TEXT: EN World EN5idEr | The Mahout: Basic Class Information
   
  writing Erik Evjen
   
   Mike Myler
   color art Joyce Maureira
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  O
  n the edge of a snowy 
  wood, the tracker suddenly 
  spots a charging bear—he snaps 
  his whip in the air and his dire wolf 
  charges in to defend him.
  Whether they find their com-
  panions in the deep wilderness 
  or in the bustle of urban life, 
  mahouts spend a lifetime creat-
  ing a bond with monsters that 
  no other individual can even 
  begin attempting to befriend.
  MAHOUT
  The
  BASIC CLASS INFORMATION
  
  The Mahout: Basic Class Information | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
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  logos, are designated Product Identity.
  Tamer of Monsters
  Coming from the wild depths of mountains and 
  forests to the more civilized locales of villages and 
  cities, mahouts are experts in training wildlife to 
  obey their commands—beasts, exotic monsters, 
  slimes, and even some draconic creatures. They 
  forge lifelong bonds with the monsters they train, 
  becoming inseparable. A mahout learns many 
  tricks throughout their career in order to aid their 
  pet, undergoing intense training to hone a mon-
  ster’s natural offensive prowess and defensiveness. 
  While a mahout may have their own specialized 
  combat training they favor using their bond with 
  their pet in order to fight together. The mahout 
  focuses on commanding their pet to change the 
  situation to their favor, whether by being direct and 
  aggressive on the battlefield or performing special 
  tricks in order to distract and delight.
  Creating a Mahout
  When making your mahout, the first thing to de-
  cide is what kind of creature you want to be best 
  at taming. Do you enjoy the company of a simple 
  beast of the wild or relish the companionship of 
  an exotic monster? Would you be open to the more 
  outlandish idea of a dangerous pet such as a slime 
  that could dissolve you in mere seconds? Have 
  you chosen their path to overcome a fear of certain 
  types or creatures or out of reverence? 
  What quests or trials did you overcome to acquire 
  your first pet? Did your family, friends, and com-
  munity react to your new companions with delight, 
  fear, or interest? What mishaps and accidents did 
  you endured while training it? Has your pet forced 
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  you out into the wilderness or into a unique situa-
  tion in your home settlement?
  Class Features
  Hit Points
  •	Hit Dice: 1d12 per mahout level
  •	Hit Points at 1st Level: 12 + your Constitution 
  bonus
  •	Hit Points at Higher Levels: 1d12 (or 7) + your 
  Constitution modifier per mahout level after 
  1st
  Proficiencies
  •	Armor: Light armor, medium armor, shields
  •	Weapons: Simple weapons, blowgun, glaive, 
  halberd, net, scimitar, shortsword, whip
  •	Tools: Tamer’s tools
  •	Saving Throws: Dexterity, Wisdom
  •	Skills: Animal Handling and choose two from 
  Athletics, Insight, Nature, Perception, and 
  Survival.
  Regimen
  At 1st level when you select this class, you choose 
  a regimen. Your regimen determines the kinds of 
  creatures you can capture and train as pets. You 
  gain features determined by your regimen at 1st, 
  5th, 10th, 15th, and 20th level.
  Pet
  Being a mahout means forging a powerful bond 
  with a creature, a pet that you intensely train to 
  undergo the rigors of adventuring and behaving 
  in civilization. Your pet is friendly to you and your 
  companions. During combat your pet takes the 
  Dodge action each turn unless provoked or given a 
  verbal command by you (an action). 
  New Toolkit
  Tamer’s Tools (14 pounds, 10 gp). Tied off to a long 
  looping belt intended to be draped over the shoulder, 
  this set of instruments includes a whip, specific treats 
  for a type of pet, a lead or leash, a 10-foot length of 
  chain, pliers, and hard leather gloves.
  
