Pet and Companion Rules
What is a Companion?
A creature that is willing to travel with you on your adventures, capable of following orders if given, and can be trained to improve its abilities, using the following rule.- A willing creature: The creature must be willing follow you. If it has a loyalty score of 7 and higher, it will heed to your commands. If less, then it will act on its own. At 0, it may try to leave your party.
- Summoned creatures: Creatures that are brought forth due to a spell, magical features, or items can be made into companions. Its loyalty can't be less than 7, but it can't be higher than 15, since it lacks a sense of individuality.
- Creatures that are summoned with a limited duration make for poor companions. Unless you can find a way to bind them to you.
- Optionally, you can empower the spirit with a sense of self. But should you lose its loyalty, it will refuse any future summonings by you.
- Non-sentient independence: For a creature to be your companion, it's usually recommended for it to be less intelligent. A 7 or less intelligence score. Anything that has attained sentience becomes far more difficult to control. You need to use Persuasion instead of Animal Handling to control it.
- Humanoids can't gain the benefits of being a companion due to their sense of self. They can still be friends and allies.
Loyalty
As you take the time to become closer to your companion, the bond between you becomes stronger. You’ll find your companion not only grows in power, but also gains unique abilities that will help you on your adventures.
This section details how you can strengthen your bond, the benefits of Loyalty, and the dangers of losing your bond. Note that your maximum Loyalty is limited by your level, shown on the table below. Your Loyalty cannot be reduced to 0 in any circumstance not noted in the “Losing Loyalty” segment.
Multiple Companions
Your familiar still counts as a companion, as described in the Loyalty section. As a result, you can only have two non-familiar companions as long as you know the spell Find Familiar, unless your GM rules otherwise. If you do find yourself wanting more than one friend to take care of. This is possible, but it becomes much more difficult to manage and leads to weaker bonds. For every additional companion you have, the maximum Loyalty they can have is reduced by 2.Autonomy
Taming a creature will make it so that it doesn't attack you or your party. To have it do your bidding, you have to earn its loyalty first.
Independent.Your companion rolls its own Initiative and acts on its turn. The DM is in control and rolls for it. The companion takes actions according to its core personality:
- Aggressive: Will try and use the attack action against any creature hostile or vulnerable.
- Helpful: Will use the Help action for you or a creature it considers an ally.
- Defensive: Will use the Doge action and stay in proximity to you. If outnumbered, it will use the disengage action if in melee.
- Craven: Will try and get away from danger, either with the Dash action to flee if it can or just Hide.
It will now obey commands given by you to the best of its abilities. You are in control of the companion instead of the DM, where you can move it on the map and roll for it. If you don't issue any commands, it takes the actions according to its core personality.
ObedientAny skill check to command your companion is made with advantage, or a +5 bonus to your skill bonus for a passive check. Unless stated otherwise by you, it takes the Dodge action and uses its move to avoid danger.
Loyalty | Autonomy | Features |
---|---|---|
1-3 | Independent | Fragile Friendship Your companion is estranged from you. During each long rest, there is a 5% chance your companion will leave your party. This chance increases every night by an additional 5%. Your companion loses this feature when your Loyalty is 4 or higher. |
4-6 | Independent | |
7-9 | Obedient |
Sentinel
Your companion is willing and reliable enough to guard on your behalf. When taking a long rest, your companion can take one shift to keep watch for trouble. |
10-12 | Obedient | |
13-15 | Obedient |
Body Guard
If you fall unconscious, your companion will move to protect your body. While within 5 feet of your body, it will have an advantage on attacks against any hostile creature within 10 feet of you, and it can use an opportunity attack against creatures that make an attack against you while you are unconscious. |
16-18 | Dedicated |
Adoration
When your companion finishes a long rest, it gains temporary hit points equal to your Charisma score. |
19-20 | Dedicated | Friends Till the End Your bond with your companion is as strong as it gets. They feel as though you are a part of them and would do anything within their power to protect you. When you are about to take lethal damage, and you are within range of your companion’s movement speed, it will instantly dash to you and become the target of the attack. If the attack targets an area rather than an individual, you both take half of the damage instead. |
Command check
While mounted, you are directly guiding a creature to do your bidding. You use its movement speed as your own and can have it roll any ability skill check around pushing or dragging objects, provided that it can either grip or press against the object. However, should you and your mount find yourself in a difficult circumstance, a command check would be required since you need to focus on keeping yourself in the saddle or have the mount make a particular maneuver.
Choose one of the following skills as the base of the command check.
- Animal Handling: You are using your knowledge of how to coerce a beast to move and act. Only works with creatures of the beast type.
- Arcana: The creature is of a magical make, or you are using your magic to operate it. Primarily used for creatures of the construct type.
- Persuasion: You are able to directly communicate with it with speech, either with magic or telepathy.
Unless stated otherwise, issuing commands to your companion requires a Bonus Action. You roll the skill against the DC of the command, and if it's a success, the companion will take that action on its turn. On a failure, the companion either doesn't understand the command or is reluctant to follow it. However, you can circumvent the need to roll by using a action to issue the command instead. For example, if you don't want to risk failing a command to have your companion disengage from combat using a bonus action to roll a command check, you can use an action instead to avoid the roll.
