most beast masters is their pride and joy in life. This rite of passage is something no beast master takes lightly, and does so alone.   The first task of a beast master when gaining a companion is to determine which beast they wish to tame. Rangers are always mindful of the creatures around them, and at 3rd level have the right to tame one for themselves. Once a beast master has figured what type of beast they would like to tame, they need to track down the creature.   To successfully track a creature the beast master must make a survival check against the creatures stealth DC.   Animals in the wild live on a hierarchy of power and domination. Each creature bows down, or avoids those that can kill it or exploit it. As such a beast will not go easily along with someone it believes does not deserve it's respect. Using a weapon, or tool will not garner respect but fear - and rightfully so, a master may only use his wit, and brawn to tame a beast effectively. Once the master has found the animal, they need to break in the creature to gain it's respect.   To successfully break a beast the master must make a athletics or acrobatics check against the beasts athletics or acrobatics DC   Finally, a beast master must gain the loyalty and friendship of the beast, as described in the table below. This is the final prerequisite for a master in pursuit of a companion. The master must show kindness above all else to this beast, and this can be done in a multitude of ways.
Carnivore: Hunt with the animal and eating with it.
Herbivore: Moving with it's herd, and escaping predators together.   This bond is tightly woven, and will end only by death. But beastmasters know to beware, an extreme clash of interest can also cause the companion to distrust it's master, and leave.  

Loyalty Table


Beast LoyaltyRequirementsDescription
SubordinationNoneAt this level a beast follows your commands out of submission - the beast must be lead, and secured at night. If you are incapacitated, fall unconscious, or not present for whatever reason, the beast will flee.
LoyaltyLoyalty BuildingAt this level the beast will protect you. If you are incapacitated or fall unconscious, they will attempt to protect you from any hostile creatures, up to the point it would lose it's own life
DevotionProve your willingness to die for the creatureIf you are incapacitated or unconscious, the animal will do everything it can to save you - up to risking its own life. Also, when either you or your companion are knocked unconscious, you have the ability to stabilize one another, as if they had rolled a nat 20 on a death saving throw.
  At 3rd level a beastmaster gains maneuver points equal to a third of their ranger level. At loyalty level: loyal a companion can begin to learn maneuvers from their master equal to the max number of maneuver points available. It requires at least two long rests to teach the companion the new maneuver. A loyal companion can learn only basic maneuvers. A devoted companion can learn basic or conditional maneuvers.   Any DC is equal to the ability modifier called for plus proficiency.  

Basic

Protect the Herd As a reaction, when you are attacked by a creature that is within 5ft of your companion, you may expend a maneuver point and have the companion make an attack of opportunity against the attacking creature.
Pack Tactic As a bonus action, you may expend a maneuver point to have your companion get into position to attack a target. Before the end of your next turn, the next time you deal damage to that target, your companion can make an attack against that target at advantage.
Play Dead As a reaction, when your companion takes damage, you can expend a maneuver point to have your companion feint death. Before the end of your next turn, the next attack or attack of opportunity against a target will be at advantage.  

Condition

Go for the Eyes As a bonus action, you can expend a maneuver point to have your companion make an attack attempting to blind a target, the target must have eyes. If the attack succeeds the target is blind for 1d4 turns. Flying companions have advantage on this attack.
Mighty Call As a bonus action, you can expend a maneuver point to have your companion attempt to strike fear in it's target. Any creatures within 20ft must make a wisdom saving throw against your Charisma DC or become frightened for 1d4 rounds. If a target within 5ft of the creature fails it's save, it is also deafened. Allies have advantage on this saving throw.
Rush As a bonus action, when your companion is at least 20ft from the target, you can expend a maneuver point to have your companion rush the target and attempt to knock it prone. The target must make a strength saving throw against your companions Strength DC. A creature one size or more smaller than your companion makes this saving throw at disadvantage.   More to be added at DM discretion.

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