Animal Companions

Which Animals Can Be Companions

All unaligned, good or neutral beasts or monstrosities that are large or smaller, with an intelligence of 6 or less are possible companions. Certain races and classes may give an advantage in convincing specific types of beasts to stay as a companion.

Working With The Animal

If a beast seems willing (i.e., it does not attack) then the individual must succeed on an Animal Handling check. The base for this DC is equal to the animals Wisdom Score + 1/2 its CR, though there are a variety of things that can influence the DC of an Animal Handling check. Race and class can also effect the DC, along with other factors.

Taming

When a creature is first approached the handler must spend 4 hours with the animal and then make an Animal Handling check. On a success, taming of the animal may continue starting at the base tameness for that creature. On a failure, the animal moves down one level of tameness on the scale. The number of checks it takes to reach a new level on the scale is variable, based on the tameness of the animal after this check.

Every day, after the 1st check, the handler must spend 8 hours and succeed on additional checks without failing 3 in order for the animal to move up the tameness scale one level. If 3 failures are made, the creature moves down one level on the tameness scale. The handler must continue making animal handling checks or the creature will leave (or become untamable) after 3 days of no taming.

TamenessMin Loyalty PointsAnimal Attitude
WildAnimal is hostile towards the handler and may attack
FeralAnimal leaves
CautiousAnimal is wary of the handler and will follow at a distance
FriendlyAnimal follows the handler but will take no combat actions
Tame60Animal will assist the handler in combat, foraging, tracking, etc.
Bonded80Animal will defend the handler with its own life and use its skills to assist in any way possible
Tameness Scale

Once the animal reaches tame, it will stick with the handler without any additional checks, and it will gain its 1st animal companion level. Until it reaches bonded, it is still affected by failed checks and negative experiences, and can still leave the handler. Once a companion reaches tame, they will continue to fight alongside the handler until they reach cautious, at which point they will leave, abandoning the handler. Companions never stop gaining and losing loyalty points, though once they are securely in the tame category, paying attention to their general treatment is enough.

Loyalty Points

Once a companion is tame, any event that can seriously effect a companions relationship with the handler is called a meaningful event. These can be positive or negative, and depending on the severity, they can effect a companions tameness by anywhere from 5 – 25 loyalty points. The starting value of a newly tamed creature is set to the minimum value for that level (usually 60).

If a creatures loyalty points exceed the minimum for the next tameness scale, the creature does not move up the scale. However, if a creatures loyalty points drop below the minimum value for the level they are currently at, they drop to the next lower tameness level on the scale.

Positive EventLoyalty Point AdjustmentLoyalty Point AdjustmentNegative Event
Heal+5 at end of encounter-5Verbally or physically abuse, neglect companion
Save life+15-5Tie up or trap companion
Feed+5 (daily)-10Abandon companion
Praise+1 (daily)-25Attack companion
Rescue from peril+5-1 per HP lost (calc at end of encounter)Injury
Loyalty Points

Taming Interaction

A success by 10 or more is worth 2 successful checks, and a failure by 10 or more is worth 2 failures. When making initial contact with an animal, the handler must reach the required number of successful checks to become cautious before they fail 3, or the animal will flee (or become untamable).

Animal Handling DC = Animal’s Wisdom Score + 1/2 Animal’s CR rounded up

RaceDC Adjustment
Alpern, Azurin, Ejre, Rilkan-2 to all creatures
Aefvennen, Raigo, Rizadrin-1 to all underground creatures
Eladrin, Hanxo, Nyctara-1 to all woodland creatures
Anireth, Dragonborn, Dread Rot, Duskling, Gremlin, Krampus, Lyvar, Murder Crow, Revenant, Shadar-kai, Skarn+2 to all creatures
Racial Adjustments
ClassDC Adjustment
Barbarian-1 for all Bears and Wolves
Blackclad, Druid, Shaman-2 for all woodland creatures
Ranger-1 for all woodland creatures
Incarnate, Medium, Weaponweaver+5 for all creatures
Master of Tradition, Summoner, any class w/ a familiar+10 for all creatures
Class Adjustments
Background / AttitudeDC Adjustment
Grim attitude+3
Criminal, Seafarer+2
Academic+1
Clan member, Clergy, Outlander-1
Common Folk, Militarist, Socialite-2
Noble attitude-3
Pauper-4
Background / Attitude Adjustments

Creature Classifications

Use these classifications to determine a how many successful checks it takes for a creature to climb a level on the tameness scale.

Successful Checks
Current Tameness
Wild
Feral
Cautious
Friendly
Tame
Bonded
Wild36122450
Feral361224
Cautious3612
Friendly36
Tame3
Bonded

Companion Rules

Too Powerful

Your companion may never be a higher level than you. If this happens, your companion will not be available to you until you gain the appropriate level. During this time, your companion stops gaining levels as noted below.

In Combat

Your companion acts on their own initiative unless they are being used as a mount, in which case they act on their riders. If a handler is unconscious, your companion will prioritize defending (defense actions only) the handler.

Control and Roleplaying

Generally a handler fully controls their companion in combat. However, outside of combat a companion fads into the background of the scene and doesn’t take actions (unless skills or abilities come into play for a specific purpose) and is considered to be within 5 feet of its handler at all times (unless specifically directed otherwise).

Communication

While your companion does not understand any language, it will follow simple commands and you are able to instruct it to perform simple tasks. Your companion is completely loyal to you and will do it’s best to be as helpful as possible. You must make a Wisdom (Animal Handling) check to have your companion complete more complex tasks.