Command DC | Companion options/Difficult situations |
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10 |
Special move: Telling your companion where to move isn't hard, but issuing a more specific movement command may be.
|
15 |
Fetch: You tell your companion to go and get something. If you do not point out a specific item, the animal fetches some random object. Picking up something from the ground requires half a creature's movement.
|
15 |
Search: You tell your companion to go into an area and look around for anything that is obviously alive or animate. On a success, the companion takes the Search action to roll a Wisdom (Perception) check to find tracks or a creature.
|
15 |
Assist: You command your companion to use the Help action.
|
20 |
Protect: You command your companion to defend you (or is ready to defend you if no threat is present), will continue until a new command is given. If you are hit with an attack and the companion is in range, the companion will make an attack of opportunity against the attacker.
|
20 |
Attack: You direct your war-trained companion to use its attack action in battle against a target of your choice.
|
20 |
Rein in Companion: Some creatures will rely on their natural instinct to flee from the confusion of combat, or slake their blood thirst at the smell of blood, rather than listening to their commander. You attempt to keep control of your companion, making sure that it doesn't do anything you don't want. If you fail the command check, the DM takes control of the companion and has it act independently according to its personality and nature during your turn.
|
- Unempathetic: Can't use the help action
- Helpful: Will use the Help action
- Defensive: Will use the Disingage action if in melee, otherwise it takes the Doge action.
- Craven: Will use the Dash action to flee.
It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.
Comand check
If you want your companion to act during your turn, you roll a skill check. The skill check is dependent on what type companion it is, and the result of the roll represents your ability to give commands and the companions to follow it durign that turn. If the creatur type dosen't specified a skill to comand it, roll a d20. On a succes, the companion follow the order to the best of its abilaties, on a failure it dose not undestand the comand. Comand Modifiers- Speak language: If the companion is able to understand the language you are speaking, add your Charisma(Persuasion) bonus to the comand roll.
- Loyalty: Companions are more coaprative if you have greater bond with them, if you have a bonds strength of 10, you add +5 to the check to comand the creature during your turn.
- If the companion dose not like you or your bond strengt is 5 or less, apply a -5 to the check.
- Superiority Die: If you have acces to Superiority Dice, you are able to expend and roll a Superiority Die and add the number rolled to the comand check. You can do this before or after rolling the d20.
Interact with your Companion
Spending time and atention with your companion is paracompanion to improving your bond. During downtime and rest, you cn dediacte time to play, clean or train it.
Playing with Your Companion
Every companion enjoys playing in its own way. Some enjoy a game of catch, others enjoy hide-and-seek, and the more intelligent companions even enjoy card games. Whatever mode of play they choose, it’s important to keep them entertained. During a short rest, work with the GM to describe the type of game you and your companion play together. Once you’ve done this 3 times, your Loyalty increases by 1.Studying Your Companion
Your companion is just as committed to teaching you as you are to it. If a companion is unhappy with a course of action, your behavior, or its diet, it will subtly communicate these things. If your companion seems unhappy or concerned, you can spend 10 minutes and make a Wisdom (Insight) check to study them. The DC of this check is equal to 12 - your companion’s Intelligence modifier. On a success, you get a good understanding of what worries them. If you are able to rectify the problem, your Loyalty increases by 1.Gifts and Treats
Just as you enjoy being rewarded after a long quest, your companion greatly appreciates rewards for good deeds. When a companion does something that would normally earn a player Inspiration, you can reward them with an item worth at least 10gp. Once the companion has either eaten the reward, or possessed it for longer than 8 hours, your Loyalty increases by 1.Grooming and Cleaning
Most companions, after a handful of days in the adventuring lifestyle or on their own, get dirty. Some handle this problem on their own, while others are either unaffected or unable to gather filth. But the many that struggle to groom themselves, or don’t care enough, need you as their ally to help. If your companion does not normally groom itself, and is not undead, you must spend 1 hour a week cleaning them. To do this, you must have at least 1 square foot of water and 1gp worth of cleaning supplies. The first time you clean your companion each week, your Loyalty increases by 1. Neglecting to do so for a full week decreases your Loyalty by 1.Health and Saftey
Companion's follow the same rules as player charaters regarding Hitpoints and how it can be stabalized. However, any comand given while at low hp may incure the risk of loosing boond strength. A companion is les likly to follow the comands of a creature that show no regard for their well being.Tame a creature
Acquiring a Pet in the first place may deepen on the availability of tradesmen able to sell you one, and stealing one has it share of problems, unles you are a Ranger with the Ranger: Beast Master Conclave. But if you are in need to get a Pet by any legal means necessary you may be able to try a tame a wild one.Step 1. Locate creature that is able to tame.
Once you spend 4 hours trying to find tracks that matches the creature that you are looking for, you are able to make a Wisdom (Survival) check to se if you can follow the tracks to find your quary. Keep in mind that each environment holds different creatures, it is up to the DM to have the final say in what creatures exist in the enviroment and what it's rarity is. If there is no logical or conceivable way that the creature may exist in the enviroment, the Wisdom (Survival) is a failure iregardles of the roll.
If your character is familiar with what environment a creature lives in or has perfomed extensive researh on it, they can attempt an Intelligence (Nature) check in place of the Wisdom (Survival) check. On a failure you are either unable to locate the creature or confirm that its in the area.
Rarity | Adventure DC mod |
---|---|
Plenty | -3 |
Common | +0 |
Uncommon | +3 |
Rare | +6 |
Very Rare | +8 |
If succesfull, then the party has found a lead on the creature. By spending 1d4 hours following the tracks, you will find the creature you were looking for. If you wish to involve your party companions, add 2 more hours to the time since you go to the camp to fetch them (unles the are allready with you). Roll a Dexterity(Stealth) check agaisnt it's pasive perception to se it if spots you right before you approach it.
Step 2. Wrangell/capture it
Making sure that it isn't able to escape will be your fist priority if you truly have the intention of capturing the creature. It's up to the DM or the players weather it will be a combat encounter or a Skill Challenge encounter. Either way once you capture it with ropes or spells, you need to make sure that the creature can is unable to runing away once the encounter is over.
Step 3. Tame it
As an a 1 hour activity once a day, you to try to form a bond with a wild creature that you and your company captured. To do this, you make a Wisdom (Animal Handling) check. On a success, you provide food or information with the intention to prove that you are an friend. If you fail this check three times, the creature sees your actions as threats, and is unable to become your companion.
