If you wish to have an animal, elemental, arcane, or demonic companion, you can gain one at level 6 by creating a Passive similar to one of these:
Companion: A loyal companion serves this character and follows her commands.
Demon Companion: A demon is bound to this character by blood ritual, and obeys his commands when it must.
Companions are key to a character’s identity. Companions can be anything from a demonic minion, to a loyal wolf assisting a hunter. Companions have certain attributes that can be leaned on for solving dilemmas. Perhaps your loyal hound can sniff out an intruder, or your elemental can commune with a giant. Below are a list of types of companions, and their abilities outside of combat.
Contents
Companion Types
Companion | RP Attributes | Stat Bonus |
---|---|---|
Arcane Familiar | Familiars can take the form of anything sizing from a house cat to a bear. They can detect sources of magical power. They are capable of assisting their master in spellcraft. | +1 Knowledge |
Bear | Bears have advantages to moving in snow and thick underbrush. They can sniff scents out, but not as effectively as a wolf. Bears are very strong. They can use that incredible strength to the advantage of their master. | +1 Strength |
Bird | Birds can take messages to and from people over great distances. They can respond to simple commands and fetch items from trees. | +1 Dexterity |
Demon | Demons shapeshift into a likeness similar to the demon’s natural form. I.e. a succubus can transform into a female humanoid, a hellhound into a wolf, and a satyr into an elf. They can become invisible temporarily when not in combat. They can converse with players, and have knowledge of dark arts. Generally, almost all demons are evil-aligned. They will try to betray their master if it is in their best interests. Intelligence may vary from demon to demon. | +1 Knowledge |
Elemental Companion | Elementals can communicate with giants, genasi, and other elementals. They can glean secrets from elements of similar types, for example a wind elemental will be able to listen to the wind in order to gain knowledge of the area. They can detect the presence of Celestials. | +1 Knowledge |
Fae Spirit | Fae spirits can commune with elements of nature, and is able to sense life itself. They have restorative capabilities. Fae Spirits have an overwhelming sense of empathy. | +1 Knowledge |
Great Cat | Great cats, like panthers, lions, and tigers can run at great speeds. Their ability to stalk prey is unrivaled. They can blend in with brush to gain stealth. | +1 Dexterity |
Wolf | Wolves can sniff out scents, track down enemies, objects, and find secrets. They can be trained to do tricks and play fetch. They are resistant to cold and inclement weather. | +1 Dexterity |
Companions in Combat
In combat, companions act on their master’s turn. Companions have one minor action and one major action each turn (usually used for moving and attacking respectively). However, commanding a companion requires a minor action from their master.
Companions can wear armor based on their allocated stats. They can only wear two pieces -- a helmet and a chest piece/harness. Companion armor does not benefit from material modifiers. Companion armor material costs are determined by the DM, based on the size of your companion.
If a Companion drops to 0 hit points, they roll death saving throws just like a character would, and can be stabilized by a successful Knowledge check. The Companion’s master gets a +5 bonus to rolls made to stabilize their Companion if trained in an applicable skill (Beast Handling, Demonology, Familiar Studies, etc). This +5 bonus stacks with other bonuses related to stabilizing dying creatures.
Unlike characters, Companions can be resurrected without the Resurrect spell. Kerrigor (god of death) and Remedia (god of nature) have shrines scattered around the region that adventurers can pray to in an attempt to resurrect a lost beast companion. Elemental and arcane companions can be revived by ritual using the proper materials, and demons by blood pact with Vandun or Arth. Details about how to revive your companion can be worked out with the DM.
Companion Stats
Companions can be taken at level 6, and gain bonuses at level 10.
Level 6: 25 hit points, Basic Attack: d4 damage or 3 healing, +1 to Strength, Dexterity, Stamina, or Knowledge
Level 10: 30 hit points, Basic Attack: d6 damage or 4 healing, +1 to Strength, Dexterity, Stamina, or Knowledge
Companion Types
Companions can be one of four types: Strong, Fierce, Nimble, or Wise. You choose your companion’s type. Companions with 1 Knowledge understand simple commands. Companions with 2 Knowledge can perform some tricks. Companions with 3 Knowledge can perform complex commands.
Strong Companions
Strength: 3 / 10
Dexterity: 1 / 10
Stamina: 1
Knowledge: 1
Fierce Companions
Strength: 2 / 10
Dexterity: 2 / 10
Stamina: 1
Knowledge: 2
Nimble Companions
Strength: 1 / 10
Dexterity: 3 / 10
Stamina: 1
Knowledge: 1
Wise Companions
Strength: 1 / 10
Dexterity: 1 / 10
Stamina: 1
Knowledge: 3
Example Companion Stat Blocks
Direwolf (Strong Companion)
Strength: 3/10
Dexterity: 2/10
Knowledge: 1/10
20 hit points
Basic Attack Bite: 4 damage
Imp (Nimble Companion)
Strength: 1/10
Dexterity: 3/10
Knowledge: 2/10
20 hit points
Basic Attack Shadowbolt: 4 damage
Fae Owl (Wise Companion)
Strength: 1/10
Dexterity: 1/10
Knowledge: 4/10
20 hit points
Basic Attack Healing Wind: 4 healing
Companions as Mounts
At Level 5, companions that are large enough for it to make sense (bears, horses) can be ridden as mounts. Companions must have a saddle to be ridden. Saddles can be crafted by tailors or purchased in town. Creating special abilities for companions (outside of a basic attack and some general RP flavor) should be done with the DM.