Last Updated: 260103
Sooner or later players want pets. The Animal Trainer proficiency covers the basics of animal training, but is unclear on the specifics. The Druid spell Animal Friendship speaks to the ability to teach specific tricks, defining tricks only as those “taught a dog”. What are examples of tricks that can be taught? How do proficiencies affect training? How do various spells affect training? What of the monk’s extended Speak with Animals ability? The below is a consolidation and adaptation of several resources.
Tricks
Creatures can be trained to perform a variety of “tricks”. Tricks are classified as basic, intermediate, advanced, or complex. Only “Basic” tricks can be taught without the Animal Training proficiency or Animal Friendship. A creature with at least an Intelligence of 1 can learn basic tricks. A creature with an intelligence of 1-2 can learn intermediate tricks. A creature with an Intelligence of 1-3 can learn advanced tricks. Only creatures of an Intelligence of 3 can learn complex tricks. However, after spending the time for an additional training slot, a creature can be taught at one level higher than the intelligence, e.g. a creature with an Intelligence of 1 can learn an intermediate trick by spending an addition slot (and the associated additional training time) on training. An animal can normally learn two tricks for each point of Intelligence (three tricks per point of Intelligence when using Animal Friendship). Basic tricks can normally be taught in 4+d4 days, intermediate tricks in 6+d6 days, advanced tricks in 8+d8 days, and complex tricks in 12+d12 days.
Note that training creatures contrary to their nature (e.g., training a sheep to attack) is virtually impossible.
Tricks marked with an asterisk (*) may be taught to the creature only if prerequisite trick(s) have been learned.
Sit/Stay: Basic, 1 slot. The creature stays in place for 2-12 rounds or until called by its master, after which it resumes its normal activity. Should something distracting occur nearby, the creature must pass a Resist Instinct check to remain in place. Ranger Handbook (2e), p. 39. Variations include Standing, Rearing, Rolling Over, Playing Dead, and other simple physical feats, all of which are distinct tricks and require individual training periods.
Improved Stay*: Intermediate, 1 slot. As Sit, except maximum time limit is six hours. Resist Instinct checks to ignore distractions are made with a +2 bonus. Stay is a prerequisite. Dragon #237.
Advanced Stay*: Advanced, 1 slot. As above, except maximum time limit is one day. Resist Instinct checks are made with a +4 bonus. Improved Stay is a prerequisite. Dragon #237.
Long-term Stay*: Complex, 1 slot. The creature remains in an area for up to a week, awaiting the return of its master. This trick differs in that the creature is free to roam about, forage for food, and seek shelter. Throughout the waiting period, the creature remains in the same general vicinity. Resist Instinct checks do not apply, as the creature is free to move about. Advanced Stay is a prerequisite. Dragon #237.
Come: Basic, 1 slot. The creature advances towards the PC at maximum speed, stopping when it comes within a few feet. If the command is given while the creature is engaged in an activity (such as chasing rabbits, eating, etc.), the creature returns only if it makes a successful Resist Instinct check. Ranger Handbook (2e).
Recall*: Intermediate, 1 slot. On this command, the creature will return to its master’s side. The “Recall” version of this command obviates any check; the creature returns immediately to its master regardless of activity. Come is a prerequisite. Dragon #237.
Heel*: Intermediate, 1 slot. The creature remains within a few feet, mimicking his movement. The creature tries to move as fast as the PC, stop when he stops, and stay with him until the PC breaks the command. This type of movement is distinct from the creature’s normal movement, as the creature remains at the PC’s side at all times, rather than lurking in back of the party. Come and Stay are prerequisites to this trick. Ranger Handbook (2e).
Mounted Heel*: Advanced, 0 slots. Same as above except the creature remains within a 6-10’ radius of its master’s steed. This advanced form of Heel costs no additional training slot. It does require time for the creature to grow accustomed to its master’s steed. Note that the creature must be trained for each type of steed (i.e., horse, camel, griffon, etc.). Dragon #237.
Withdraw: Basic, 1 slot. The creature moves away from the PC at maximum speed for 1-4 rounds, then stops. Ranger Handbook (2e).
Home: Advanced, 1 slot. Will return to a designated “home” or last place the creature spent the night. If the distance is further than a day’s travel, a Resist Instinct check must be made.
Alarm*: Advanced, 1 slot. The creature remains in a given area and alerts its master (bark, whine, howl, etc.) when strangers enter that area. The creature can monitor any area that is well-defined (e.g., a room or chamber). If no such boundaries exist, such as in a field or forest, the creature alerts its master of intruders within a 50’ radius. Alarm can also be used to cover a party’s rear during movement. Stay is a prerequisite. Dragon #237.
