You have learned how to train, bond with, and command a loyal beast companion. After finding a tamable wild beast, you pause your own training long enough to earn its trust and loyalty. Once bonded, the beast follows you into combat and acts in coordination with your commands.
Bonded Beast Rules
Initiative
Your beast rolls its own initiative but always takes its turn immediately after yours.
Bonded Loyalty
Your beast will never willingly harm you and prioritizes your safety unless commanded otherwise.
Self‑Preservation Check
When your beast is at 20% of its maximum hit points or less, it must make a Self‑Preservation Check whenever you issue a command that would put it in danger (such as Attack, Grapple, or Carrying a hostile creature).
Self‑Preservation Check: The beast must succeed on a DC 10 Wisdom saving throw.
On a Success
The beast overcomes its fear and follows your command normally.
On a Failure
The beast refuses the command and instead:
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Uses Disengage
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Moves away from danger
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Attempts to hide or take cover if possible
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Remains defensive until healed above 20% HP or given a Retreat command
This keeps the beast believable, loyal, and still protective of itself.
Death & Stabilization
Your beast makes death saving throws like a player character. A stabilized beast remains unconscious until it regains at least 1 hit point.
Default Behavior
If you do not issue a command, your beast:
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Remains within 10 feet of you
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Takes the Dodge action
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If it is hit by an attack, it will automatically attack the creature that hit it
It continues attacking that creature until it is defeated, flees, or you give a different command
Beast Commands (Bonus Action)
As a Bonus Action, you may give your beast one of the following commands. The beast uses its Action on its turn to carry out the command. A command remains in effect until the beast completes it, you issue a new command, or circumstances prevent the command from being followed.
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Stay
The beast remains where it is. While staying, it takes the Dodge action and doesn't move unless necessary for self-preservation.
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Attack
The beast makes its attack(s) against a creature you designate. it will continue to to attack until the target is defeated, flees, or a new command is given
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Move
The beast moves to a location you choose.
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Defend
The beast remains adjacent to a creature you designate. While defending, the first time each round that the designated creature is hit by an attack, the beast may move up to 5 feet as a reaction to interpose itself. Reduce the damage by one roll of the beast's Hit Die + its Constitution modifier.
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Grapple
The beast attempts to grapple or restrain a creature using its natural abilities.
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Carry
The beast picks up, drags, or carries a creature it is capable of carrying based on its size and strength.
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Help
The beast uses the Help action to assist an ally’s attack or ability check.
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Break Free
The beast uses its action to escape a grapple, restraint, or similar effect.
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Cast
If your beast has spell‑like abilities, you may command it to cast one of its spells. The beast uses its Action to cast the spell.
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Return
The beast uses Disengage, then moves directly back to your side. If already adjacent to you, it takes the Dodge action instead.
This command overrides the beast’s self‑preservation instinct for one turn, allowing controlled withdrawal.
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Guard
The beast watches a creature, object, or area you designate and alerts you to approaching threats.
Training Tools
Training Whistle
Wondrous Item, Common. This whistle produces a sharp tone audible to trained beasts but less noticeable to most humanoids. While carrying the whistle, your maximum command range becomes 300 feet, provided the beast can hear the whistle.
Companion's Collar
Wondrous Item, Uncommon This sturdy leather collar is enchanted with a permanent size-altering charm. Beyond marking a creature as a trained companion, it allows large beasts to travel safely in civilized areas. While wearing the collar, a beast is easily identified as a trained companion rather than a wild animal.
Travel Form
As an Action, the Trainer can touch the collar to activate or deactivate its magic. While active, the collar functions as though the beast were continually affected by the Reduce portion of the Enlarge/Reduce spell with the following changes:
- The effect has no duration.
- The effect requires no concentration.
- The beast's size is reduced by one size category.
- Huge becomes Large.
- Large becomes Medium.
- Medium becomes Small.
- The beast's equipment and collar shrink with it.
- The effect ends when the collar is deactivated.
Stable Transformation
Unlike the spell, this effect does not alter the beast's damage rolls and cannot be dispelled. The size reduction is a permanent property of the collar while active.
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