druid animal companions

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    A NIMAL COMPANION 1.0

    Druid animal companion Nature’s Ally

    The supplement provides two variations of an animalcompanion for Druids: Beast Companion, a more classicapproach to the subject, and Spirit Companion, a versionbased on Unearthed Arcana ’s Ranger.

    Circle of the Beast CompanionDruids of this circle see natural beasts as their own, evenadopting, or being adopted, by them, showing that strongfamily bonds are not dependent on blood or species.

    Beast CompanionStarting at 2nd level, you gain a beast companion thataccompanies you on your adventures and is trained to ghtalongside you. Choose a beast that is no larger than

    Medium and that has a challenge rating of ¼ or lower. Add your prociency bonus to the beast’s AC, attack rolls, anddamage rolls, as well as to any saving throws and skills itis procient in. Its hit point maximum equals its normalmaximum or ve times your druid level, whichever ishigher.

    The beast obeys your commands as best as it can. Ittakes its turn on your initiative, though it doesn’t take anaction unless you command it to. On your turn, you can

    verbally command the beast where to move (no actionrequired by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge,or Help action.

    If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beastthat isn’t hostile to you.

    In addition, you can speak with and understand yourbeast companion.

    Battle Commands At 2nd level, you can use your action to command yourbeast to pursue one of the following commands:

    Assault. Choose a creature within 60 feet of you. On your turn you do not control your beast’s movement.Instead the beast moves within reach of that creature,avoiding provoking opportunity attacks if possible, andtaking Dash actions when he cannot reach the creaturethrough its normal movement. On any turn it is within

    weapon range of the creature after its movement it makesan Attack action. This order ends if the creature you choseis reduced to 0 hp.

    The beast companion must be able to perceive thetarget for it to follow this command.

    Defend. Choose a creature or object within 60 feet of you. On your turn you do not control your beast’s

    movement. Instead the beast moves adjacent to thecreature or object and attempts to interpose itself betweenthe creature or object and attacking creatures. If the beastis not adjacent to the creature or object at the end of itsmovement it will take a Dash action to close the distance.It will continue to do this until it is adjacent to the creatureor object. On each of your turns the creature makes anattack against one of the closest enemy creatures to thecreature or object you commanded it to defend. This orderends if there are no more enemy creatures.

    Retreat. Give your creature an indication of where itshould ee to. On each of your turns your beast moves inthat direction and then takes a Dash action to continuemoving the same direction. Your beast will spend hisaction to Disengage if that would allow him to avoid anopportunity attack while obeying this order. This orderends when your creature arrives where you directed themto.

    You can use a bonus action to order the beast to ceasethe current command.

    Exceptional TrainingBeginning at 6th level, on any of your turns when yourbeast companion doesn’t attack, you can use a bonusaction to command the beast to take the Dash, Disengage,Dodge, or Help action on its turn.

    Animal FriendsBeginning at 6th level, you double your proficiency on theHandle Animal skill, if you are proficient with it.

    In addition, the Animal Friendship, Speak with Animals, Animal Messenger, Locate Animals or Plants,Conjure Animals spell are always prepared, and they don’tcount against the number of spells you can prepare eachday.

    Alpha BondingStarting at 10th level, when you bond to a new beast using

    your druid’s Beast Companion feature, the beast can be nobigger than Large size and must have a challenge rating of 1 or lower.

    Alternatively, you can chose to bond with up to twobeasts that are no larger than Medium and that have achallenge rating of ¼ or lower.

    Brotherly BondStarting at 14th level, when you cast a spell targeting

    yourself or you are targeted by a spell that heals you, youcan also affect your beast companion with the spell if thebeast is within 30 feet of you.

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    A NIMAL COMPANION 1.0

    In addition, when you cast a spell targeting yourself, you can also affect your beast companion with the samespell, if the beast companion is within 30 feet of you.

    Circle of the Spirit CompanionSpirit Companions are somewhat the manifestation of aDruids soul, a manifestation of its bond with the natural

    world and its attunement to it.