  EN World EN5idEr | The Mahout: Basic Class Information
  When you reach 5th level in this class, issuing a 
  command to your pet requires a bonus action, and 
  at 11th level once per turn you can issue a command 
  to your pet without any action required.
  When you encounter a creature you are able 
  to train, if it is not hostile towards you or your 
  companions you can befriend it with a Wisdom 
  (Animal Handling) check (DC 12 + the creature’s 
  CR). Once you have befriended a creature, you can 
  make it your pet by succeeding on three Wisdom 
  (Animal Handling) checks (DC 8 + the creature’s 
  CR) but until then it is wild and may escape, attack 
  you, or cause wanton destruction. It takes 8 hours 
  of training to make these Wisdom (Animal Han-
  dling) checks to train a pet after it has befriended 
  you. Any checks made to train a new pet without 
  a long rest between them have disadvantage. You 
  can’t have more than one pet at a time and unless 
  commanded otherwise, your pet remains adjacent 
  to you. 
  Your pet remains with you until it dies, you dis-
  miss it, or you are unable to feed it. The type of food 
  your pet requires depends on the type of pet you 
  have and is listed under your regimen. Monstrous 
  and oddball pets develop peculiar tastes for specific 
  types of flesh, strange seasonings, or another kind 
  of special feed determined by the GM—whatever it 
  is that your pet eats, it should be something avail-
  able in the given environment although it might be 
  rare and difficult to find regularly.
  A pet that has a higher hit point total than you 
  reduces its maximum hit points to your maximum 
  hit points.
  Sense Pets
  Also at 1st level, the presence of creatures you are so 
  keen to registers on your senses like a strong odor, 
  and a sense of companionship fortifies your soul. 
  As an action, you can open your awareness to detect 
  such creatures. Until the end of your next turn, you 
  know the location of any creature of your regimen’s 
  type within 60 feet of you that is not behind total 
  cover, but not its identity. You can use this feature 
  a number of times equal to 1 + your Wisdom modi-
  fier. When you finish a long rest, you regain all 
  expended uses.
  Monster Tamer
  At 2nd level, your proficiency bonus is doubled for 
  Wisdom (Animal Handling) checks. When con-
  trolling your pet, you can use Wisdom (Animal 
  Handling) regardless of the creature’s type. You 
  are able to use Wisdom (Animal Handling) to try 
  to control any type of trainable creature (with an 
  of Intelligence 5 or less and the aberration, beast, 
  dragon, monstrosity, or ooze type) but have disad-
  vantage against creatures other than those of your 
  regimen.
  The Mahout
  Level
  Prof. 
  Bonus
  Features
  Tricks
  Known
  Pet 
  CR
  1st
  +2
  Regimen, Pet, Sense 
  Pet
  –
  1/2
  2nd
  +2
  Monster Tamer, 
  Trainer’s Zeal
  –
  1/2
  3rd
  +2
  Combat Training, 
  Monster Tricks
  2
  1
  4th
  +2
  Ability Score 
  Improvement
  2
  1
  5th
  +3
  Regimen
  3
  2
  6th
  +3
  Lend Vigor
  3
  2
  7th
  +3
  Whipmaster
  4
  3
  8th
  +3
  Ability Score 
  Improvement
  4
  3
  9th
  +4
  Toughened Hide
  5
  3
  10th
  +4
  Regimen
  5
  4
  11th
  +4
  Extra Attack
  6
  4
  12th
  +4
  Ability Score 
  Improvement
  6
  5
  13th
  +5
  Monstrous Bond
  7
  5
  14th
  +5
  Monstrous Endurance
  7
  5
  15th
  +5
  Regimen
  8
  6
  16th
  +5
  Ability Score 
  Improvement
  8
  6
  17th
  +6
  Keeper’s Fury 
  9
  7
  18th
  +6
  Domesticate
  9
  7
  19th
  +6
  Ability Score 
  Improvement
  10
  7
  20th
  +6
  Regimen
  10
  8
  
