Autome 20th, 22221

Ranger's Companion

You determine its appearance. It is superior to similar beasts and it gains additional benefits while it is bonded to you. It obeys your commands as best it can, communicating using words, sounds, touch, hand gestures, body language and the like. Your animal companion has the following:
  • It shares your initiative roll.
  • After a short rest, it can spend Hit Dice to regain hit points. After a long rest, it recovers all lost hit points and regains spent Hit Dice, up to a number of dice equal to half of it’s total number.
  • When it starts a turn with 0 hit points, it must make a death saving throw.
  • You can try to magically restore it's life if it dies. Or you can obtain another one by spending up to 24 hours to locate and bond with another animal companion that is not hostile to you.
  Your companion has a personality trait and a flaw that you can roll for or select from the tables below. It shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”  
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.

Beast of the Air

Small beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10ft Fly: 60ft
STR

6 -2

DEX

16 +3

CON

13 +1

INT

8 -1

WIS

14 +2

CHA

11 +0

Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills Traits. Select one from the Trait Options below.   Keen Senses. It has advantage on Wisdom (Perception) checks that rely on hearing or sight (your choice).
Senses darkvision 60 ft., passive Perception 12 + your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.   Ready Companion. As a bonus action, you can command the beast to attack.   Traveler. The beast doesn't suffer a penalty to its passive Wisdom (Perception) checks while moving at a fast pace. And if traveling alone or only with you, it can move stealthily at a normal pace.
Actions
Shred. Melee Weapon Attack: your proficiency bonus + 2 to hit, reach 5 ft., one target. Hit: 1d6 + 3 + your proficiency bonus slashing damage.

Beast of the Earth

Medium beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40ft Swim: 40ft Climb: 40ft
STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills Speed 40 ft., climb or swim 40 ft. (your choice)   Traits. Select one from the Trait Options below.   Keen Senses. It has advantage on Wisdom (Perception) checks that rely on hearing or smell, your choice.
Senses darkvision 60 ft., passive Perception 12 + your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.   Ready Companion. As a bonus action, you can command the beast to attack.   Traveler. The beast doesn't suffer a penalty to its passive Wisdom (Perception) checks while moving at a fast pace. If traveling alone or only with you, it can move stealthily at a normal pace. In
Actions
Maul. Melee Weapon Attack: your proficiency bonus + 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your proficiency bonus slashing damage.

Beast of the Sea

Medium beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Swim: 40ft
STR

14 +2

DEX

14 +2

CON

13 +1

INT

8 -1

WIS

14 +2

CHA

11 +0

Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + the beast's Strength modifier or be knocked prone.
Senses blindsight 30 ft ., passive Perception 12 + your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.   Ready Companion. As a bonus action, you can command the beast to attack.   Traveler. The beast doesn't suffer a penalty to its passive Wisdom (Perception) checks while moving at a fast pace.   Waterbreathing. Your companion can breathe only underwater.
Actions
Maul. Melee Weapon Attack: your proficiency bonus + 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your proficiency bonus piercing damage.

Horse

Large beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + five times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
Speed 60ft Swim: 30ft
STR

16 +3

DEX

12 +1

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + the beast's Strength modifier or be knocked prone.
Senses darkvision 60 ft., passive Perception 12 + your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.   Ready Companion. As a bonus action, you can command the beast to attack.   Traveler. The beast doesn't suffer a penalty to its passive Wisdom (Perception) checks while moving at a fast pace. And if traveling alone or only with you, it can move stealthily at a normal pace
Actions
Hooves. Melee Weapon Attack: your proficiency bonus + 3 to hit, reach 5 ft., one target. Hit: 2d4 + 3 + your proficiency bonus bludgeoning damage
Trait Options

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