The DC of these checks, as well as the number of days you spend interacting with the creature, is based on the table at the side. Once you’ve met the creature’s requirements, it becomes your companion with a strength bond of 2 and joins you on your adventures.
Taming Difficulty | Interaction Requirements | Animal Handling Check DC |
---|---|---|
Very Easy | 1 Success | DC 8 |
Easy | 2 Successes | DC 12 |
Average | 3 Successes | DC 16 |
Hard | 4 Successes | DC 20 |
Very hard | 5 Successes | DC 25 |
Companion training
Creature type training
Each creature has their 1st level in a "class" that is dependen on its creature type. Proggers in the class represents it growth. If it's creature type would change, such as beast to undead for example, then the acompanion of leves in is type class is carried over.Level | Beast |
---|---|
1 | Comand skill. Wisdom (Animal Handling) |
2 | +1 to STR Score |
3 | Charming Asociate When the beast companion is present during social encoutners with creatures that are friendly to you, you gain a 5+the companions charisma modifer to your Charisma rolls (subtract from the bonus if its negative). |
4 | +1 to DEX Score |
5 | Focused Senses. Your companion’s bestial instincts have further developed, allowing it to hone its skills for a short time. Once per long rest, as an action, your companion can double its movement speed for 1 minute. During this time, it gains advantage on perception checks |
Level | Plant |
---|---|
1 | Comand skill. Inteligence (Nature) |
2 | +1 to CON Score |
3 | Natural Nutrition. Over the course of each day, your companion creates 1d4 + 1 berries or small pruits. As an action, a creature can eat one of the berries to restore 1 hit point. Each berry also provides about 2 supply. The plant companion must have acces to watter in order to use his feature. |
4 | +1 to STR Score |
5 | Root Surge. Your botanical companion learns how to exert force over its roots, causing a wide-scale surge. Once per long rest, they can cast entangle. The save DC is equal to 8 + constitution mod + proficensy bonus. |
Level | Dragon |
---|---|
1 | Language requierd. Must be able to speak draconic to comand it. |
2 | +1 to CHA Score |
3 | Respectfull Bond. While within 5 feet of your dragon companon, you gains the same elemental resistance as the dragon and a +1 AC bonusu for each size the dragon is larger than you. |
4 | +1 to CHA Score |
5 | Ancient Attunement. While your companion is alive, the effect of the Respectfull Bond is in effect. |
Level | Fey |
---|---|
1 | Language requierd. Must be able to speak Sylivan to comand it. |
2 | +1 to INT Score |
3 | Mingel with the Mundain. Your fey companion unlocks inherent magic that grants it power over how others perceive it. Using this feature, it can cast Disguise Self with a duration of 8 hours. It regain's the sue of this feature at the end of a long rest. |
4 | +1 to WIS Score |
5 | True Name. You know the true name of your fey companion. Should you or somenone you trust invoke their name while casting the Conjure Fey spell, your fey companion is conjured forth without the need to consentrate or time limit. The fey companion is called forth even if they had died. |
Level | Monstrosity (Unnatural) |
---|---|
1 | Comand skill. Inteligence (Acrana) |
2 | +1 to CON Score |
3 | |
4 | +1 to DEX Score |
5 | Monstrous Mutation. Your monstrous companion has bena ble to unlock its full potential. Once per short or long rest, they can innately cast alter self. The effects of this spell instead last for 8 hours. |
Level | Monstrosity (Chimera) |
---|---|
1 | Comand skill. Wisdom (Animal Handling) |
2 | +1 to CON Score |
3 | Toughend Hide. Monsters that are a amalgamaton of two or more beasts has a +1 AC bonus of every different creature that it is a combination of. |
4 | +1 to STR Score |
5 | Chimeric Fortitude. Monsters are known for their a death-defying strength. When your companion takes damage that would reduce it to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is a critical hit. On a success, your companion drops to 1 hit point instead. Your companion can use this ability once per short or long rest. |
Level | Celestial |
---|---|
1 | Language requierd. Must be able to speak Celestial to comand it. |
2 | +1 to CHA Score |
3 | |
4 | +1 to WIS Score |
5 | Holy Healing Burst. Your celestial companion gains authority over divine healing energy. Once per long rest, your companion can use an action to restore 2d6 hit points to all friendly creatures within 10 feet of it. |
Level | Fiend(Devil) |
---|---|
1 | Language requierd. Must be able to speak Infernal to comand it. |
2 | +1 to CHA Score |
3 | |
4 | +1 to INT Score |
5 | Return Fire. Your fiendish companion gains protection from the flames of the underworlds. Once every long rest or short rest, your companion can cast hellish rebuke at 1st level. The save DC is equal to 8 + constitution mod + proficensy bonus. |
Level | Fiend(Demon) |
---|---|
1 | Language requierd. Must be able to speak Abysla to comand it. |
2 | +1 to CON Score |
3 | |
4 | +1 to STR Score |
5 | Return Fire. Your fiendish companion gains protection from the flames of the underworlds. Once every long rest or short rest, your companion can cast hellish rebuke at 1st level. The save DC is equal to 8 + constitution mod + proficensy bonus. |
Level | Elemental |
---|---|
1 | Language requierd. Must be able to speak the language asociated with the element to comand it. |
2 | +1 to CON Score |
3 | |
4 | +1 to WIS Score |
5 | Elemental Expansion. Your companion has strengthened its ties to this world, and has become strong enough to summon other elemental spirits to aid itself. Once per long rest, your companion can use an action to create 1d4 additional elementals. These elementals have the same statistics as your companion, and disappear after being reduced to 0 hit points or after 1 hour has passed. |
Level | Ooze |
---|---|
1 | Dificult to comand. Oozes are so simple of a creature, both in inteligence and form, that the ability to comand it is a mystery. |
2 | +1 to CON Score |
3 | |
4 | +1 to CON Score |
5 | Sticky Mitosis. Your strange companionship with an ooze has unlocked an ability hidden deep within its biology. Over the course of 8 hours, your companion can clone itself, creating an additional ooze of the same type. It can use this ability once every 1d4 + 1 weeks. If you have less than three companions, this new ooze is born with a Loyalty of 6. Otherwise it is indifferent to you and your party. |
Level | Undead |
---|---|
1 | Comand skill. Inteligence (Acrana) |
2 | +1 to CON Score |
3 | |
4 | +1 to STR Score |
5 | Still Not Dead. Your undead companion has grown so attached to you that its dedication is stronger than its body. If your companion is killed, as long as its body is not completely destroyed, it can take actions for 1 minute before dying. |