Lookout: Complex, 1 slot. As directed by the PC, the creature stands watch or scouts ahead, keeping alert for signs of trouble. If the creature perceives a threat, it unobtrusively alerts the PC. This training includes a special signal the creature can give for a specific enemy. Ranger Handbook (2e).
Attack: Intermediate, 1 slot. The creature attacks any creature designated. If no creature is indicated, the creature attacks the stranger closest to its master. If the master is attacked while commanding the creature to attack a different target, the creature must successfully pass a Resist Instinct check. Failing that check, the creature disregards the command and attacks its master’s assailant. If the creature is ordered to attack a friend, it must again pass a Resist Instinct check. Failing that, the creature does not attack, instead returning confused to its master’s side. In most cases, a creature in danger of losing its life (a creature that has lost half of its hit points) will withdraw. If the PC commands such a creature to continue its attacks, a Resist Instinct may be in order. Dragon #237.
Bodyguard*: Intermediate, 1 slot. The creature protects the PC or a designated friend from attacks by keeping opponents at bay or by attacking them directly, as commanded. The creature will fight alongside the PC, making its own decisions which enemies to attack (it may, for instance, attack an unnoticed opponent sneaking up behind the ranger). Attack is a prerequisite. Ranger Handbook (2e).
Guard*: Advanced, 1 slot. The creature closely watches the target (usually a prisoner). Should the target move, the creature growls menacingly as a warning. Should the target continue to move, the creature barks furiously and nips at it. If the target attempts to escape, the creature attacks until the target ceases its attempt. Attack is a prerequisite. Dragon #237.
Protect*: Complex, 1 slot. The creature remains close by the target (be it a person or object) and allows no strangers to approach within a 5’ radius. If a stranger approaches, the creature growls menacingly and interposes its body between the intruder and its target. If the stranger penetrates the safe zone, the creature barks and snaps viciously. If the intruder persists or attempts to touch the target, the creature attacks. If the target moves away of its own volition, the creature whines and attempts to keep the target in its place by nudging it with its nose. If the target continues to move away, the creature alerts its master (if present). The creature remains with the target, continuing to protect it as they travel. It is up to the DM when the creature will give up and return to its master. The Speak, Attack and Guard tricks are prerequisites. Dragon #237.
Hold: Advanced, 1 slot. The creature will grab and hold onto an opponent by the leg. Damage thereafter is half of normal bite damage each round thereafter with no “to hit” roll. Opponents so held are considered to be “held by one leg off balance” and are +2 to hit. A determined creature cannot be removed unless it is stunned or killed. Dragon #103.
Weapon Use*: Complex, 1 slot. The creature wields a sword, dagger, or other simple weapon, using it when attacking. Each weapon requires its own training period, and opposable thumbs are needed in most instances. This task is most useful when the creature has already mastered Attack or Bodyguard. Ranger Handbook (2e).
Fetch: Basic, 1 slot. The creature retrieves a specific object it sees its master drop or throw and returns to its master and drops the item. Typical objects include balls, bones, or sticks. The PC must first show the object to the creature before throwing it. The creature won’t search indefinitely; if the PC tosses the object in a field of high grass, for instance, the creature may search for 1-3 rounds before giving up and returning. If unsuccessful, the creature returns to its master without the item or with the wrong item (DM’s discretion). Note that the Fetch trick doesn’t allow the creature to hunt for and recognize objects belonging to a general category; i.e., a creature can’t enter a building and look for hidden gems or other treasure items. Ranger Handbook (2e).
Retrieve*: Intermediate, 1 slot. The creature can locate and bring back a specific type of item from a general location. Such items might include coins, jewelry, weapons, or food; a general location might be the interior of a building, a grove of trees, or a shallow stream. The PC must show the creature a sample similar to the desired item, and must also indicate the area which the creature is to search. The creature won’t search indefinitely; if unable to find an item, it usually will return empty-handed (or empty-mouthed) within an hour. Fetch is a prerequisite. Ranger Handbook (2e).
Advanced retrieve*: Advanced, 1 slot. As above, though it allows a creature a second Retrieve attempt for lost items. Additionally, it teaches the creature a basic vocabulary of four items (selected by its master) which it can identify and recover. Examples would be “stick,” “ball,” “book,” etc. The creature will search the area within a 50’ radius of its master for the desired object. Upon finding the object, the creature immediately returns to its master with the item. Retrieve is a prerequisite. Dragon #237.
