Companion Boon
Characters have spent enough time working with their adventuring companions that their own skills rub off on their friends.
A 7th level or higher a character is granted one of their fellow adventurers a boon. No character may benefit from more than one boon gifted by a companion. The boon is like a leveling up "gift" the character gets to share with a companion by training them in a bit of what they do. Here are the boons based on the boon-giver's starting class:
Class | Boon |
---|---|
Artificer: | Train one companion in learning one infusion into a nonmagical item. |
Barbarian: | Train one companion to add +1 to AC when not wearing medium or heavy armor. |
Bard: | Train one companion to grant one bardic inspiration die (d6) per short or long rest. |
Cleric: | Teach one companion a cleric cantrip. |
Druid: | Teach one companion a druid cantrip. |
Fighter: | Train one companion to add +1 to melee weapon attacks. |
Monk: | Train one companion to add +5 ft to their movement speed. |
Paladin: | Permanently increase one companion’s maximum HP by 5. |
Ranger: | Train one companion to add +1 to ranged weapon attacks. |
Rogue: | Teach one companion Expertise in one skill of the recipient's choice. |
Sorcerer: | Teach one companion a sorcerer cantrip. |
Warlock: | Teach one companion a warlock cantrip. |
Wizard: | Teach one companion a wizard cantrip. |
- Artificers who train companions only teaches them the ability to infuse magic into nonmagical items, not a specific infusion. When a companion learns from an artificer the recipient picks the infusion.
- Spellcasters train their companions in the art and science of magic itself, not in particular spells, so they do not need to personally know the cantrips they teach their companions.
- Rogues train their friends to hone their own skills, so the rogue doesn't need to be proficient in the skill they grant expertise in.
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