Animal Handler

Mounts

The Animal Handler sells a variety of animals capable of being ridden listed below.  
Animal Price
Camel 500
Donkey 80
Elephant 10000
Giant Bat 4500
Giant Lizard 4000
Griffon 16000
Horse (Draft) 500
Horse (Northern) 8000
Horse (Riding) 750
Horse (War) 4000
Pony 300
 

Guard & Hunting Animals

The Animal Handler sells a variety of animals that serve as companions listed below.  
Animal Price
Cat 5
Dog 25
Falcon 40
Hawk 20
Owl 20
Pseudodragon 2000
 

Animal Related Gear

The Animal Handler sells a variety of animal related gear listed below.  
Gear Price
Barding (Small) x1
Barding (Medium) x2
Barding (Large) x4
Barding (Huge) x8
Saddle (Military) 200
Saddle (Pack) 50
Saddle (Riding) 100
Exotic Saddle (Military) 600
Exotic Saddle (Pack) 150
Exotic Saddle (Riding) 300
Saddlebags 40
 

Gear Descriptions

Gear is presented in alphabetical order. An item description gives its name and its properties.

Barding

This is armor specifically designed for your animal. The armors AC remains the same however the price is increased as seen in the table above.

Saddle

Saddles are used to support the rider or supplies on a mount.
Military Saddle. You have advantage on checks to remain on your mount, if you fall unconscious yo do not fall off your mount.
Pack Saddle. A pack saddle carries gear but not the rider. It doubles the mounts carry weight.
Riding Saddle. This lightweight saddle is built for pure speed. It increases the mounts speed by 30 ft. if it is not wearing any barding, 20 ft. if its wearing light barding, 10 ft. if its wearing medium barding, and 5 ft. if its wearing heavy barding.
Exotic Saddle. Exotic saddles are made for creatures with an unusual build (such as griffons, giant lizards, etc.). They come in all styles as regular saddles.

Saddlebags

Saddlebags increase the mounts carry capacity by 50 lbs.

Forming A Bond

Now that you have either bought or found a creature in the wild, you can begin to form a bond with it. To do this, you can spend 1 hour per day to make a Wisdom (Animal Handling) check.. On a success, you provide food, tools, or information, proving that you are an ally. If you fail this check three times, the creature sees your actions as threats, and is unable to become your companion. The DC of these checks, as well as the number of days you spend interacting with the creature, is based on the table below. Once you’ve met the creature’s requirements, it becomes your companion and joins you on your adventures.  
Taming Difficulty Interaction Requirements Animal Handling DC
Very Easy 1 Success 8
Easy 2 Successes 12
Average 3 Successes 16
Hard 4 Successes 20
Very Hard 5 Successes 25

Bond Strength

As you take the time to become closer with your companion, the bond between you becomes stronger. You’ll find your companion not only grows in power, but also gains unique abilities that will help you on your adventures. This section details how you can strengthen your bond, the benefits of Bond Strength, and the dangers of losing your bond. Note that your maximum Bond Strength is limited by your level, shown on the table below. Your Bond Strength cannot be reduced to 0 in any circumstance not noted in the “Losing Bond Strength” segment, unless the GM decides otherwise. For example, a companion with a starting Bond Strength of 2 that has the Aggressive personality has a starting Bond Strength of 1, even though the Aggressive personality imposes a -2 penalty to Bond Strength.

Having Multiple Companions

You might find yourself wanting more than one little buddy to take care of. This is possible, but it becomes much more difficult to manage and leads to weaker bonds. You can only have up to 3 companions at a time. With 2 companions, your Bond Strength with each cannot exceed 15. If you have 3 companions, your Bond Strength with each of them is limited to 12.

Playing With Your Companion

Every companion enjoys playing in its own way. Some enjoy a game of catch, others enjoy hide-and-seek, and the more intelligent companions even enjoy card games. Whatever mode of play they choose, it’s important to keep them entertained. During a short rest, work with the GM to describe the type of game you and your companion play together. Once you’ve done this 3 times, your Bond Strength increases by 1.

Gifts and Treats

Just as you enjoy being rewarded after a long quest, your companion greatly appreciates rewards for good deeds. When a companion does something that would normally earn a player Inspiration, you can reward them with an item worth at least 10gp. Once the companion has either eaten the reward, or possessed it for longer than 8 hours, your Bond Strength increases by 1.

Grooming and Cleaning

Most companions, after a handful of days in the adventuring lifestyle or on their own, get dirty. Some handle this problem on their own, while others are either unaffected or unable to gather filth. But the many that struggle to groom themselves, or don’t care enough, need you as their ally to help. If your companion does not normally groom itself, and is not undead, you must spend 1 hour a week cleaning them. To do this, you must have at least 1 square foot of water and 1gp worth of cleaning supplies. The first time you clean your companion each week, your Bond Strength increases by 1. Neglecting to do so for a full week decreases your Bond Strength by 1.

