Train an Animal

You can use the Wisdom (Animal Handling) skill to train an animal. The rules for training assume the training period is continuous. However, you can break this training into smaller increments (allowing you to make progress on this training between adventures), but you must attempt an Animal Handling check for each training period, and the DC increases by 2. Failing the check means that training period doesn’t count toward completing the training.

Teach an Animal a Command

You can teach an animal a specific trick with 1 week of work and a successful Wisdom (Animal Handling) check against the indicated DC. The cost of this work is 25 gp per week.An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

This requires one work week and a successful Wisdom (Animal Handling) check at the end of the training period. The DCs and specific tricks are detailed below.

  • Attack (DC 15): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
  • Come (DC 12): The animal comes to you, even if it normally would not do so.
  • Defend (DC 15): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
  • Down (DC 12): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.
  • Fetch (DC 12): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
  • Guard (DC 15): The animal stays in place and prevents others from approaching.
  • Heel (DC 12): The animal follows you closely, even to places where it normally wouldn’t go.
  • Perform (DC 12): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
  • Riding (DC 15): The animal is trained to bear a rider. Training an animal for riding takes 3 weeks.
  • Seek (DC 12): The animal moves into an area and looks around for anything that is obviously alive or animate.
  • Stay (DC 12): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
  • Track (DC 15): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
  • Work (DC 12): The animal pulls or pushes a medium or heavy load.

Acclimate a Wild Animal

Animals and Beasts with an intelligence score of 1 or 2 may be trained to respond to your commands. The beast is not considered domesticated, and still reacts as a wild beast to anyone besides you.

The time required to train a wild animal to respond to your commands is one week, plus one week per hit die of the animal. If the beast is young, subtract one week from the time required to train it.

Once the beast is trained to respond to your commands, it treats you (and only you) as its “alpha”, parent or master. It will follow you around and attack creatures hostile to it or you, but in all other ways, it will react as one of its kind. However, you may begin to teach the beast tricks using the above rules.

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Train an Animal

Tales of the Bloodstone Lands Autumnfyr