D&D 5E Pets are unfeasible! Or not.

Li Shenron

Legend
To me it is becoming more and more clear that pets (companions, familiars, minions...) as class features are just plain and simply unfeasible.

There are several issues to consider:

- Only some people want a pet in D&D (if every PC had a pet, there would be no problem) so you have to balance pets against "non-pet" features of other characters.

- Furthermore, many of those people don't want to play specificall a Ranger or a Warlock. Their idea of PC concept (class first) is often unrelated to that of having a pet.

- Non-combat pets (e.g. used for scouting, tracking, delivering etc) are not a problem, but most of those who want a pet actually want a combat pet.

- A combat pet that is weak will never satisfy a player who wanted a combat pet; this is the case with current 5e pets which don't add a significant firepower since their attacks basically costs the PC her own attacks (5e pets are just fine as non-combat pets which can give also you a small tactical advantage in combat sometimes, but not consistently).

- A combat pet that is strong is just too good and therefore unfair to other PCs, unless it's balanced by a significant cost to your character. But if you design a proper cost, you basically go back to what will be considered "weak" (overall i.e. pet + PC) by the player who wanted the pet.

- In the last attempt by WotC, they are trying to pursue a totally different path, that of restriction of usage, in this case a time restriction: get a strong pet but only 1/day. This is interesting and clever, and after all it's pretty similar to the old summoning spells. But it has a couple of conceptual problems: first of all it's magical (which not everyone accepts when it comes to pets), and second it changes the nature of the pet from companion to almost a piece of equipment. Yes I know that Drizz't panther was originally a magic item and not a real animal, but this cannot be the default for pets, because this is not what players have in mind when they talk about having a companion.

So what else is left to consider, when some of your players want a pet that (1) is optional, (2) available to different characters, (3) can fight well, (4) without your PC having to give up her own fighting, (5) is not necessarily magical and (6) is an actually companion for the whole story?

Well... how about just have a pet that is simply a character of its own? Your PC might have a special bond with it, but the pet is just another member of the party. The DM can even allow the player to control (partially or totally) the actions of this pet, or take control herself if preferred. This way the pet can be as strong as it suits the party level (and it can level up on its own), without having a cost on a PC's abilities. It needs no special rules or restrictions. It doesn't need to be exclusive to a class, because in reality is just a friend, pretty much like an allied NPC. The interested player can be freely allowed to create and handle the pet's story and personality, it won't disrupt the game. What else do you need?
 

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I do think some sort of Feat that allows you to somehow enhance a Beast, Elemental, Fiend or even potentially a Humanoid you have already obtained in some way, would be the best way of putting the pet concept in the game.
 

Balance.

You really can't give a Player Character a PC-level-equivalent power companion with no restrictions on actions for very long. D&D combats are won and lost on the number of powerful actions made on each side. Soemthing has to give.

You have to give up something.

  • Power. As in the conjure animals and conjure woodland beings spells. You keep all your actions and get to use them often but the actual beasts are weak.
  • Action. As in the beastmaster's beast companion The companion is strong and stays with you but uses your actions.
  • Frequency. As in this new ranger. The spirit companions is strong and acts on their own but you can only use them a minute a day.
  • It All. As in the hunter warrior with hunter's mark. No beast. All buttwhooping. All the time.

The only other options are

Companion by feat. This would a Frequency + Actions pet or Frequency + Power pet as feats don't scale tht much and when they do they grant only minor strength or Utility.

Nothing, The entire class is built around the pet and the master is a wimp. These are like the beastmasters and summoners of old MMORPGs or games of that style. You are a Pokemon trainer, calling out attacks.
 

To me it is becoming more and more clear that pets (companions, familiars, minions...) as class features are just plain and simply unfeasible.

There are several issues to consider:

- Only some people want a pet in D&D (if every PC had a pet, there would be no problem) so you have to balance pets against "non-pet" features of other characters.

- Furthermore, many of those people don't want to play specificall a Ranger or a Warlock. Their idea of PC concept (class first) is often unrelated to that of having a pet.

- Non-combat pets (e.g. used for scouting, tracking, delivering etc) are not a problem, but most of those who want a pet actually want a combat pet.

- A combat pet that is weak will never satisfy a player who wanted a combat pet; this is the case with current 5e pets which don't add a significant firepower since their attacks basically costs the PC her own attacks (5e pets are just fine as non-combat pets which can give also you a small tactical advantage in combat sometimes, but not consistently).

- A combat pet that is strong is just too good and therefore unfair to other PCs, unless it's balanced by a significant cost to your character. But if you design a proper cost, you basically go back to what will be considered "weak" (overall i.e. pet + PC) by the player who wanted the pet.

- In the last attempt by WotC, they are trying to pursue a totally different path, that of restriction of usage, in this case a time restriction: get a strong pet but only 1/day. This is interesting and clever, and after all it's pretty similar to the old summoning spells. But it has a couple of conceptual problems: first of all it's magical (which not everyone accepts when it comes to pets), and second it changes the nature of the pet from companion to almost a piece of equipment. Yes I know that Drizz't panther was originally a magic item and not a real animal, but this cannot be the default for pets, because this is not what players have in mind when they talk about having a companion.