Barding Armor

Barding for medium and small creatures costs twice as much as normal armor and weighs the same amount.

Magic Items

While magic items for companions are somewhat more rare, they are not unheard of. In general, magical armor is fairly easy to convert into barding armor, although it will require the work of an experienced blacksmith. While traditional magic weapons such as swords and bows are not something companions are equipped to handle, there are other ways to magically enhance their attacks, such as wraps, gauntlets, claw extenders etc.

Training & Tricks

You can train a creature to perform a specific trick with 40 hours of training and a successful animal handling check, against the base DC of the trick, modified by any of the influencing factors (see GM). An animal can learn a number of trick equal to intelligence ability score. Once a trick has been learned you can use your bonus action to perform an DC 10, modified by and influencing factors, Animal Handling check to command them to perform a task or tick it knows.

You must learn each trick before you can train it. Refer to the Proficiency page for how to learn the trick.

The Skill page also lists how to use these tricks once learned.

Companion Class

Class Features

As a Companion, you animal companion gains the following class features.

Hit Points

  • Hit Points at 1st Level: 10 + Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (6) + Constitution Modifier

Proficiencies

  • Armor: All barding armor
  • Weapons: Natural Weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity, and Constitution
  • Skills: None

When an animal companion reaches tame for the 1st time, they receive their 1st class level. They earn levels the same as a PC would, and level up at the same rate. Should a companion leave the handler for any reason, and be reunited with them at a later date, they will likely stop gaining levels in their absence.

Advanced Taming: A tamer may, upon first taming an animal grant the animal companion additional levels up to the tamers max character level. This is to ensure the animal is of an appropriate level for its master. This can only be done upon initial taming.

For Example: Steve is a level 9 Ranger. He tames a rat. If he chooses he can raise the rats animal companion level to any level between 1 and 9. Once decided, he can no longer alter this and the rat animal companion advances in level as normal.

Animal Companions

At 2nd level, a natural talent has emerged from your companion. They gain an additional Natural talent at 10th level. They cannot choose the same natural talent more than once.
  • Natural Armor Your Companion gains +1 AC.
  • Tough. Your Companion gains an additional 1 hp for each level it has.
  • Precise. Your Companion’s attacks have +2 to hit
  • Ferocious. Your companion’s attacks have +2 to damage rolls
At 3rd level, through training, your companion has developed one of the following tactics. They learn an additional Tactic at 7th, 13th. and 17th level.
  • Protective. When a creature your companion can see attacks a target other than them that is within 5 feet of them, they can use their reaction to impose disadvantage on the Attack roll.
  • Multiattack. When your companion takes the attack action, your companion can make one additional attack as a bonus action. They do not add their ability score modifier to the damage for this attack.
  • Swift. Your companion can Dash as a bonus action.
  • Agile. Your companion can Disengage as a bonus action.
  • Sneaky. Your Companion can Hide as a bonus action.
  • Helpful. Your companion can take the help action as a bonus action.
  • Fast. Your Companion’s movement speed increases by 10 feet. You may take this Tactic more than once.
  • Charging. When your companion moves 20 ft before attacking a target, they have advantage on their next attack roll.
  • Territorial. Other creatures provoke an opportunity attack from your companion when they enter your companion’s reach.
  • Punishing. If your companion is the target of a melee attack while Dodging they can make an attack against that creature as a reaction.
When your companion reaches 4th level, and again at, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, your companion can attack twice when taking the attack action.
If you fall unconscious, your companion can stabilize you. Beginning at 6th level, your companion can stabilize creatures, making a DC 10 Survival check. How your companion specifically stabilizes a creature is up to the DM. As examples, your companion may lick your wounds or attempt to move a contorted unconscious body into a more natural position.
At 11th level, chose one of the following options to improve your attacks.
  • Quick Your companion can attack 3 times when taking the attack action. At 20th level, your companion can attack 4 times when taking the attack action.
  • Brutal Your companion’s attacks deal an extra 1d6 damage and deal a critical hit on an attack roll of 19 and 20. At 20th level this damage is increased to 2d6.
At 15th level, your companion gains one of the following defensive features.
  • Relentless. Your companion can keep fighting despite grievous wounds. If they drop to 0 Hit Points and don’t die outright, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. Each time they use this feature after the first, the DC increases by 5. When they finish a short or Long Rest, the DC resets to 10.
  • Evasion. When your companion is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
  • Uncanny Dodge. When an attacker that your companion can see hits them with an Attack, they can use their reaction to halve the attack’s damage against them.
  • Enduring. Your companion gains +1 AC. Additionally, they +1 HP per companion level.
Beginning at 18th level you have mastered your bond with your companion. As long as they can see you, your companion has advantage on saving throws against fear and being charmed.
Companion Class
LevelProficiency BonusFeatures
1st+2Animal Companion
2nd+2Natural Talent
3rd+2Companion Tactics
4th+2Ability Score Increase
5th+3Extra Attack
6th+3True Ally
7th+3Companion Tactics
8th+3Ability Score Increase
9th+4Companion Tactics
10th+4Natural Talent
11th+4Improved Attacks
12th+4Ability Score Increase
13th+5Companion Tactics
14th+5Ability Score Increase
15th+5Defensive Tactics
16th+5Ability Score Increase
17th+6Companion Tactics
18th+6Unwavering Loyalty
19th+6Ability Score Increase
20th+6Offensive tactics
Companion Class Table