Level | Construct |
---|---|
1 | Comand tool. If you are proficent in the same type of tools that was used to construct the companion, add that tool proficensy to the comand roll. |
2 | +1 to CON Score |
3 | |
4 | +1 to INT Score |
5 | I Go, I Stay. Your companion’s arcane presence and dedication has overcome its mechanical body. If it is killed in a way that its body isn’t outright destroyed or irreparably damaged, it can reassemble itself over the course of 1d4 days. During this time, any separate body parts gain a movement speed of 5 feet and can only use their actions to move towards the rest of the construct. Once fully assembled, the construct gains 1 hit point and regains consciousness. |
Integral training
If a creature has the feature that are in any of the 1st level companion training, it has a level in the given glass. It can't multi class in any of the following training through training, these are purely natural gained.Level | Tracker |
---|---|
1 | Keen Hearing and Smell. The Companion has advantage on Wisdom (Perception) checks that rely on hearing or smell. |
2 | Perceptive. Companion gain proficensy in Perception |
3 | |
4 | |
5 | Blindsight Within 30 ft your companion can perceive its surroundings without relying on sight. Alowing it navigate darknes and detect creatures that are invisible. |
Level | Pack Member |
---|---|
1 | Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated. |
2 | Sneaky. Companion gain proficensy in Stealth |
3 | |
4 | |
5 |
Level | Aggressor |
---|---|
1 | Multiattack. The Companion can make two attacks during it's turn. |
2 | Buff. Companion gain proficensy in Athletics |
3 | |
4 | |
5 | Blood Rage. If the Companion is at half heath or les, it is able to use its bonus action to make one attack with it's limb. |
Level | - |
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1 | |
2 | |
3 | |
4 | |
5 |
Trainable training
Level | companion |
---|---|
1 | Rideable. The companion can be riden by any creature even if their Loyalty is les than 6. |
2 | |
3 | |
4 | |
5 |
Level | Sturdy |
---|---|
1 | Creature of Burden. The companion is considered to be one size larger for the purpose of determining its carrying capacity. |
2 | Strong. +2 to the creatures strength score |
3 | Sure-Footed. The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. |
4 | |
5 | Bulked up. Your companion gains a +1 to attack and damage rolls that rely on Strength. |
Companion Boons
A strong friendship and training can grant your companion to unlock new abilities. With enough motivation, companions can accomplish feats previously thought impossible. At Loyalty 12, 15, and 19 you choose a unique benefit from the list below. As long as your bond does not drop below the required strength, your companion benefits from each boon you choose. If your companion no longer possesses the required prerequisite for a Bond Boon after acquiring it, it may not use any of the boon’s features until it has regained the prerequisite.Alien Armor |
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Prerequisite: Must be an aberration Your bond with your companion has unlocked faint, realitywarping abilities that naturally protect it from this world. As a reaction when it is hit by an attack, it can phase out of reality for a moment, causing the attack to miss. Your companion can use this ability once per short or long rest. |
Blink Jump |
Your companion learns how to shift its position using an innate magic called “Blink”. Once per short or long rest, your companion can instantly teleport up to 30 feet into an unoccupied space it can see. You can order your Companion to Blink with a action (or bonus action with bond Stregnth 18). If the comapnion has used their Blink, you can expend a lvl 3 spellslot or higher to order your companion to do it again. |
Companion Combat Training |
Your companion has observed your fighting tactics, and over time has learned how to handle a weapon of its own. It gains proficiency with one simple weapon, granted it has at least one appendage that can hold the weapon. |
Hardend Durability |
Prerequisite: Constitution 17 or higher Your companion’s training has paid off, and the strength of your bond grants it the following benefits:
|
Earthen Awareness |
Prerequisite: Wisdom 17 or higher Your companion’s training has paid off, and the strength of your bond grants it the following benefits:
|
Fancy Footwork |
Prerequisite: Dexterity 16 or higher When your companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. |
Getting Angry |
Your companion learns how to fuel its attacks with the rage that follows being injured. As an action, it can open itself up to an attack, granting the next enemy advantage on an attack roll made against it. If the attack hits, your companion can use its reaction to make one melee attack with advantage. If this attack hits, it deals an additional 1d4 damage. |
Inspiring Attitude |
Prerequisite: Charisma 17 or higher Your companion’s personality has become so magnetic that it gains the ability to encourage those around it. As a bonus action, the companion can choose one creature other than itself within 60 feet of it that it can see. For the next 10 minutes, the creature can roll a d10 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can add this die to a roll after the d20 is rolled, but before success is determined. Your companion can use this ability once per short or long rest. |
It Can Talk? |
Prerequisite: Intelligence 16 or higher Your companion has learned more than you thought possible after spending so much time with you, and is now capable of mimicking speech patterns. It gains the ability to speak one language of your choice, provided you are also able to speak that language. |
Lucky Brawler |
Your companion’s combat intuition has become more focused as your bond has grown. When your companion makes an attack roll, they can use this ability to reroll the die before the outcome is determined. They can use this ability once per short or long rest. |
Magically Inspired |
Prerequisite: Intelligence 13 or higher Through truly fantastical means, your companion gains a modicum of control over the arcane. They learn one cantrip from the wizard spell list. |
Playing Dirty |
Your companion doesn’t shy away from dirty tactics to win fights. As a bonus action after one of its attacks hit, it can spray dirt or a similar substance into the eyes of an enemy. The enemy suffers disadvantage on its next weapon attack. Your companion can use this ability once per short or long rest. |
Ranged Professional |
Your companion’s ranged abilities have honed to deadly precision. It gains a +2 bonus to ranged attack rolls. |