Retrieve specific*: Complex, 1 slot. With this trick, the master simply points at an object, which the creature then attempts to recover. The creature picks up an item in the designated area. It then looks to its master for a visual signal, such as a nod or shake of the head. If correct, the creature returns the item to its master; if incorrect, it drops the item and select another, repeating the process. Clearly, this could be a tedious process. Retrieve is a prerequisite.
Track: Advanced, 1 slot. In general, only creatures capable of tracking prey by scent are eligible. The creature, upon finding a scent, may track a creature. The creature must be familiar with the specific creature being tracked, or the PC must provide a sample of the scent (a piece of clothing, a scrap of hide). A creature trained in Track can retrace a path to lead the PC to another creature. Treat this trick in the same manner as the Tracking non-weapon proficiency. Assume that the base Tracking score of a wolf, lion, or similar predator ranges from 13-16. A hunting creature’s score may be as high as 19, while a young badger’s score as low as 11; the DM makes the call. If the creature is tracking by itself, it makes Tracking checks independently of the PC. If the creature assists the PC in tracking, the PC adds +1 to his Tracking proficiency checks. Ranger Handbook (2e).
Carry Rider: Intermediate, 1 slot. This trick assumes the creature is physically able to carry a rider. It obeys simple movement commands from the rider, such as turning left and right, stopping, and trotting. However, the creature can’t execute any of the maneuvers associated with the Stunt Riding task explained below. This does not replace riding proficiency; any maneuvers performed by the rider, such as using the mount as a shield or leaping from the steed‘s back to the ground, require the associated Riding proficiency. Ranger Handbook (2e).
Stunt Riding: Advanced, 1 slot. A creature with this proficiency can ride, performing all of the feats associated with the airborne and land-based riding proficiencies (as appropriate to the creature’s size and species). For airborne mounts, the creature’s Stunt Riding score is the same as the PC’s Wisdom score, with a -2 penalty. For land-based mounts, the Stunt Riding score is equal to the PC’s Wisdom score, with a +3 bonus. Therefore, a PC with Wisdom 14 who wants his stunt-riding creature to balance on a horse leaping a gap wider than 12 feet must roll his Riding score of 17 or less (14 for his Wisdom, +3 for a land-based mount). Ranger Handbook (2e).
Mushing: Advanced, 1 slot. The animal is trained to haul a sled or travois and follow standard commands (i.e., ‘”gee”, “haw”, “whoa”, etc.).
Herd creature: Advanced, 1 slot. Creatures trained in herding chase down any creature within sight upon command. Upon catching the creature, the creature attempts to herd it back to its master by barking and nipping at it. Should the creature attack, the creature must make a successful Resist Instinct check to continue to herd the creature instead of attacking or withdrawing. The creature must make such a check every time they are attacked. Dragon #237.
House skills: Basic, 1 slot. This training modifies the creature’s behavior so that it is a compatible living companion. It corrects problems such as house soiling, excessive barking, and other destructive behavior. Note that without these skills, the creature will not be allowed in most establishments. Furthermore, this ensures the creature interacts civilly with strangers regardless of standard creature behavior. Dragon #237.
Jump: Intermediate, 1 slot. With this trick, the creature can be commanded to make exceptional leaps. With a 10’ running start, the creature is capable of making horizontal and vertical jumps within reason for the creature type. If the creature is unable to run, it can jump horizontally half that distance. Without this trick, creatures must first pass a Resist Instinct check before jumping. Dragon #237.
Resist Instinct: Complex, 1 slot. In Resist Instinct training, the creature learns to trust its master fully. The creature’s response overrides its instinctual urges and fears.
Silence: Intermediate, 1 slot. The natural urge to bark and howl can be repressed temporarily with this command. The creature, when excited, still emits a low growl or quiet whine. This trick is especially useful when master and creature are setting an ambush or laying low. Note that this command may be used in conjunction with other commands. An example of this would be silent alarm; the creature only whines and growls instead of barking upon detection of intruders.
Speak: Basic, 1 slot. The creature growls, barks, chirps, or makes any other natural sound on command. Ranger Handbook (2e).
Water skills: Advanced, 1 slot. This trains the creature to enjoy entering the water and swimming. Normally, without water skills, a creature must make a successful Resist Instinct check to enter water over its head. No such check is made for creatures with this trick. Furthermore, creatures with water skills may dive and swim beneath the water’s surface with a successful Resist Instinct check. Non-aquatic creatures without this trick will ever be enticed to voluntarily submerge. Dragon #237.
