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Bridgett's Guide To Animal Companions

How to use this Guide Kinds of Companions


This guide is meant to serve as as a guide to animal This sections details the kinds of companions you might buy
companions in 5e DnD. In general this guide recommends or find in the course of adventuring.
that companions are treated most like follows or an NPC
party member. Bear
Companion Rules
In Combat Bear
Your companion acts on their own initiative unless they are Medium Beast, Unaligned
being used as a mount, in which case they act on their own. If
you fall unconscious, your companion will prioritize defending Armor Class 11 + Dexterity Modifier
you. Hit Points 10 + Constitution modifier
Speed 30 ft., climb 20 ft.
Control and Roleplaying
Generally this guide suggests that players fully control their STR DEX CON INT WIS CHA
companion in combat. However, outside of combat it is up to 15 (+2) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
the DM and player to determine who they think is best suited
to be responsible for role playing the companion. Skills. Perception and Athletics
Keen Smell. The bear has advantage on Wisdom
Communication (Perception) checks that rely on smell.
While your companion does not understand any language, it
will follow simple commands and you are able to instruct it to Natural Weapons
perform simple tasks. Your Companion is completely loyal to
you and will do it's best to be helpful as possible. Bite. Melee Weapon Attack: 1d8 piercing damage
Claw. Melee Weapon Attack: 1d8 slashing damage
Barding Armor
Barding armor is described in the Equipment Section of the
PHB. Barding for medium and small creatures costs twice as Panther
much as normal armor and weighs the same amount.
Magic Items
While magic items for animal companions are somewhat Panther
more rare, they are not unheard of. In general, magical armor Medium Beast, Unaligned
is fairly easy to convert into barding armor, although it will
require the work of an experiencde blacksmith. While Armor Class 10 + Dexterity Modifier
traditional magic weapons such as swords and bows are not Hit Points 10 + Constitution modifier
something companions are equipped to handle, there are Speed 35 ft., climb 20 ft.
other ways to magically enhance their attacks, such as wraps,
gauntlets, claw extenders etc.
STR DEX CON INT WIS CHA
Designing your own companions 13 (+1) 15 (+2) 10 (0) 4 (-3) 14 (+2) 7 (-2)
While there is a list of modified and suitable animal
companions here. This section provides you with guidelines to Skills. Stealth and Acrobatics
make your own unique animal companions
s. Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Ability Scores. Your companion should have ability scores
comparable to other companions. Natural Weapons
Uniquness. Each companion generaly has 2-3 unique
abilities depending on how string the ability is in addition Bite. Melee Weapon Attack: 1d8 piercing damage
to 2 skill proficiencies. Claw. Melee Weapon Attack: 1d6 slashing damage,
Avoid Active Abilities. Stick primarily to stat increases finesse
passive abilities. Abilities that need to be tracked bog down
combat and increase your companion's complexity.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wolf Mastiff

Wolf Mastiff
Medium Beast, Unaligned Medium Beast, Unaligned

Armor Class 10 + Dexterity Modifier Armor Class 10 + Dexterity Modifier


Hit Points 10 + Constitution modifier Hit Points 10 + Constitution modifier
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 6 (-2) 13 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (0) 12 (+1)

Skills. Perception and Stealth Skills. Perception and Performance


Keen Hearing and Smell. The wolf has advantage on Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing Wisdom (Perception) checks that rely on hearing
or smell. or smell.
Pack Tactics. The Wolf has advantage on an attack roll Scent Tracker. Your mastiff has advantage on Wisdom
against a creature if at least one of the wolf's allies (Survival) checks to track a creature based on
is within 5 ft. of the creature and the ally isn't smell.
incapacitated.
Natural Weapons
Natural Weapons Bite. Melee Weapon Attack: 1d8 piercing damage
Bite. Melee Weapon Attack: 1d6 piercing damage
Giant Wolf Spider
Falcon
Giant wolf Spider
Falcon Medium Beast, Unaligned
Small Beast, Unaligned
Armor Class 10 + Dexterity Modifier
Hit Points 10 + Constitution modifier
Armor Class 10 + Dexterity Modifier Speed 30 ft., climb 30 ft.
Hit Points 10 + Constitution modifier
Speed 10 ft., fly 35 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 4 (-3)
6 (-2) 16 (+3) 8 (-1) 5 (-2) 14 (+2) 7 (-2)
Skills. Stealth and perception
Spider Climb. The spider can climb difficult surfaces,
Skills. Perception and Acrobatics including upside down on ceilings, without
Keen Sight. The falcon has advantage on Wisdom needing to make an ability check. Additionally, the
(Perception) checks that rely on sight. spider ignores movement restrictions caused by
Pack Tactics. The falcon has advantage on an attack webbing.
roll against a creature if at least one of the falcon's
allies is within 5 ft. of the creature and the ally
isn't incapacitated. Natural Weapons
Bite. Melee Weapon Attack: 1d4 piercing damage
Natural Weapons 1d6 poison damage
Bite. Melee Weapon Attack: 1d8 piercing damage
Claw. Melee Weapon Attack: 1d4 slashing damage,
finesse