  The Mahout: Basic Class Information | EN World EN5idEr
  Trainer’s Zeal
  Also at 2nd level, your time training your pet has 
  taught you how to recover quickly. On your turn, 
  you can use a bonus action to regain hit points 
  equal to 1d12 + your mahout level. Once you use 
  this feature, you must finish a short or long rest 
  before you  can use it again. You can use this fea-
  ture twice between rests starting at 7th level, three 
  times between rests starting at 14th level, and four 
  times between rests at 20th level. 
  Combat Training
  Starting at 3rd level, when your pet is of a CR lower 
  than your maximum it gains additional benefits. 
  The pet uses your proficiency bonus instead of its 
  own and gains proficiency in two skills chosen 
  when you befriend it.
  Monster Tricks
  At 3rd level, you master how to teach two specific 
  monster tricks to your pet. Your monster trick op-
  tions are detailed at the end of the class description. 
  When you gain certain mahout levels, you gain ad-
  ditional monster tricks of your choice, as shown in 
  the Tricks Known column of the Mahout table. Ad-
  ditionally, when you gain a level in this class, you 
  can choose one of the monster tricks you know and 
  replace it with another monster trick that you could 
  learn at that level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can’t increase an ability score above 20 using this 
  feature.
  Lend Vigor
  At 6th level, the bond between you and your pet 
  bring strength to limbs that otherwise have none. 
  As long as you can You can use your reaction to 
  take an amount of damage up to your mahout level 
  + Constitution modifier. Your pet gains a number of 
  temporary hit points equal to the damage you take. 
  These temporary hit points last for 1 minute or until 
  combat ends (whichever is later). 
  Alternatively, you can reduce the temporary hit 
  points granted to your pet by 5 to remove one level 
  of exhaustion from your pet instead. You can re-
  move multiple levels of exhaustion with a single use 
  of Lend Vigor, reducing the temporary hit points by 
  5 for each additional level of exhaustion removed 
  (for example, removing 2 levels of exhaustion costs 
  10 temporary hit points).
  Whipmaster
  At 7th level, when you successfully hit a target with 
  your whip you deal an additional 1d4 damage. Al-
  ternatively, instead of dealing damage with a whip, 
  on a successful hit against a creature of Large size 
  or smaller you can use your bonus action to make 
  an opposed Strength (Athletics) check with disad-
  vantage. On a success you disarm, grapple, or trip 
  the target of your attack. Disarmed weapons land 
  at the target’s feat. 
  Additionally, while wielding a whip you have ad-
  vantage on Charisma (Intimidation) checks made 
  against creatures of Intelligence 5 or less.
  Toughened Hide
  At 9th level, the rigors of training monsters have 
  taken their toll on your body and you develop cal-
  luses in places you did not know they could be. 
  Your armor class increases by 1. 
  When you reach 18th level in this class, your ar-
  mor class increases by an additional 1.
  Extra Attack
  Beginning at 11th level, you can attack twice, in-
  stead of once, whenever you take the Attack action 
  on your turn.
  Monstrous Bond
  At 13th level, the relationship you forge with your 
  pet becomes remarkable and unbreakable. So long 
  as you are able to see your pet and it is able to see 
  you, you are both immune to fear and the charmed 
  condition.
  