Spending Time Apart

The passage of time affects all friendships, and time shared together is always valuable. But time spent apart will inevitably lead you to grow apart. Every week you spend without interacting with your companion causes your Bond Strength to decrease by 1.

Starving

One of the worst things you can do to a living companion is starve them. If a companion goes more than 3 days without eating food from its diet, your Bond Strength decreases by 2.

Falling in Battle

If a companion is reduced to 0 hit points, and your party fails to heal them within 1 hour, your Bond Strength decreases by 1.

Bond Strength Table

 
Bond Strength Features Player Level
1 Fragile Friendship 1
2 1
3 1
4 On The Lookout 1
5 1
6 Sharing Is Caring 1
7 1
8 Interesting Alliance 1
9 1
10 Small Sentinel 1
11 Bonus Hit Die 1
12 Bonus Hit Die, Bond Boon 2
13 Helping Hand 2
14 Bonus Hit Die 3
15 Bond Boon 3
16 4
17 Bonus Hit Die 4
18 A Neat Trick 5
19 Bond Boon 5
20 Bonus Hit Die, Friends Till The End 6
 

Fragile Friendship

With a Bond Strength of 1, your companion is estranged from you. They will only take actions to defend themselves in combat, and will not use their abilities when you command. During each long rest, there is a 5% chance your companion will leave your party. This chance increases every night by an additional 5%. Your companion loses this feature when your Bond Strength is 2 or higher.

On the Lookout

With a Bond Strength of 4 or higher, your companion is comfortable sharing information about what it notices. While within 5 feet of your companion, you can replace your Wisdom modifier with theirs when making Perception checks.

Sharing is Caring

With a Bond Strength of 6 or higher, your companion is comfortable sharing some food it finds with you. Every 1d6 days, your companion can find food and fresh water for themself and one other creature, provided that the land offers berries, small game, water, and so forth.

Interesting Alliance

With a Bond Strength of 8 or higher, your companion is willing to back you up in social situations. While within 10 feet of your companion, you gain a +1 bonus on Charisma (Persuasion) checks made against other creatures.

Small Sentinel

With a Bond Strength of 10 or higher your companion is happy to take up a night shift. When taking a long rest, your companion can take one shift to keep watch for trouble. During this time, double their Ability modifier on Wisdom (Perception) checks.

Bonus Hit Die

Starting at Bond Strength 11, and again at Bond Strength 12, 14, 17, and 20, your companion’s hitpoint maximum increases. To do so, roll a single hit die equal to one of your companion’s hit dice and add its constitution modifier to the result. Your companion’s hitpoint maximum increases by the total.

Bond Boon

At Bond Strength 12, 15, and 19 you choose a unique benefit from the list in the Bond Boons section below.

Helping Hand

With a Bond Strength of 13 or higher, Your companion cares enough about you to help in troubling times. Once per short or long rest, they can use a bonus action to grant you an additional 1d6 on an attack roll or ability check.

A Neat Trick

With a Bond Strength of 18 or higher, you’ve spent enough time with your companion to teach them a combat trick. As a bonus action, your companion can perform one of the following actions as a bonus action: Dash, Disengage, or Dodge.

Friends Till the End

At Bond Strength 20, your bond with your companion is as strong as it gets. They feel as though you are a part of them, and would do anything within their power to protect you. When you are about to take lethal damage, and you are within range of your companion’s movement speed, it will instantly dash to you and become the target of the attack. If the attack targets an area rather than an individual, you both take half of the damage instead.

Bond Boons

A strong friendship can inspire your companion to unlock or learn new abilities. With enough motivation, companions can accomplish feats previously thought impossible.

Alien Armor

Prerequisite: Must be an aberration
Your bond with your companion has unlocked faint, reality- warping abilities that naturally protect it from this world. As a reaction when it is hit by an attack, it can phase out of reality for a moment, causing the attack to miss. Your companion can use this ability once per short or long rest.

Ancient Attunement

Prerequisite: Must be a dragon
Your bond with your companion has expanded its attunement to the world, allowing it even greater defense against the elements. Choose an element: acid, fire, lightning, cold, or poison. Your companion gains resistance to that element. In addition, it gains a +1 to its armor class.

Blink Jump

Your companion learns how to shift its position using an innate magic called “Blink”. Once per short or long rest, your companion can instantly teleport up to 30 feet into an unoccupied space it can see.

