TEXT: EN World EN5idEr | The Mahout: Advanced Class Information
   
  writing Erik Evjen
   
   Mike Myler
   color art Half-Jen Tracy
   
   Rita Marfoldi
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  A
  s a red dragon bears 
   down on the half-elf 
  inside the dungeon ruins she 
  points defiantly in the scaled 
  monster’s direction and her 
  trained chimera rushes to 
  attack!
  Seeing a pile of oozes fur-
  ther down in the dungeon, the 
  dwarf smiles and she points 
  them out to her ochre jelly pet. 
  The tamed creature engulfs 
  them, an unstoppable force of 
  slime barreling forward.
  MAHOUT
  The
  Advanced CLASS INFORMATION
  
  The Mahout: Advanced 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 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  Master of Creatures
  Mahouts are found anywhere that wild beasts roam, 
  coming from all walks of life—some prefer living 
  out in the wilderness to hone their skills in solitude 
  while others enjoy the comforts of civilization and 
  live alongside their pets in settlements.
  Society at large has wildly differing viewpoints 
  on mahouts. Many view them as citizens who 
  bring great value to their communities, assisting in 
  all sorts of field work from simple hunting to com-
  plicated search and rescues. Others have a more 
  negative perception, considering anyone seeking 
  the companionship of monsters rather than other 
  people to be craven and mad. Regardless, the ma-
  hout serves a unique niche—royalty might own an 
  exotic creature, but mahouts truly understand their 
  pets in the most fundamental ways.
  This imposed solitude from others causes 
  mahouts to be self-reliant, depending solely on 
  themselves and their pets, but being independent 
  from society benefits them when they choose to 
  take on the reins of glory. While other adventurers 
  may be confused with the constant attention that 
  a mahout gives their pet, they come to understand 
  that the monster serves them as well—fetching food 
  and water, acting as a scout or night watch, creating 
  shelter, and even fighting in battle alongside them. 
  A mahout treats their pet with the same reverence 
  they would a sibling, knowing that its paw, claw, or 
  tentacle can mean the difference between life and 
  death for themselves or their companions.
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  Quick Build
  You can put together a mahout character very 
  quickly. First make Constitution or Wisdom your 
  highest ability score, followed by Strength or Dex-
  terity. Second, choose the Acolyte background 
  (with a religion that coincides with your Regimen). 
  Third, choose a Regimen and pet (a black bear for 
  Animalists, a worg for Monstrous, or a gray ooze 
  for Oddball).
  Monstrous Regimen
  You have never fit in with others of your kind but 
  find no ostracization among the things many decry 
  as monsters, discovering a new kinship with crea-
  tures that inspire revulsion and fear in the hearts 
  of narrow-minded fools. The Animalist Regimen 
  appears in The Mahout: Basic Class Information.
  Monstrosity Pets
  At 1st level, you gain a pet of the monstrosity type 
  of a CR no higher than your maximum. Your pet 
  requires a specific kind of food (determined by the 
  GM) at least three times each day.
  Table: Monstrous Pets
  Pet
  CR
  Cockatrice*
  ½
  Darkmantle
  ½
  Rust Monster*
  ½
  Worg
  ½
  Death Dog
  1
  Hippogriff*
  1
  Ankheg
  2
  Grick
  2
  Griffon
  2
  Mimic
  2
  Pet
  CR
  Basilisk
  3
  Owlbear
  3
  Phase Spider
  3
  Winter Wolf
  3
  Bulette 
  5
  Gorgon
  5
  Roper  
  5
  Chimera
  6
  Hydra
  8
  *  GMs should carefully consider these creatures as viable 
  pets, determining the impact they’ll have depending on 
  the campaign or setting. 
  Devoted Monster
  At 5th level, your pet has formed a bond with 
  you that keeps it strong and healthy. Any pet of a 
  CR lower than your maximum now increases its 
  
