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Animal Companion


Hit Points

Hit Dice: d8 per Animal Companion level
Hit Points at first Level: 8 + Con
Hit Points at Higher Levels: 1d8 + Con

Proficiences

Armor: Light and Medium Barding
Weapons: Natural Weapons
Tools: None
Saving Throws: Constitution
Skills: Athletics, Perception, Survival, Intimidation

Class Features

Stalwart Companion

At first level, an Animal Companion's bond with its master makes it difficult to manipulate. Any attempts to control the animal with Survival are made with Disadvantage if they are not consistent with its master's wishes. If the animal must make a Saving Throw against a non-magical attempt to avoid acting against its master's wishes, it has Advantage on that saving throw.   At 6th level, the Animal Companion ignores all non-magical attempts to manipulate or control it to act against its master's wishes. In addition, it has Advantage on Saving Throws to resist any Charm spell.   At 10th level, the bond between master and companion grants incredible courage. While the Animal Companion is within 30ft of its master, both it and its master have Advantage to resist Fear.   At 18th level, no force, magical or otherwise, can break the bond between master and companion. The Animal Companion is immune to Charm spells, and will never act against its master's wishes or best interests.  

Natural Warrior

An Animal Companion is born with the ferocity of nature. Its natural attacks do damage according to the class features chart.   At 1st level, the Animal Companion decides whether is a Stalker or a Breaker. This decision cannot be changed, and is usually based on the type of animal.   Stalkers fight with their Dexterity, using stealth to get close to their prey and pouncing on them when least expected. Stalkers gain a +4 bonus to their Dexterity score, and become proficient in Dexterity Saving Throws and Dexterity (Stealth) checks. Their natural weapons gain Finesse.   Breakers fight with their Strength, charging to get in close with their opponent and hitting them until they stop moving. Breakers gain a +4 to their Strength score, and become proficient in Constitution Saving Throws and Strength (Athletics) checks.  

Mystical Bond

At 2nd level, the bond between master and companion strengthens to supernatural levels. While on the same plane of existence, both the master and the companion can feel each other's heartbeat, allowing them to sense whether the other is alive or dead. In addition, whenever the master casts a spell with a target of "Self" they may touch the Animal Companion to cast it on the Animal Companion instead.   At 14th level, master and companion also know the exact direction of the other while on same plane of existence. E.g. "Your master is that way *GM points dramatically*". If a magical effect would obscure this effect, then they instead know the approximate cardinal direction that the other is in. E.g. "Your master is somewhere to the north." In addition, whenever the master receives magical healing, the companion receives half as much as well. The pair must be within 30ft for this to function.  

Tricks

Gain a trick from the Trick List.  

Uncanny Understanding

The Animal Companion's bond with its master has given it an unnatural level of comprehension. It can understand (but not read or speak) its master's first language. In addition, the Animal Companion gains one of its master's first level class abilities of its master's choice. For the purposes of calculating the exact effects of the chosen ability, the companion counts as a 1st level member of that class.  

Nature's Resilience

Beginning at 13th level, you gain the ability to nimbly dodge out of harm's way, or withstand extreme forces.   Stalker: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Breaker: When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Loyal to the End

When your master is hit by an attack or ability that would kill them or reduce their hit points to 0, you immediately move up to your speed toward them. If you end this movement within 5ft. of your master, the attack or ability targets you instead, and you suffer its effects. All damage dealt by the effect is maximized, and you automatically fail any saving throws it requires.   Once this ability is used, you may not use it again until you finish a long rest.


Starting Equipment

None


Subclass Options

Hunter

The hunter uses natural camouflage to get close to their prey, then attacks.

Natural Camouflage

At 3rd when the Animal Companion takes the Hunter archetype, they gain the ability to blend in with their surroundings using patterns on their fur. While in their native terrain, they double their proficiency bonus on Dex (Stealth) checks.

Pounce

At 3rd level, a Hunter can leap upon their foes with such force that their prey is knocked to the ground. When the Hunter runs or jumps at least 20ft. in a straight line it may make a special Pounce attack with its natural weapons. Resolve the attack as normal, and the prey must succeed a Strength saving throw or be knocked prone. In addition, when the Hunter uses its natural weapons to attack a prone enemy, they deal additional damage to the target equal to their Natural Warrior damage die.   At 9th level, enemies knocked prone by the Hunter's pounce attack are also grappled by the Hunter's natural weapons. In addition, when attacking an enemy who is restrained, the hunter deals additional damage to the target equal to their Natural Warrior damage die. This stacks with the extra damage dealt to prone opponents.   At 15th level, the Hunter learns to shred any prey unlucky enough to be caught in its grasp. Enemies knocked prone by the Hunter's pounce attack are also restrained. In addition, when the Hunter's turn begins, it may use its action and movement to rend any creature that it currently has restrained. The Hunter makes a Natural Warrior attack against the restrained opponent, gaining all the damage bonuses mentioned above. For every 10ft. that the Hunter spends to empower this attack, they may roll an additional damage die in the attack.

Hunter Senses

Pounce

Hunter Senses

Rend

  Adv on Stealth   Pounce (first round sneak attack). Hunter sprint: use reaction to move with an enemy. +restrain Rend   Growth: 1 size larger, roll twice as many damage dice.   Hunter Senses   Fighting Style


LevelProficiency BonusFeaturesNatural Warrior
1+1Stalwart Companion, Natural Warrior1d6
2+1Mystical Bond1d6
3+1Archetype1d6
4+1Trick1d6
5+2Archetype1d8
6+2Stalwart Companion1d8
7+2Uncanny Understanding1d8
8+2Trick1d8
9+3Archetype1d8
10+3Stalwart Companion1d8
11+3Archetype1d10
12+3Trick1d10
13+3Nature's Resilience1d10
14+3Mystical Bond1d10
15+3Archetype1d10
16+3Trick1d10
17+3Loyal to the End1d12
18+3Stalwart Companion1d12
19+3Trick1d12

Created by

TheStoryBeard.

Statblock Type

Class Features

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