    Spirit CompanionStarting at level 2, you gain a spirit companion and theability to invoke its power.

    As a bonus action, you can command your spiritcompanion to materialize as a living creature. Your spiritcompanion manifests as an animal for 1 minute or until

    your concentration is broken (as if you are concentratingon a spell). You can also dismiss it as a bonus action. Youregain your ability to call on your spirit beast in this way

    when you finish a short or long rest.

    Choose a beast that is no larger than Medium and thathas a challenge rating of ¼ or lower as your spiritcompanion.

    The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdommodifier. It uses the hit points in the animal’s stat block orhalf your hit point Maximum, whichever is higher. Yourspirit companion can talk, with a voice similar to yours butmore animalistic and appropriate to its form. Itspersonality can be none (meaning that you are fully incontrol), or similar to yours, mixed with bestial behavior.Talk with your DM to decide how the spirit companion’s

    personality will work. Despite having its own personality or not, you control it normally during a combat.

    The Manifested creature takes its turn on yourinitiative and acts immediately after you. You control itsactions, even if you are unconscious or otherwise unable toact.

    Force SummonStarting at level 6, you can now summon your spiritcompanion a number of times equal to your Wisdommodifier.

    You use an action to do summon your spirit companion

    this way. Your spirit companion manifests for 10 + your Wisdom Modifier rounds or until your concentration isbroken (as if you are concentrating on a spell).

    If you expend all your Force Summon uses, you gainone level of exhaustion.

    You regain all Force Summon uses when you finish along rest.

    Soul PowerStarting at 10th level, when you cast a spell targeting

    yourself or you are targeted by a spell that heals you, you

    can also affect your beast companion with the spell if thebeast is within 30 feet of you.

    In addition, you can chose if a spell that is affecting you will affect your spirit companion as well.

    Soul Link Starting at 14th level, your Spirit Companion can castspells by expending your spell slots. It can only cast spellsthat you have prepared, ignoring Somatic and Materialcomponents, as long as it doesn’t have a price.

    Improved ManifestationBeginning at level 14, whenever you order your spiritcompanion to manifest, it gains the additional stuff andshit:

    • Increase all attack rolls and damage by 2.• Increase AC by two.

    In addition, whenever you make a concentration check, you can expend two Force Summon uses to gainadvantage on that check.

    Beast TrainingTricks and Functions

    A friendly beast can be ordered or trained to perform aspecific action, these actions will be referenced as tricks.

    Tricks are simple commands, which the creature canfollow when its owner uses an Action to give it itscommand. Tricks can be taught to friendly beasts, such aspets, during your downtime, usually takin a 10-day training

    for each individual trick to be learned. A failure on the Animal Handling Check to teach the

    beast a new trick, means that you failed teaching it thenew trick, and you wasted the time.

    Every beast can learn a number of tricks dependent onits intelligence. Making beasts can be easier or harder,depending on how intelligent they are. The table below gives you the capabilities and modifiers related to a beast’sintelligence.

    InteligenceScore

    Maximumnumber of Known

    Tricks

    HandleAnimal DCModifier for

    Teaching1 1 +10

    2 2 +7

    3 – 4 4 +5

    5 – 6 6 +0

    7 – 8 9 -2

    9+ No limit. -5

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    A NIMAL COMPANION 1.0

    Riding. (DC 15): An animal trained to bear a riderknows the tricks come , heel , and stay . Training an animalfor riding takes about three weeks.

    Legal TextDUNGEONS & DRAGONS, D&D, Wizards of the

    Coast, Forgotten Realms, the dragon ampersand, and allother Wizards of the Coast product names, and theirrespective logos are trademarks of Wizards of the Coast inthe USA and other countries.

    This work contains material that is copyright Wizardsof the Coast and/or other authors. Such material is used

    with permission under the Community Content Agreementfor Dungeon Masters Guild.

    All other original material in this work is copyright 2016

    by Caio Caldeira Brant Sandy and published under theCommunity Content Agreement for Dungeon Masters

    Guild.