Strong-Willed |
Your companions’ will to live has been strengthened by your bond. The companion cannot be killed by massive damage unless it equals 3 times their maximum hit points. In addition, when knocked unconscious after being dealt damage, it regains 1 hit point after a minute has passed. |
Swift Stride |
Your bond with your companion has swiftened its stride, increasing its maximum walking speed by 10 feet. |
Swift Strike |
Your companion’s combat prowess has strengthened over time. It can make one additional attack when it takes the attack action. |
Toughened Hide |
Your companion’s body has grown more resistant to attacks over time. It gains a +2 bonus to its armor class. |
Trained Durability |
In addition to your bond, your companion’s resolve when facing damage has become stronger. Choose one type of damage that your companion isn’t vulnerable to. It gains resistance to that damage type. |
Step 5. Train it
Ability Training
When traveling with companions, you may find them struggling to do things you’d like them to be better at. Maybe you’d like your Horse to carry a few more arrows in its pack, or perhaps you’d like your Hawk to be more confident in its abilities. To solve this issue, you can take the time to train your companion’s abilities. This section lays out how you can train your companion to improve each ability, as well as the difficulties you may face during the process.Companion Restrictions
Before you start training your companion, you need to understand its limits. The following restrictions apply to training:- The companion cannot receive more than 10 total ability score increases through training.
- The companion cannot receive a cumulative bonus to a single ability higher than your Proficiency score.
- The companion cannot improve an ability score above 22.
- Companion can do Ability Training in order to gain a Trained Featuers, but their ability score cant be increesed past 22. It will however requier a Bond Boons.
- You cannot train more than one physical and one mental ability score at a time.
- Taking breaks from training does not affect your progress, so you can train your companion over any length of time.
Untrainable Companions
Some companions can’t reasonably learn or improve some of their abilities. A Holo can’t become more dexterous because it can’t move, and a Spirit can’t become stronger because it has no physical body. Your GM can decide whether or not a companion can reasonably improve the desired ability.Strength Training
In order to strengthen your companions, you put their physical bodies under a refining strain. To do this, the companion must carry at least its maximum carrying capacity for a number of weeks equal to its Strength Modifier (with a minimum of one week). At the end of this period, the companion’s Strength is increased by 1, and it suffers one level of exhaustion for 3 (1d6) days. While exhausted this way, a companion cannot continue its physical training.Dexterity Training
In order to boost your companion’s agility, you must play catch with your companion for one hour a day. Each time you do this, the companion must make a Dexterity saving throw against its own Dexterity Score. After succeeding on this check 10 times, its Dexterity score increases by 1.If the companion fails this check 3 times, it has disadvantage on all Dexterity training checks until its score increases.
Constitution Training
In order to toughen up your companion, you must push it to its physical limit. This type of training is very difficult to encourage, and can lead to relationship issues with your companion. To do this, the companion must be given half as much food and water as it would normally need, or be forced to sleep during only half of a long rest. After a number of weeks equal to its Constitution Modifier (with a minimum of one week), its Constitution Score is increased by 1.During this training, if the companion reaches an Exhaustion Level of 4, the training fails and you lose 2 Bond Points with your companion.
Intelligence Training
In order to educate your companion, you must improve its ability to associate causes with effects. For at least one hour a day, you attempt to teach your companion using classical conditioning. These lessons can teach communication, danger signs (for example, traps or a bear’s growl), and simple reasoning. This training is based on your intelligence, and how capable you are of teaching these lessons.The companion must make an Intelligence saving throw equal to 16 - Your Intelligence Modifier. After succeeding on this check 10 times, the companion’s Intelligence score improves by 1.
Wisdom Training
In order to heighten your companion’s senses, you must repeatedly test their sensory limits. To do this, you must spend an hour a day restricting all but one of your companion’s senses (hearing, sight, smell, or touch if possible) with tools such as fabric or magic. As a part of this process, you must place a reward within 60 feet of them.The companion must then make a Wisdom (Survival) check to locate the reward. The DC of this save is equal to its Wisdom Score. After succeeding on this check 10 times, the companion’s Wisdom score improves by 1.
Charisma Training
In order to boost your companion’s Charisma, you must reinforce its confidence. To do this, you must spend an hour and 10 gp a day to pamper your companion. You must then make a Charisma (Persuasion) check contested by your companion’s Charisma (Intimidation) to keep its ego in check.If you fail this contest 3 times in a row, the GM can choose to replace your companion’s personality with greedy or proud. After succeeding on this check 10 times, your companion’s Charisma score improves by 1.
Trained Featuers
If certain ability scores are trained in a certain way, the companion may atain special featueres.Spell taught
You have manged to teach you companion some magical tricks. As you train your companion you teach it the traditions and magick that you can use. Criteria:- Companion must have 10 or higher in the ability score that is your class spellcasting ability score.
- 2 Succesfull ability socre increses trough training in the same ability.
- The spell must not requer a material components of any kind.
- You must know the spell and have it perpaired during all training sessions.
- The level of the spell taught must be equal or less than its spellcasting ability modifier.
Your companion learns a spel of your choise, requiring no verbal components. If you taught your companion a cantrip, it can cast it att will. If its a 1st level or higher spel, your companion can cast that spel 1/day. Repeated training with the same spell inccreses the number of charges by 1.