  EN World EN5idEr | The Mahout: Advanced Class Information
  maximum hit points and Hit Dice by 1d4 per ma-
  hout level.
  Pride of the Wild
  At 10th level, your pet gains a sense of pride being 
  around you. Any pet of a CR lower than your maxi-
  mum now gains al +1 bonus to attack rolls. This 
  bonus increases to +2 at 15th level, and +3 at 20th 
  level.
  Ravenous Hunger
  At 15th level, your pet finds nourishment in the 
  thrill of its kills. Any pet of a CR lower than your 
  maximum now receives 1d8 temporary hit points 
  any time it kills a creature. 
  Undeniable Prowess
  At 20th level, your pet becomes an embodiment of 
  death. It regains 2d8 temporary hit points when it 
  kills a creature, and deals 1d12 additional damage 
  on its next successful hit.
  Oddball Regimen
  The bizarre and strange are second nature to you, 
  and you are drawn to creatures that wouldn’t 
  naturally occur in the wild at all. Despite the im-
  possibility of the task and the gulf of differences 
  between you and these monsters, your unnatural 
  connection allows for you to tame them.
  Oddball Pets
  At 1st level, you gain a pet of the aberration, dragon, 
  or ooze type of a CR no higher than your maximum. 
  Your pet requires a specific kind of food (deter-
  mined by the GM) at least three times each day.
  Table: Oddball Pets
  Pet
  CR
  Gray Ooze
  ½
  Gelatinous Cube
  2
  Gibbering Mouther
  2
  Ochre Jelly
  2
  Pet
  CR
  Black Pudding
  4
  Chuul
  4
  Otyugh 
  5
  Wyvern
  6
  Cloaker
  8
  Special Trick
  At 5th level, you learn a unique trick depending on 
  the specific pet you have trained.
  Aberrant Immunity. While you are conscious and 
  within 10 feet of your pet, you and your allies are 
  unaffected by features that your pet uses which do 
  not deal damage.
  Fuse with Ooze. You may elect to become en-
  gulfed by a pet such as an ooze. You may do so 
  for a full minute, during which you will receive a 
  bonus to your AC equal to half the CR of the pet 
  (minimum 1). Your pet does not deal damage to you 
  while you are engulfed by it using this feature. You 
  may do so once per long rest at 5th level, twice per 
  long rest at 10th level, three times per long rest at 
  15th level, and four times between rests at 20th level.
  Brutish Pet
  At 10th level, your pet becomes fierce and deadly. 
  Whenever any pet of a CR lower than your maxi-
  mum deals damage with an attack, it deals 1d4 
  additional damage. This increases to 1d6 damage at 
  15th level, and 1d8 damage at 20th level.
  Unrelenting Fury
  At 15th level, your pet has become conditioned to 
  the usage of its unique features, increasing their 
  recharge range by 1. For example, a pet lower than 
  your maximum CR that has a breath weapon re-
  charges it on die results of 4-6 instead of 5-6. If your 
  pet does not have a recharging feature, it may gain 
  another bonus at the GM’s discretion.
  Monstrous Inspiration
  At 20th level, you have created such a strong bond 
  with your pet that you can truly push it beyond its 
  limits. You can use a bonus action to recharge one 
  of your pet’s recharging features. Alternatively, you 
  can use your reaction to give your pet advantage 
  on an attack roll, ability check, or saving throw. 
  You can use this feature a number of times equal 
  to your Wisdom bonus. You regain expended uses 
  after a short or long rest.
  
  The Mahout: Advanced Class Information | EN World EN5idEr
  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 the mahout class.
  All pets know the Disengage and Dodge ac-
  tions, and the Attack and Stay monster tricks. More 
  monster tricks appear in The Mahout: Basic Class 
  Information.
  Confound
  You teach your pet how to disrupt the environ-
  ment. You can command your pet to distract a 
  creature, causing the target to make Constitution 
  saving throw to maintain concentration of a spell 
  with disadvantage until the start of your pet’s next 
  turn. You can also command your pet to muddle 
  tracks behind the party, making creatures follow-
  ing you using Wisdom (Survival) checks do so with 
  disadvantage. 
  Defend
  Prerequisite: 5th level
  You can command your pet to protect an area, 
  object, or person you choose. Your pet follows the 
  target, attacks creatures that touch the target, and 
  remains with the target until you die or command 
  it to do otherwise. 
  Hunt
  You can command your pet to hunt for a creature or 
  object. Your pet has advantage on Wisdom (Surviv-
  al) checks made to track creatures or items known 
  to it.
  Interfere
  Prerequisite: 5th level
  You can command your pet to harass a creature 
  within its reach, making it difficult for the target to 
  attack effectively. Until the start of your pet’s next 
  turn, the target has disadvantage on attack rolls.
  
  EN World EN5idEr | The Mahout: Advanced Class Information
  Mobility
  Prerequisite: 5th level
  You can command your pet to amble about care-
  fully, avoiding opportune strikes from enemies. On 
  its turn your pet moves half its Speed without pro-
  voking opportunity attacks.
  Pack Tactics
  Prerequisite: 7th level
  Your pet has advantage on attack rolls against 
  a creature if at least one of your allies is within 5 
  feet of the creature and the ally isn’t incapacitated. 
  In addition, if using the flanking rules your pet al-
  ways attempts to move into flanking position when 
  attacking a creature.
  Perform
  You can command your pet to perform an acrobatics 
  or pantomime routine. When you do so as part of a 
  Charisma (Performance) check you have advantage.
  Second Wind
  Prerequisite: 7th level
  You teach your pet how to push itself beyond its 
  normal limitations. When below half its total hit 
  points, your pet can use its reaction to spend Hit 
  Dice to heal. The pet only heals half as many hit 
  points from these Hit Dice as normal.
  Use Feature
  Prerequisite: 5th level
  You can command your pet to use a feature or 
  trait that does not require a recharge or have ex-
  pended uses.
  Use Limited Feature
  Prerequisite: 10th level
  You can command your pet to use a feature or 
  trait that requires recharging or has expended uses.
  Work
  You can command your pet to do labor. Its carrying 
  capacity increases by half. In addition, depending 
  on its body type and attacks your pet might be able 
  to cut down trees, dig holes and trenches, or per-
  form any other labor the GM deems suitable. e
  Pets and Features
  A pet having a feature or trait and the pet being ac-
  tively commanded to use it are two different things. 
  Rust monsters being walked through a city will bristle 
  as they locate large metal objects, a despondent 
  darkmantle may try to camouflage itself from its 
  owner, and a mischievous mimic might play pranks 
  on their mahout. When and where a pet uses its fea-
  tures without being commanded is determined by its 
  locale and entirely at the GM’s discretion.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 228 - Mahout Advanced.pdf