Professional Documents
Culture Documents
1
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.
Wolf Mastiff
Wolf Mastiff
Medium Beast, Unaligned Medium Beast, Unaligned
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)
2
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.
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.
3
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.
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.