Ambush training.
Your companion has been rigorously taught to avoid detection, alowing it to beter sneek by and ambush ususpecting fows. Criteria:- Must have incresed its Dexterity score by 4 through training.
- Must have incresed its Wisdom score by 2 through training.
- Must have incresed its Inteligence score by 2 through training.
Pounce.
If the companion moves at least 20 feet straight toward a creature and then hits it with a attack on the same turn, that target must succeed on a DC 10 (+ Str mod) Strength saving throw or be knocked prone.
House trained
Your companion has overcome the instinct that they lerned from their hars life in the windernes. Now they are comforable in living indoors and along side people. As a bonus, your companion wont defecate on your carpet.Criteria:
- Must have incresed its Wisdom score by 1 through training.
- Must have incresed its Intelligence score by 2 through training.
- Must have incresed its Charisma score by 1 through training.
- Tricks. If the companion´s Loyalty is 14 or higher, it can be taught a trick. Over the course of an hour, you can teach them to come, fetch, play dead, or sic. Once per short or long rest, you can use an action to command the companion to perform the trick. You can teach the dog a different trick on a short rest, but the companion cannot remember more than one trick at a time.
- Come. The companion uses its reaction to move 30 feet toward you.
- Hunt. The companion uses its reaction to move 30 feet toward you.
- Fetch. Choose an item within 15 feet of the dog that is not being worn or carried. The companion uses its reaction to retrieve the item.
- Play Dead. The companion uses its reaction to fake death. Until the end of its next turn, its condition is indistinguishable from death.
- Sic. Choose a target within 15 feet of the companion. It uses its reaction to charge the target and make one attack.
War trained
If you train a Riding Horse to a sertain criteria, it will be considered War Trained, at that point it becomes a Warhorse. Similar effect might happen to other creatures. Your companion wont panic in stresfull battles or be easely frightend by blood and corpses. Criteria:- Must have incresed Strength score by 2 through training.
- Must have incresed Dexterity score by 2 through training.
- Must have incresed its Constitution score by 1 through training.
- Must have incresed its Wisdom score by 1 hrough training.
If the Creature is of Medium size catagory or smaller:
If a melee attack hits a target and the target is a creature, it must succeed on a DC 8 + the creatures proficensy + Stregnth modifier Strength saving throw or be knocked prone. If the Creature is of Large size catagory or greater:
Trampling Charge.
If the creature moves at least 20 feet straight toward a creature and then hits it with a limb attack on the same turn, that target must succeed on a DC 8+ proficiency bonus + the creatures Strength bonus, Strength saving throw or be knocked prone. If the target is prone, the companion can make another attack with its limb against it as a bonus action.
If the creature is capable of flight it allso gains the Featuere:
Aerial Charge.
If the creature flies at least 40 feet straight toward a target and then hits it with an attack on the same turn, the target takes a number of extra damage die equal to half of the creatures proficiency bonus (Roudned down). This can only be applied to the one attack.
Common Personalities
Upon taming the creature, 3d4 to determine the genral personalies of your companion. Then roll a d6 for what specifit type of personality it has within. The DM may use this as baseline to how it scould act in social situation and what actions it may take in combat, provided that the player don´t comand it what it should do.1. Scrappy
While the companion is willing to follow you, it's has enough of a assertive to refute any in treatment and determined to stand up for itself.In combat. The companion will move to the nerest hostile creature and use the attack action on it. But not to the point where it will intentionally put it in harm’s way.
d6 | Ability Mod | General Effect |
---|---|---|
1. Aggressive |
+2 to Strength score -1 to Charisma score |
Add half its proficiensy bonus to attack rolls. Disadvantage on any comand rolls. |
2. Brave |
+1 to Constitution score -1 to Intelligence score |
Advantage on saving throws against being frightened. Subtract its proficiensy bonus to Dexterity saves. |
3. Energetic |
+1 to Dexterity score -1 to Constitution score |
Add its proficiensy bonus to initiative rolls Subtract its proficiensy bonus to Wisdom (Perception) checks. |
4. Impulsive |
+1 to Dexterity score -1 to Wisdom score |
+1 bonus to their Armor Class - |
1. Suportive
While the companion is willing to follow you, it's has enough of a assertive to refute any in treatment and determined to stand up for itself.In combat. The companion will move to the nerest allie and use the help action on it. But not to the point where it will intentionally put it in harm’s way.
d6 | Ability Mod | General Effect |
---|---|---|
1. Aggressive |
+2 to Strength score -1 to Charisma score |
Add half its proficiensy bonus to attack rolls. Disadvantage on any comand rolls. |
2. Brave |
+1 to Constitution score -1 to Intelligence score |
Advantage on saving throws against being frightened. Subtract its proficiensy bonus to Dexterity saves. |
3. Energetic |
+1 to Dexterity score -1 to Constitution score |
Add its proficiensy bonus to initiative rolls Subtract its proficiensy bonus to Wisdom (Perception) checks. |
4. Impulsive |
+1 to Dexterity score -1 to Wisdom score |
+1 bonus to their Armor Class - |
-
Cruel
Cruel companions are known to be savage, brutal, and hateful down to their core. Difficult to deal with, and even more difficult to actually befriend, cruel creatures prefer to always be in charge. However, if an adventurer has the patience to befriend one, they’ll find an ally more powerful than others.
Cruel companions gain the following features:- Their Strength score increases by 1, to a maximum of 20.
- They gain a +1 bonus to damage rolls.
- Their starting Loyalty takes a -2 penalty.
- Their Charisma score decreases by 1, to a minimum of 2.
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Stupid
Stupid companions are simpleminded beasts, relying on base instincts more than common sense. With very little capacity for learning, these creatures’ lack of intelligence makes for difficult training. However, their durability and lack of thought makes them stronger than others.