So what else is left to consider, when some of your players want a pet that (1) is optional, (2) available to different characters, (3) can fight well, (4) without your PC having to give up her own fighting, (5) is not necessarily magical and (6) is an actually companion for the whole story?

Well... how about just have a pet that is simply a character of its own? Your PC might have a special bond with it, but the pet is just another member of the party. The DM can even allow the player to control (partially or totally) the actions of this pet, or take control herself if preferred. This way the pet can be as strong as it suits the party level (and it can level up on its own), without having a cost on a PC's abilities. It needs no special rules or restrictions. It doesn't need to be exclusive to a class, because in reality is just a friend, pretty much like an allied NPC. The interested player can be freely allowed to create and handle the pet's story and personality, it won't disrupt the game. What else do you need?
You're on the right track, but here's an even simpler solution:

Make the class with the combat pet OPTIONAL.

That way, you can have the cake and eat it too:

The class and the pet can be powerful enough (sturdy, independent, etc) to actually work, but only those groups willing to let the pet player steal a little more spotlight get to have the class.

Everybody else gets neither the headache nor a sub par class. Problem solved! [emoji3]
 

Have you considered the "shared resources" option?

The pet and the master share the same HD/HP pool, and the pet acts with the master's bonus actions.

Obviously it would leave a bad taste in the mouth for people who want some "non-magical" kind of pet, but such distinctions aren't really important for 5e anyway.
 

My rough draft for a tamer class is.

HD: 1d6
Armor: Light armor, medium armor.
Weapons: Simple weapon, net, lance, trident, whip.
Saves: Wisdom and Intelligence
Skills: Same as druid
Tools: None

Class features:
Level 1
Tamer Companion. Beast companion gets proficiency bonus added to AC, attack rolls, damage rolls, and saving throws. Companion HP is listed stats or 10 times level (stacks with beastmaster ranger). Companion acts on own with a turn right after the tamer.
Can call another companion during long rest.

Tamer Health. Companion has bonus 1d10 hit die per level of tamer for healing.

Tamer Action: Tamer can use their action to make beast Attack, Dash, Dodge, Help, Hide, or Search.

Level 2
Companion Communication: Tamer can communicate simple ideas with companion.

Wild Empathy: Advantage on all Animal Handling checks.

Level 3
Tamer Speciality: Subclasses.

King of Beasts
Bonus proficiency: Martial weapons, and shields
War Beast: Companion gets bonus damage equal to Charisma modifier. Also gets Strength and Constitution saving throw proficiency.

Fey Tamer
Cantrip: Get 2 cantrips.
Fey Tamer: Companion can be a fey of intelligence 3 or less. Beast companions are fey and gets Wisdom and Charisma proficiency.

Level 5

Multiattack: Companion can make 2 attacks or use Multiattack when using the Attack action.
 

- A combat pet that is weak will never satisfy a player who wanted a combat pet; this is the case with current 5e pets which don't add a significant firepower since their attacks basically costs the PC her own attacks
The main problem is that the ranger is giving away firepower in order to be a beastmaster. He loses the ability to dual wield, or gains a pet attack that's significantly weaker than a two-handed weapon, along with losing colossus slayer, whirlwind attack and various defensive powers.

The simple problem with the ranger is that no one ran the numbers. Giving the beastmaster a completely independant pet (ie - 1 attack a round, requires no expenditure of action from the ranger) isn't that much better than the colossus slayer is.

That said, running pets and henchmen as NPCs is just fine, but personally I'd rather run them as some sort of communal PC with their own motivations and goals.
 

I don't think I managed to explain my idea clealy at all... :D

No rules. No costs. No feats or class features or anything.

You want to have a panther with you? Have it. Just stop thinking of the panther as if it was your third arm or another dagger in your pocket. Think of it as another PC. Just like you do when you convince an NPC to come along with the party and help you in a quest. What is the difference after all?

Maybe give the panther its share of treasure (not just like that, but meaning provide food and cover other expenses) and XP (from the party pool, not your own!). Or even ignore the XP, anyway the DM is still responsible for providing encounters of suitable difficulty and to pace level advancement as appropriate, who cares how the DM technically does that.

The only thing left to sort out is who controls the panther. There are at least three options:

- the DM has full control, the player interacts with it via roleplay (in the same way as with NPCs) and possibly some occasional check
- the DM lets the player have some limited control (e.g. can give combat commands but not choose the specifics) but the DM can always override it
- player has full control

What is actually the real problem with the latter? The only problem is the player getting more playing time. But that is anyway almost always the case when a PC has a pet (except in default 5e), so if this is a dealbreaker for you then reduce player's control accordingly.

Anyway, I have played games of D&D where some players had more than one PC! As long as such players know the game enough so as not to get everyone stuck while they resolve their turns, it works fine.

Personally I think that what is blocking everyone is the habit of seeing the pet an extension of the PC. That's why everyone thinks there has to be costs and restrictions, and carefully balanced rules, but the endless design mill across editions proves they are impossible to achieve. We wouldn't need them at all if we could see the pet an another PC of its own.
 


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