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Natural Talent Start
Companion Class takin
At 2nd level, a natural talent has emerged from your
companion. They gain an additional Natural talent at 10th
level. They cannot choose the same natural talent more than
Companion Class once.
Level Proficiency Bonus Features Natural Armor Your Companion gains +1 AC.
1st +2 Animal Companion
Tough. Your Companion gains an additional 1 hp for each
2nd +2 Natural Talent level it has.
3rd +2 Companion Tactics Precise. Your Companion's attacks have +2 to hit
4th +2 Ability Score Increase Ferocious. Your companion's attacks have +2 to damage
5th +3 Extra Attack rolls
6th +3 True Ally
Companion Tactics
7th +3 Companion Tactics
At 3rd level, through training, your companion has developed
8th +3 Ability Score Increase one of the following tactics. They learn an additional Tactic at
9th +4 Primal Agility
7th, 13th. and 17th level.
10th +4 Natural Talent Protective. When a creature your companion can see
attacks a target other than them that is within 5 feet of
11th +4 Improved Attacks them, they can use their reaction to impose disadvantage
12th +4 Ability Score Increase on the Attack roll.
13th +5 Companion Tactics Multiattack. When you take the attack action, your
14th +5 Ability Score Increase
companion can make one additional attack as a bonus
action. They do not add their ability score modifier to the
15th +5 Defensive Tactics damage for this attack.
16th +5 Ability Score Increase Swift. Your companion can Dash as a bonus action.
17th +6 Companion Tactics Agile. Your companion can Disengage as a bonus action.
18th +6 Unwavering Loyalty
Sneaky. Your Companion can Hide as a bonus action.
19th +6 Ability Score Increase
Helpful. Your companion can take the help action as a
20th +6 Offensive tactics bonus action.
Fast. Your Companion's movement speed increases by 10
feet.
Charging. When your companion moves 20 ft before
Class Features attacking a target, they have advantage on their next attack
As a Companion, you animal companion gains the following roll.
class features Territorial. Other creatures provoke an opportunity attack
from your companion when they enter your companion's
Hit Points reach.
Hit Dice: 1d10 per Companion level
Hit Points at 1st Level:* 10 + Constitution Modifier Punishing. When your companion takes the Dodge action,
Hit Points at Higher Levels: 1d10 + Constitution Modifier if they are the target of a melee attack they can make an
attack against that target as a reaction.
Proficiencies
Armor: All barding armor Ability Score Increase
Weapons: Natural Weapons
Tools: None When your companion reaches 4th level, and again at, 8th,
12th, 14th, 16th, and 19th level, you can increase one ability
Saving Throws: Strength, Dexterity, and Constitution score of your choice by 2, or you can increase two Ability
Skills: None Scores of your choice by 1. As normal, you can’t increase an
Companion ability score above 20 using this feature.
At first level you get an animal companion. Choose from one Extra Attack
of the companions listed above.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
True Ally
If you fall unconscious, your companion can stabilize you.
Beginning at 6th level, your companion can stabilize
creatures, making a DC 10 Survival check. How your
companion specifically stabilizes a creature is up to the DM.
As examples, your companion may lick your wounds or
attempt to move a contorted unconscious body into a more
natural position.
Offensive Tactics
At 11th level, chose one of the following options to improve
your attacks.
*Quick Your companion can attack 3 times when taking the
attack action. At 20th level, your companion can attack 4 times
when taking the attack action.
Brutal Your companion's attacks deal an extra 1d6 damage
and deal a critical hit on an attack roll of 19 and 20. At 20th
level this damage is increased to 2d6.
Defensive Tactics
At 15th level, your companion gains one of the following
defensive features.
Relentless. Your companion can keep you fighting despite
grievous wounds. If they drop to 0 Hit Points and don't die
outright, they can make a DC 10 Constitution saving throw. If
they succeed, you drop to 1 hit point instead.
Each time they use this feature after the first, the DC
increases by 5. When they finish a short or Long Rest, the DC
resets to 10.
Evasion. When your companion is subjected to an effect
that allows them to make a Dexterity saving throw to take only
half damage, they instead take no damage if they succeed on
the saving throw, and only half damage if they fail.
Uncanny Dodge. When an attacker that your companion
can see hits them with an Attack, they can use their reaction
to halve the attack’s damage against them.
Enduring. Your companion gains +1 AC and +1 HP per
companion level.
Unwavering loyalty
Beginning at 18th level you have mastered your bond with
your companion. As long as they can see you, your companion
has advantage on saving throws against fear and being
charmed.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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