  EN World EN5idEr | The Mahout: Basic Class Information
  Monstrous Endurance
  At 14th level, you and your pet can be inspired by 
  one another to fight on. When you or your pet are 
  reduced to 0 hit points but not killed outright, you 
  or your pet can drop to 1 hit point instead. You must 
  be able to see your pet and your pet must be able to 
  see you. Once you or your pet use this feature, you 
  must both finish a short or long rest before it can be 
  used again. 
  Keeper’s Fury
  At 17th level, you grow so close to your pet that its 
  death fills you with a fervor for vengeance. When 
  your pet dies in combat, you gain the following 
  benefits for 1 minute:
  •	At the start of each turn you gain 20 temporary 
  hit points that last until the start of your next 
  turn.
  •	You have advantage on attack rolls.
  •	Your weapon attacks deals an extra 2d6 dam-
  age of the type the weapon deals.
  •	You can attack three times, instead of twice, 
  whenever you take the Attack action on your 
  turn.
  •	You have proficiency in all saving throws.
  •	You have resistance to all types of damage
  Domesticate
  At 18th level, your incredible connection with mon-
  sters allows for a second pet in your heart , although 
  it remains mostly wild. You are able to temporarily 
  domesticate a second pet that lives somewhere of 
  your choosing and keeps to itself, causing no trou-
  ble with local populations or otherwise drawing 
  attention. After your current pet has died, you can 
  perform a 10 minute ritual that summons the tem-
  porarily domesticated pet. No matter the distance, 
  your domesticated pet arrives within 24 hours and 
  becomes your new pet. 
  Regimens
  A mahout’s methods at taming their charges are 
  more than the execution of a profession or art—they 
  are ways of life. Each path is best suited to coerc-
  ing, duping, or forcing control over creatures of all 
  kinds and though mahout are better at handling 
  monsters than most any other adventurer, they 
  truly shine when working with their pet. No matter 
  a mahout’s regimen, only creatures with an Intelli-
  gence of 5 or lower can become pets. The Monstrous 
  and Oddball Regimens appear in EN5ider: Mahout 
  (Advanced).
  Animalist
  Whether by way of love or respect, you have a deep 
  affinity for beasts of the natural world. 
  Beast Pets
  At 1st level, you gain a pet of the beast type of a CR 
  no higher than your maximum as listed on Table: 
  Mahout. Your pet requires either meat, vegetation, 
  or both at least three times each day.
  Battle Hardened
  At 5th level, your pet has honed its natural hide to 
  resist pain and injury. Any pet that is under a CR 
  rating than your maximum receives a +1 bonus to 
  AC. This bonus increases to +2 at 12th level and to 
  +3 at 19th level.
  Primal Fury
  At 10th level, your pet has honed its natural weap-
  ons to a level of deadly efficiency. Any pet that is 
  under a CR rating than your maximum deals at 
  least 1d6 damage with natural weapon attacks if it 
  did not already do so. At 14th level this increases to 
  1d8, and at 18th level this increases to 1d10. 
  Wild Presence
  At 15th level, your pet has become so fearsome that 
  others tremble before it. Any pet that is under a CR 
  rating than your maximum now has the ability to 
  use it’s frightening presence within 30 feet. Enemy 
  creatures within 30 feet of the pet must make a 
  Wisdom saving throw or become frightened for a 
  
  The Mahout: Basic Class Information | EN World EN5idEr
  number of rounds equal to the CR rating of the pet. 
  This ability maybe be used once per long rest, and 
  twice at 20th level.
  Primal Rage
  At 20th level, your pet becomes a natural embodi-
  ment of violence. Any pet that is under a CR rating 
  than your maximum makes an additional attack 
  when it takes the Attack action, and it deals an ad-
  ditional 1d6 damage with natural weapon attacks.
  Monster Tricks
  As a mahout you learn monster tricks you can 
  teach to your pet. If a monster trick has prerequi-
  sites, you must meet them to learn it. You can learn 
  the monster trick at the same time that you meet 
  its prerequisites. A level prerequisite refers to your 
  level in this class.
  All pets know the Disengage and Dodge actions, 
  and the Attack and Stay monster tricks. More mon-
  ster tricks appear in The Mahout: Advanced Class 
  Information.
  Attack
  You command your pet to make a single attack 
  against a target you choose that is within its reach. 
  If your pet is capable of making multiple attacks, 
  you can give one attack command for each attack 
  you would make that turn instead of taking the 
  Attack action. At 11th level, instead of taking the 
  Attack action you can command your pet to make 
  its full number of attacks using Multiattack.
  Carry Rider
  Prerequisite: Medium or larger pet
  Your pet is able to be used as a mount. A pet usu-
  ally used for riding (like a horse) does not require 
  this Monster Trick to be ridden. Your pet’s carrying 
  capacity does not change but you may be able to 
  ride particularly strong creatures that are the same 
  size as you.
  Stay
  You can command your pet to remain in an area 
  you point to. Your pet stays in the area until you die, 
  it has missed four meals, or you command it to do 
  otherwise. 
  Unnatural Behavior
  You teach your pet an unnatural behavior. This 
  might be to sit on a bench and drink from a cup 
  like a person, wear clothing and walk upright, or 
  any other activity the GM deems suitable. e
  
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