General Trick: Basic, 1 slot. These are any common tricks designed primarily to impress viewers with the creature’s Intelligence and/or obedience. This becomes useful when trying to convince skeptical innkeepers to allow the creature inside their establishments. Common tricks include such behaviors as “speak,” “shake hands,” “play dead,” etc. Dragon #237.
Specific Trick: Intermediate— Complex, 1-2 slots. This is any other behavior the trainer desires the creature to learn. The DM must adjudicate the complexity of the trick, determining the training cost and length of training. Examples of advanced tricks include chewing through ropes binding masters hands (Intermediate), leading a horse by reins to a safe area (Advanced), untying a knot (Complex), etc. Dragon #237.
Morale
The base morale of creatures is as described for monsters on page 67 of the DMG. Creatures with their handers are treated as henchmen when morale is determined. However, sometimes the animal’s natural responses might override the animal’s training. Each animal will have a Loyalty score, determined with a d10, and potentially modified based on the type of animal and time with a character. Morale or Resist Instinct checks are rolled any time an animal must perform an action against its nature. Note also that Resist Instinct checks replace Morale checks for domesticated animals (Dragon #237). Whenever a Resist Instinct check is called for, a d12 is rolled. The die roll is then compared with the animal’s Loyalty. If the result is equal to or less than the animal’s Loyalty trait, the animal passes the check and behaves as desired. A natural “1” is always successful; a natural “12” always fails. Animals untrained in Resist Instinct make these checks at a +5 penalty.
Training
Training times assume that 2-3 hours will be spent per day in training. If the daily training time is lessened, the duration of training is correspondingly lengthened. Increasing daily training time, however, does not shorten the duration of training; the animal can handle only so much training at one time. Training may continue during normal travel providing time is set aside daily for that purpose. Training cannot be conducted during forced marches (Dragon #237).
The Effect of Proficiencies
A non-proficient character can only train Basic tricks to a single creature at a time. A character with the Animal Trainer proficiency can have up to six animals in training at a given time—helpful if you have, say, a boogle of weasels— for a specific role. The training of an animal for a typical role requires three months. Typical roles include guarding and attack (for dogs), riding (for horses), and heavy labor (for elephants). Such training grants a +10 modifier to the character’s Proficiency Check at the end of the training period.
A character with the Animal Trainer proficiency must declare the specific type of creature when the proficiency is gained. Additional proficiency slots can be used to increase the character’s Proficiency Check modifier in the type of animal chosen, or can be used to add another type of animal that the character is able to train. Exceptionally intelligent creatures (see Table 11) add a +1 bonus to the animal trainer’s proficiency check for every point of Intelligence over one.
Animals that have been trained in their typical role can occasionally be given additional training to increase the number of functions that they can perform. Such additional training requires another three months, and an animal trainer can work with no more than three animals during this type of training. Examples of additional training include training elephants, horses, or animals for war, and training falcons to retrieve specific objects. After the advanced training period is over, the character must make an unmodified Proficiency Check for each animal trained. Success means that the animal can perform the advanced tasks it has been taught.
A character with Animal Handling can decrease the training time for a particular type of creature by 1 day per trick.
The Effect of Spells
With Animal Friendship, the druid can teach 3 specific “tricks” or tasks for each point of intelligence it possesses. (Typical tasks are those taught an animal or similar pet, i.e. they cannot be complex.)
Training for each such “trick” must be done over a period of 1 week, and all training must be done within 3 months of casting the spell. During the training period the animal will not harm the druid, but if the creature is left alone for more than 3 days it will revert to its natural state and act accordingly.
Should it be possible to enhance the training of Animal Friendship with Speak with Animals(/Monsters)? It’s my house rule that casting Speak with Animals/Monsters can reduce the training time for a trick by 1 day for each point of a creature’s Intelligence (once for any individual trick). Charm spells will be ineffective as the problem lies not with how well the animal loves its handler.
Bibliography
TSR 2011, Dungeon Masters Guide, 1979.
Dragon Magazine #102: “A collection of canines: More animal’s than you can throw a stick at”, Oct. 1985.
Dragon Magazine #103: “A dozen domestic dogs: Twelve ways to classify man’s best friend”, Nov. 1985 [Barding]
TSR 2017, Unearthed Arcana, 1985.
TSR 2019, Dungeoneer’s Survival Guide, 1986.
TSR 2020, Wilderness Survival Guide, 1986.
Dragon Magazine #191: “Horses are People Too: More detail for horses in the AD&D 2nd Edition game”, 1993. [tricks]
Dragon Magazine #237: “Man’s Best Friend: New tricks for old animals”, 1996. [traits]
TSR2136, The Complete Ranger’s Handbook, 1993. ([2e]