Pets (5e Variant Rule)

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Pets[edit]

This supplemental rule allows you to buy and train pets.

Buying[edit]

Buying a pet costs (10 x the creature's CR) gp. The availability of pets for sale is at the DM's discretion.

Training[edit]

You can’t train a creature that is hostile to you or your companions. You can only train a pet who’s CR is equal to or less then a quarter of your level. In order to do so, you will be the subjected to penalties based on the Intelligence score of the creature. If you attempt to tame a creature with an Intelligence score of 5 or more, you have disadvantage on the Animal Handling check. If you try to train a creature with an Intelligence score of 10 or more, you have disadvantage and a -5 to the Animal Handling check. You can’t train a creature that has a Intelligence score of 15 or more. You can only have a number of pets at one time equal to your Animal Handling modifier (minimum of one). The Taming a Pet table below shows the amount of money you must spend each day you own the pet and time you must spend to train the pet. It also shows you the DC of the Animal Handling check you have to succeed. The time to train a pet is doubled if you don’t have proficiency with Animal Handling.

Table: Taming a Pet
CR GP Per day Time DC
Less then 1 5 gp Half a year 12
1 15 gp 1 year 13
2 30 gp 2 years 15
3 60 gp 5 years 17
4 100 gp 10 years 20
5 200 gp 15 years 30

Trained[edit]

Once the pet has been trained it becomes friendly to it’s trainer and it’s trainer’s companions. It rolled its own imitative and has its own turn but unless instructed to do something else by it’s trainee as a bonus action, it can only take the dodge actions.

Optional Pet Rule: Tricks[edit]

Your DM might allow you to instead of fully training a creature, teach it a trick. To teach a creature a trick it must meet all the requirements of fully training it. To teach it a trick you must spend GP equal to the Gp Per Day of the creature, as shown in the Taming a Pet table. You must also spend a certain amount of time. To find the amount of time to teach a trick look at the Taming a Pet table but treat each year as two hours. Once you have spent the appropriate amount of time and money and have made the successful check you teach it a trick. A creature can only have a number of tricks equal to five times it’s intelligence modifier (minimum of five). All tricks requires virble and somatic components.

Basic Tricks[edit]

The following options are examples of tricks that you can teach to a creature.

Attack

The creature makes an attack of your choice against any creature except itself.

Move

The creature moves up to it’s movement speed in a straight line in a direction of your choice.

Interact with object

The creature uses the Interact with Object action.

Complex Tricks[edit]

A complex trick is a more complex version of a basic trick. To teach a creature a complex trick it takes double as long and costs double as much. A complex trick counts as two basic tricks. The following options are examples of complex tricks.

Skill Check

When you choose this trick choose an skill. The creature makes a skill check of the chosen type. It adds your proficiency bonus to this check.

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