Stupid companions gain the following features:- Their Constitution score increases by 1, to a maximum of 20.
- They have advantage on Wisdom saving throws.
- They have disadvantage on Intelligence saving throws.
- Their Intelligence score decreases by 1, to a minimum of 2.
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Chatty
Chatty companions are known to be vibrant conversationalists, always ready and willing to speak their mind. Finding perfect companionship among bards, and testing the patience of monks, they’re likely to sing a song at any moment, whether you want one or not. This issue is made very apparent during adventures that require stealth… something chatty companions aren’t familiar with.
Chatty companions gain the following features:- Their Charisma score increases by 1, to a maximum of 20.
- They gain the ability to taunt an enemy. Once per short or long rest, as an action, they can force a hostile creature to make a DC 10 Charisma saving throw or have disadvantage on attack rolls until the start of the creature’s next turn.
- They take a -2 penalty on Dexterity (Stealth) checks.
- Their Dexterity score decreases by 1, to a minimum of 2.
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Childish
Childish companions are known for their endearing lack of maturity. No matter how old these creatures are, they always act with an adorable and naive nature. However, their persistent sense of wonder makes them ineffective during combat… and easy to trick.
Childish companions gain the following features:- Their Charisma score increases by 1, to a maximum of 20.
- They gain a +1 bonus to their Armor Class.
- They take a -1 penalty on attack rolls.
- They have disadvantage on saving throws against being charmed.
-
Clever
Clever companions are always looking to learn, and greatly enjoy the company of wizards. Quick studies, these companions can be taught skills and knowledge that others wouldn’t be able to handle. However, their passion for learning leads to them neglecting their physique, and many clever creatures are weaker than others.
Clever companions gain the following features:- Their Intelligence score increases by 1, to a maximum of 20.
- They gain a +1 bonus to one of the following skills: Arcana, Insight, Nature, Perception, Survival, or Stealth.
- They have disadvantage on Constitution saving throws.
- Their Strength score decreases by 1, to a minimum of 2.
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Cowardly
Cowardly companions spend all their time carefully avoiding confrontation, and are usually difficult to tame. Their practiced ability to run from a fight gives them a strong advantage over their pursuers. However, their close relationship to fear makes them easily startled by the simplest of things.
Cowardly companions gain the following features:- Their Dexterity score increases by 1, to a maximum of 20.
- After being frightened or taking damage, they gain a +15 movement speed bonus until the end of their next turn.
- They have disadvantage on saving throws against being frightened.
- Their Strength score decreases by 1, to a minimum of 2.
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Creative
Creative companions are artists at heart, always crafting new tools or decorating their territories. An adventurer might find small stones hanging from carved trees when passing through a creative creature’s domain. However, being lost in thought or crafting takes a toll on their alertness.
Creative companions gain the following features:- Their Intelligence score increases by 1, to a maximum of 20.
- During a short or long rest, they can create a trinket or bauble made of random materials. This trinket must fit within a ½ ft.-square cube, and the purpose or design is up to the GM. The item created must also be less than 3 gp in value.
- They take a -2 penalty on Wisdom (Perception) checks.
- Their Constitution score decreases by 1, to a minimum of 2.
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Friendly
Friendly companions live their lives for the sake of others, and are always looking for some way to improve their friends’ moods. Every creature with this personality is always on the lookout for new companions, and is much easier to befriend than others. However, their social nature makes them prone to being charmed by others’ magic.
Friendly companions gain the following features:- Their starting Loyalty gains a +2 bonus.
- They gain a +2 bonus on Charisma (Persuasion) checks.
- They have disadvantage on saving throws against being charmed.
- Their Wisdom score decreases by 1, to a minimum of 2.
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Generous
Generous companions express themselves through gifts. Bright, cheery, and caring, they have a sentimental attachment to every trinket they collect. Oftentimes, these gifts symbolize how they feel about the current state of their friendship. However, collecting trinkets for friends makes it difficult for them to carry anything else.
Generous companions gain the following features:- Their Charisma score increases by 1, to a maximum of 20.
- They will occasionally bring gifts to characters they like, up to once a day. These gifts are determined by the GM, but can take the form of objects like sticks, coins, jewelry, dead prey, tools, and so on. The gift should be worth no more than 5 gp in value.
- Their carrying capacity is reduced by 5 lbs.
- Their Intelligence score decreases by 1, to a minimum of 2.
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Grumpy
Grumpy companions always find a reason to complain. Rarely happy for long, their upset disposition makes them difficult to charm or trick. However, few adventurers even consider putting up with the constant complaints and demands made by grumpy creatures. Those who do find an oddly wise perspective hidden under a rough exterior.
Grumpy companions gain the following features:- Their Wisdom score increases by 1, to a maximum of 20.
- They have advantage on saving throws against being charmed.
- They take a -2 penalty on Charisma (Persuasion) checks.
- Their Charisma score decreases by 1, to a minimum of 2.
-
Hardy
Built to survive, hardy companions have a reputation for endurance. They train their bellies with large meals, which usually causes them to weigh a bit more than others. But their resistance to toxic foods and sickness is an advantage that helps many of them endure harsher environments.
Hardy companions gain the following features:- Their Constitution score increases by 1, to a maximum of 20.
- They gain immunity to the Poisoned condition.
- They require twice as much food and water as normal. For creatures that don’t eat, they instead require 10 more minutes of rest during a short rest.
- Their Dexterity score decreases by 1, to a minimum of 2.
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Lazy
Lazy companions enjoy nothing more than lounging, eating, and pooping. Frequent naps and occasional snacking are much more appealing to them than winning a fight, which some of their allies actually prefer. Having a small creature asleep on your shoulder is much more enjoyable than picking fights with everything that moves. However, if they end up in a fight, they might simply prefer to lose and get back to that nap.
