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Druid animal companion

Natures Ally
The supplement provides two variations of an animal
companion for Druids: Beast Companion, a more classic
approach to the subject, and Spirit Companion, a version
based on Unearthed Arcanas Ranger.

Circle of the Beast Companion


Druids of this circle see natural beasts as their own, even
adopting, or being adopted, by them, showing that strong
family bonds are not dependent on blood or species.

Beast Companion
Starting at 2nd level, you gain a beast companion that
accompanies you on your adventures and is trained to ght
alongside you. Choose a beast that is no larger than
Medium and that has a challenge rating of or lower. Add
your prociency bonus to the beasts AC, attack rolls, and
damage rolls, as well as to any saving throws and skills it
is procient in. Its hit point maximum equals its normal
maximum or ve times your druid level, whichever is
higher.
The beast obeys your commands as best as it can. It
takes its turn on your initiative, though it doesnt take an
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action
required 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 beast
that isnt hostile to you.
In addition, you can speak with and understand your
beast companion.

Battle Commands
At 2nd level, you can use your action to command your
beast to pursue one of the following commands:
Assault. Choose a creature within 60 feet of you. On
your turn you do not control your beasts movement.
Instead the beast moves within reach of that creature,
avoiding provoking opportunity attacks if possible, and
taking Dash actions when he cannot reach the creature
through its normal movement. On any turn it is within
weapon range of the creature after its movement it makes
an Attack action. This order ends if the creature you chose
is reduced to 0 hp.
The beast companion must be able to perceive the
target 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 beasts
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movement. Instead the beast moves adjacent to the


creature or object and attempts to interpose itself between
the creature or object and attacking creatures. If the beast
is not adjacent to the creature or object at the end of its
movement it will take a Dash action to close the distance.
It will continue to do this until it is adjacent to the creature
or object. On each of your turns the creature makes an
attack against one of the closest enemy creatures to the
creature or object you commanded it to defend. This order
ends if there are no more enemy creatures.
Retreat. Give your creature an indication of where it
should ee to. On each of your turns your beast moves in
that direction and then takes a Dash action to continue
moving the same direction. Your beast will spend his
action to Disengage if that would allow him to avoid an
opportunity attack while obeying this order. This order
ends when your creature arrives where you directed them
to.
You can use a bonus action to order the beast to cease
the current command.

Exceptional Training
Beginning at 6th level, on any of your turns when your
beast companion doesnt attack, you can use a bonus
action to command the beast to take the Dash, Disengage,
Dodge, or Help action on its turn.

Animal Friends
Beginning at 6th level, you double your proficiency on the
Handle 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 dont
count against the number of spells you can prepare each
day.

Alpha Bonding
Starting at 10th level, when you bond to a new beast using
your druids Beast Companion feature, the beast can be no
bigger than Large size and must have a challenge rating of
1 or lower.
Alternatively, you can chose to bond with up to two
beasts that are no larger than Medium and that have a
challenge rating of or lower.

Brotherly Bond
Starting at 14th level, when you cast a spell targeting
yourself or you are targeted by a spell that heals you, you
can also aect your beast companion with the spell if the
beast is within 30 feet of you.

In addition, when you cast a spell targeting yourself,


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

Circle of the Spirit Companion


Spirit Companions are somewhat the manifestation of a
Druids soul, a manifestation of its bond with the natural
world and its attunement to it.

Spirit Companion
Starting at level 2, you gain a spirit companion and the
ability to invoke its power.
As a bonus action, you can command your spirit
companion to materialize as a living creature. Your spirit
companion manifests as an animal for 1 minute or until
your concentration is broken (as if you are concentrating
on a spell). You can also dismiss it as a bonus action. You
regain 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 that
has a challenge rating of or lower as your spirit
companion.
The manifested creature gains a bonus to attack
rolls and saving throws equal to your Wisdom
modifier. It uses the hit points in the animals stat block or
half your hit point Maximum, whichever is higher. Your
spirit companion can talk, with a voice similar to yours but
more animalistic and appropriate to its form. Its
personality can be none (meaning that you are fully in
control), or similar to yours, mixed with bestial behavior.
Talk with your DM to decide how the spirit companions
personality will work. Despite having its own personality
or not, you control it normally during a combat.
The Manifested creature takes its turn on your
initiative and acts immediately after you. You control its
actions, even if you are unconscious or otherwise unable to
act.

Force Summon
Starting at level 6, you can now summon your spirit
companion a number of times equal to your Wisdom
modifier.
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 is
broken (as if you are concentrating on a spell).
If you expend all your Force Summon uses, you gain
one level of exhaustion.
You regain all Force Summon uses when you finish a
long rest.

can also aect your beast companion with the spell if the
beast 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 cast
spells by expending your spell slots. It can only cast spells
that you have prepared, ignoring Somatic and Material
components, as long as it doesnt have a price.

Improved Manifestation
Beginning at level 14, whenever you order your spirit
companion to manifest, it gains the additional stuff and
shit:

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 gain
advantage on that check.

