ANIMAL COMPANION GROWTH
SysTEM
‘Once you have reached 3rd level and chosen the beast
conclave archetype, you gain access to Growth Points. You
«gain 2 Growth Point once youive reached 3rd level and.
another 1 point each time you level up in the class.
Growth Points are used to buy upgrades for your
‘companion. Swifter movement, skill proficiency, plus a
vy of added effects can be purchased Some more
powerful abilities require level or specific ability score
‘numbers to purchase. Each skill can only be purchased one
time, You can purchase a skill at anytime so long as you meet
its requirement. When you are given the option for an Ability
Score Increase, you can give up 1 of those points to gain 2
Growth Points for your companion (maximum of 2 ean be
faained in this way per level up)
Areminder. Talk to you DM about which options you plan
‘on taking. Some may not fit the theme of your companion. IF
you have a whale for example, it probably shouldn't have a
‘limb speed. Unless the DM is cool with it. Then get crazy.
This system is intended for use with the UAS revised
ranger.
Avaitasle At LeveL 3
Point
Requirement kil Benefit Cost
S99 Netra” Damage fornatral 1
Ptacler | weapare becomes d8
= Ste, Ierese sine bons 4
Increase 1 category (ax large)
a el
Freie ea
— Swit Walking socedincremses 1
fasten ea lof
AVAILABLE AT LeveL 5
Point
Requirement till Benefit ost
eee geese areata
aera ore ai10
— Durable Gains an addtional 2 hit 3
ln ach level op
= Strong ACinereases by+1 2
Hide u
BRN cific) Walemg spect mrcases 2
fee eee Of
SIZE INCREASE
Remember, when «creature increases size its hit die change
and must be recalculated. Hit Die: Medium d8, Large 410,
Huge d12. Creatures gain an addtional damage die fr each
size they are above medium. However that could get nasty so
talk to your DM about it before deciding.
Avaitaste AT Levet 7
Point
Requirement Skill Benefit Cost
= Climb Gain aclimb speed of 20 3
Speed feet
= More Gains an additional 1 hit 3
Durable point after you level up.
Than [add hit points equal to
Before your current level once
you take this feature
- Skill gain proficiency in one 2
Proficiency Psu
— Swim Gain aswim speed of 20. 3
Speed feet
— Stronger ACincreases by+1 3
Hide
Avaltaate At Levet 11
Point
Requirement Skil Benefit Cost
= Adept) Base, climbing, orswam | 3
Rae entered ineteeies EVAL fee
— The Most Gain another additional 13
Durable hit point when leveling up
- Size, Increase size by ong 4
Increase 1 category (max large)
Dex/Str 17 Savas Damage fornatural 3
Attacker weapons becomes d12
— Strongest. AC increases by +13
Hide
Avattaste AT LeveL 15
Point
Requirement skill Benefit Cost
Savage Feral ~«—«Damage fornatural, = 3
Attacker Attacker weapons becomes 246
Adept Master _Allspeeds increase by 105
Movement Maneuverer feet
Size Size Increase size byone 5
Increase 1 Increase 2 category (max huge)
ADVANCED ABILITIES
Depending on the type of creature you have bonded with,
specific abilities may be available for you to teach them. The
following page lists a new of these abilities, There are no
level requirements for these abilities, Your DM may require
you to complete a special task in order to gain access to these
abilities,
Breath WEAPON
For the breath attack on the chart bellow, consult the
dragonborn race in the PHB for details on saving throws and
area of effect. Damage is 346 and increases by a d6 when you
reach Sth level, Sth level, 11th level, and 15th level inthis
class
‘Made By: htips://Stheditionhomebrewing.tumblzcomADVANCED ABILITIES
Point
Requirement Skill Benefit Cost
— Aggressive As reaction, the creature can move up to its speed towards acreature that it can see 3
— Avoidance Ifthe creature is subjected to an effect that allows it to make a saving throw to take only half 5
damage, it instead takes no damage if it succeeds on the saving throw, and only half damage
iFit falls.
- Blood The creature has advantage on melee attack rolls against any creature that doesn't have ll its 5
Frenzy hit points.
— Breath Your companion gains a breath attack, you choose the element Ths attack canbe used once 10
tac per long rest.
— Chameleon ‘The creature has advantage on Dexterity (Stealth) checks made to hide. 3
‘Skin
- Hold The creature can hold its breath for 1 hour 3
Breath
— _Frightful Each creature of the companion’s choice that is within 20 feet of the companion and aware 5
Presence of it must succeed on a Wisdom saving throw (DC equal to 8 + proficiency bonus +
Charisma modifier) or become Frightened for I minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. Ifa creature's
‘saving throw is successful or the effect ends for it, the creature is immune to Frightful
Presence for the next 24 hours.
— More Than One ability score of your companion becomes 10 10
Average
Bear
— Nimble The creature can tak the Disengage or Hide action as abonus action on each ofits tums, 3
scape
— Rampage _ When the creature reduces a target to O hit points with amelee attack on its turn, the 3
‘creature can take a bonus action to move up to half its speed and make a weapon attack
— Standing The creature's long jump is up to 20 feet and its high jump is up to 10 feet, with or without 3
Leap: ‘running start
— Suprise Ifthe creature surprises atargt and hits it with an altack during the first round of combat, 5
‘Attack the target takes an extra 3 damage die of damage from the attack
— Tue Bond. You and you companion can communicate telepathically with each other so long as you are 10
wie 120 feet each ater and can understand each cher precy, speaig the
same language
— _Unarmored While the creature is wearing no armor and wielding no shield, its AC includes it's Wisdom 5
Defense ‘modifier.
Arts
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