Lazy companions gain the following features:- Their Constitution score increases by 1, to a maximum of 20.
- Magic cannot put them to sleep.
- They take a -2 penalty on Dexterity checks to determine initiative order.
- Their Dexterity score decreases by 1, to a minimum of 2.
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Moody
Moody companions are known for their shifting attitudes. Their experience with strong, random mood swings can lead to very convincing performances… and temper tantrums. However, many casters take advantage of their weakness to charming magic during these fits. Those who enjoy the company of moody creatures tend to have personalities that mesh well with their strong passions.
Moody companions gain the following features:- Their Charisma score increases by 1, to a maximum of 20.
- They gain a +2 bonus on Charisma (Performance) checks.
- They have disadvantage on saving throws against being charmed.
- Their Wisdom score decreases by 1, to a minimum of 2.
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Nervous
Nervous companions always assume trouble is right around the corner. They spend most of their time worrying about what might happen next, and staying more alert than others. However, this ever attentive attitude can take its toll, and these creatures often end up exhausting themselves.
Nervous companions gain the following features:- They gain a +2 bonus on Wisdom (Perception) checks.
- They gain a +2 bonus on Dexterity checks to determine initiative order.
- They have disadvantage on saving throws against exhaustion.
- Their Constitution score decreases by 1, to a minimum of 2.
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Proud
Proud companions live for the attention of others, and aren’t shy when it comes to asking for it. Pampering is more valuable than gold to them, and they savor every second of being treated like royalty. However, their unrivaled self-worth means they won’t put up with doing more than the minimum.
Proud companions gain the following features:- Their Charisma score increases by 1, to a maximum of 20.
- They gain a +2 bonus on Charisma (Performance) checks.
- Their carrying capacity is reduced by 10 lbs.
- Their Strength score decreases by 1, to a minimum of 2.
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Quiet
Quiet companions are reserved, attentive, and often lithe. Predators most often have this nature, choosing to silently pounce on prey and end a hunt with a single attack. However, these creatures are weaker than others, and face difficulty during longer battles. Rogues value their abilities, and train them to sneak through small spaces.
Quiet companions gain the following features:- Their Dexterity score increases by 1, to a maximum of 20.
- They gain a +2 bonus on Dexterity (Stealth) checks.
- They take a -2 penalty on Strength (Athletics) checks.
- Their Strength score decreases by 1, to a minimum of 2.
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Relaxed
Relaxed companions are always comfortable, even in life-threatening situations. Most adventurers value their disposition, as traveling with a calm creature helps them de-stress. However, when in real danger, relaxed creatures have difficulty grasping how important it is to run away.
Relaxed companions gain the following features:- They gain a +1 bonus to their Armor Class.
- They have advantage on saving throws against being frightened.
- Their movement speed is reduced by 5 ft.
- Their Dexterity score decreases by 1, to a minimum of 2.
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Wise
Wise companions are known for their experience and age. Well versed in surviving the environment and observing others, they’ve achieved this age with great patience and caution. However, their age has withered their bodies, which causes most fights to become exceptionally dangerous for them.
Wise companions gain the following features:- Their Wisdom score increases by 1, to a maximum of 20.
- They gain a +1 bonus on Wisdom (Insight and Survival) checks.
- They have disadvantage on Strength saving throws.
- Their Strength score decreases by 1, to a minimum of 2.
Evil Personalities
1d6 for a Evil Personality for Companions-
Devious
Devious companions are always out for their personal gain, and use deplorable methods to get what they want. A common trait found in fey, a devious creature is always looking for some way to stir up trouble… sometimes just for fun. These pranksters have keen eyes and silver tongues, two tools they use every chance they get.
Devious companions gain the following features:- They gain a +2 bonus on Charisma (Deception) checks.
- They gain a +2 bonus on Wisdom (Perception) checks.
- They will occasionally pull pranks on the party at the GM’s discretion. These pranks can occur up to twice a day, and take the form of tied shoelaces, switching party items, markings or refuse left on sleeping creatures, and so on.
- Their Charisma score decreases by 1, to a minimum of 2.
-
Greedy
Greedy companions are essentially the inverse of generous allies. They’ll grab anything they can eat, use, or store for later, no matter who it belongs to. Eating others’ belongings has led to their bellies being much stronger than others. Rogues who keep track of these creatures’ hoards can actually benefit from their greedy nature.
Greedy companions gain the following features:- Their carrying capacity is increased by 10 lbs.
- They have advantage on Constitution saving throws.
- During a short or long rest the creature will steal 1d6 coins, gems, or other small valuables and hide them. Certain creatures will simply eat them instead, making retrieval… more difficult.
- Their Intelligence score decreases by 1, to a minimum of 2.
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Nasty
Nasty companions are known for their whining, food stealing, and excessive bodily fluids. Always begging for food and attention, only the most loving caretakers have the patience to deal with them. Stealing food has honed these creatures’ thieving talents… but not the strength of their guts.
Nasty companions gain the following features:- Their Dexterity score increases by 1, to a maximum of 20.
- They gain a +2 bonus on Dexterity (Sleight of Hand) checks.
- They have disadvantage on Constitution saving throws.
- Their Wisdom score decreases by 1, to a minimum of 2.
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Stinky
Stinky companions combine all the worst personalities into one, and add a bad stench. They’re greedy thieves that demand attention, rarely pamper themselves, and are mischievous for seemingly no reason. Most house pets slowly fall into this personality, and their keepers learn to simply endure their behavior… hoping they’ll grow out of it.
Stinky companions gain the following features:- Their Constitution score increases by 1, to a maximum of 20.
- They gain a +2 bonus on Dexterity (Acrobatics) checks.
- They take a -2 penalty on Charisma (Persuasion) checks.
- Their Charisma score decreases by 1, to a minimum of 2.