Beast Training
Tricks and Functions
A friendly beast can be ordered or trained to perform a
specific action, these actions will be referenced as tricks.
Tricks are simple commands, which the creature can
follow when its owner uses an Action to give it its
command. Tricks can be taught to friendly beasts, such as
pets, 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 the
new trick, and you wasted the time.
Every beast can learn a number of tricks dependent on
its 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 beasts
intelligence.

Inteligence
Score

1
2
34
56
78
9+

Maximum
number of Known
Tricks
1
2
4
6
9
No limit.

Handle
Animal DC
Modifier for
Teaching
+10
+7
+5
+0
-2
-5

Soul Power
Starting at 10th level, when you cast a spell targeting
yourself or you are targeted by a spell that heals you, you
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Forcing an Action
To force a beast means to get it to perform a task or trick
that it doesnt know but is physically capable of
performing. This category also covers making a friendly
beast perform a forced march, stay in combat, and such. If
the animal is wounded, has taken any damage, or is under
some negative condition (such as frightened or poisoned),
the DC increases by 5 (for each condition), or becomes
outright impossible. If your check succeeds, the beast
performs the task or trick on its next turn.

Tricks
You can teach a beast a specific trick with one week of
work and a successful Handle Animal check against the
indicated DC. Possible tricks (and their associated DCs)
include, but are not necessarily limited to, the following.
Attack. (DC 15): The beast attacks apparent enemies
on its own. You may point to a particular creature that you
wish the animal to attack, and it will comply if able.
Normally, an animal will attack only one creature type.
Teaching an animal to attack all creatures (including such
unnatural creatures as undead and aberrations) counts as
two tricks. V
Come. (DC 10): The beast comes to you, even if it
normally would not do so.
Defend. (DC 15): The beast defends you (or is ready to
defend you if no threat is present), even without any
command being given. Alternatively, you can command the
animal to defend a specific other character.
Down. (DC 10): The beast breaks off from combat or
otherwise backs down. An animal that doesnt know this
trick continues to fight until it must flee (due to injury,
frightened condition, or the like) or its opponent is
defeated.
Fetch. (DC 10): The beast goes and gets something. If
you do not point out a specific item, the animal fetches
some random object.
Guard. (DC 15): The beast stays in place and prevents
others from approaching.
Heel. (DC 10): The beast follows you closely, even to
places where it normally wouldnt go.
Help. (DC 15): The beast attracts the attention of the
target, distracting it, and making it open its defenses for
other creatures.
Perform. (DC 10): The beast performs a variety of
simple tricks, such as sitting up, rolling over, roaring or
barking, and so on.
Seek. (DC 10): The beast moves into an area and looks
around for anything that is obviously alive or animate.

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Stay. (DC 10): The beast stays in place, waiting for you
to return. It does not challenge other creatures that come
by, though it still defends itself if it needs to.
Track. (DC 15): The beast tracks the scent presented
to it. (This requires the beast to have some feature, or way
of doing it, such as a wolfs Keen Hearing and Smell
feature) .
Work. (DC 10): The beast pulls or pushes a medium or
heavy load.

Function
Rather than teaching a beast individual tricks, you can
simply train it for a general function. Essentially, an beasts
function represents a preselected set of known tricks that
fit into a common purpose scheme, such as guarding or
heavy labor. The beast must meet all the normal
prerequisites for all tricks included in the training package.
If the package includes more than three tricks, the animal
must have an Intelligence score of 3 or higher.
An animal can be trained for only one general purpose,
though if the creature is capable of learning additional
tricks, it may do so. Training an animal for a purpose
requires fewer checks than teaching individual tricks does,
but no less time.
Here is a list of normal functions given to beasts:
Combat Riding. (DC 20): An animal trained to bear a
rider into combat knows the tricks attack, come, defend,
down, guard, and heel. Training an animal for combat
riding takes about six weeks. You may also upgrade an
animal trained for riding to one trained for combat riding
by spending three weeks and making a successful DC 15
Handle Animal check. The new general function and tricks
completely replace the animals previous function and any
tricks it once knew. Warhorses are already trained to bear
riders into combat, and they dont require any additional
training for this purpose.
Fighting. (DC 20): An animal trained to engage in
combat knows the tricks attack, down, and stay. Training
an animal for fighting takes about three weeks.
Guarding. (DC 20): An animal trained to guard knows
the tricks attack, defend, down, and guard. Training an
animal for guarding takes about four weeks.
Heavy Labor. (DC 15): An animal trained for heavy
labor knows the tricks come and work. Training an animal
for heavy labor takes about two weeks.
Hunting. (DC 20): An animal trained for hunting
knows the tricks attack, down, fetch, heel, seek, and track.
Training an animal for hunting takes about six weeks.
Performance. (DC 15): An animal trained for
performance knows the tricks come, fetch, heel, perform,
and stay. Training an animal for performance takes about
five weeks.

Riding. (DC 15): An animal trained to bear a rider


knows the tricks come, heel, and stay. Training an animal
for riding takes about three weeks.

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This work contains material that is copyright Wizards
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All other original material in this work is copyright 2016
by Caio Caldeira Brant Sandy and published under the
Community Content Agreement for Dungeon Masters
Guild.

ANIMAL COMPANION 1.0

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