Bulked up Beastie

Prerequisite: Strength 18 or higher
Your companion’s training has paid off, and the strength of your bond grants it the following benefits:
  • Your companion gains a +1 to attack and damage rolls that rely on Strength.
  • Your companion’s carrying capacity is doubled.
  • Your companion has advantage on Strength checks and saving throws.

Companion Combat Training

Your companion has observed your fighting tactics, and over time has learned how to handle a weapon of its own. It gains proficiency with one simple weapon, granted it has at least one appendage that can hold the weapon.

Deadly Duelist

Your companion has spent much of its time fighting in one-on-one duels, and has become a dangerous creature to challenge. It has advantage on Dexterity rolls made to determine initiative in combat, and has a +1 to attack and damage rolls during combat.

Doubled Durability

Prerequisite: Constitution 18 or higher
Your companion’s training has paid off, and the strength of your bond grants it the following benefits:
  • Your companion’s hit die count is doubled.
  • Your companion has advantage on Constitution saving throws.

Earthen Awareness

Prerequisite: Wisdom 18 or higher
Your companion’s training has paid off, and the strength of your bond grants it the following benefits:
  • Your companion gains tremorsense out to 60 feet. If your companion already has tremorsense, its range is doubled.
  • Your companion cannot be surprised as long as it isn’t incapacitated.

Elemental Expansion

Prerequisite: Must be an elemental
Your companion has strengthened its ties to this world, and has become strong enough to summon other elemental spirits to aid itself. Once per long rest, your companion can use an action to create 1d4 additional elementals. These elementals have the same statistics as your companion, and disappear after being reduced to 0 hit points or after 1 hour has passed.

Faerie Tricks

Prerequisite: Must be a fey
Your fey companion unlocks inherent magic that grants it power over how others perceive it. Once per day, it can cast disguise self. The effects of this spell instead last for 8 hours, and the ability resets at midnight.

Fancy Footwork

Prerequisite: Dexterity 16 or higher
When your companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Focused Senses

Prerequisite: Must be a beast
Your companion’s bestial instincts have further developed, allowing it to hone its skills for a short time. Once per long rest, as an action, your companion can double its movement speed for 1 minute. During this time, it gains advantage on perception checks.

Getting Angry

Your companion learns how to fuel its attacks with the rage that follows being injured. As an action, it can open itself up to an attack, granting the next enemy advantage on an attack roll made against it. If the attack hits, your companion can use its reaction to make one melee attack with advantage. If this attack hits, it deals an additional 1d4 damage.

Holy Healing Burst

Prerequisite: Must be a celestial
Your celestial companion gains authority over divine healing energy, and is able to share it with others in small bursts. Once per long rest, your companion can use an action to restore 2d6 hit points to all friendly creatures within 10 feet of it.

I Go, I Stay

Prerequisite: Must be a construct
Your companion’s arcane presence and dedication has overcome its mechanical body. If it is killed in a way that its body isn’t outright destroyed or irreparably damaged, it can reassemble itself over the course of 1d4 days. During this time, any separate body parts gain a movement speed of 5 feet and can only use their actions to move towards the rest of the construct. Once fully assembled, the construct gains 1 hit point and regains consciousness.

Inspiring Attitude

Prerequisite: Charisma 18 or higher
Your companion’s personality has become so magnetic that it gains the ability to encourage those around it. As a bonus action, the companion can choose one creature other than itself within 60 feet of it that it can see. For the next 10 minutes, the creature can roll a d10 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can add this die to a roll after the d20 is rolled, but before success is determined. Your companion can use this ability once per short or long rest.

It Can Talk?

Prerequisite: Intelligence 16 or higher
Your companion has learned more than you thought possible after spending so much time with you, and is now capable of mimicking speech patterns. It gains the ability to speak one language of your choice, provided you are also able to speak that language.

Lucky Brawler

Your companion’s combat intuition has become more focused as your bond has grown. When your companion makes an attack roll, they can use this ability to reroll the die before the outcome is determined. They can use this ability once per short or long rest.

Magically Inspired

Through truly fantastical means, your companion gains a modicum of control over the arcane. They learn one cantrip from the wizard spell list.

Monstrous Mutation

Prerequisite: Must be a monstrosity
Your bond with your monstrous companion has inspired its unnatural body to use its full potential. Once per short or long rest, they can innately cast alter self. The effects of this spell instead last for 8 hours.

Natural Nutrition

Prerequisite: Must be a plant
The strength of your bond with your botanical companion has inspired its body to produce berries for you. Over the course of each day, your companion creates 1d4 + 1 berries. As an action, a creature can eat one of the berries to restore 1 hit point. Each berry also provides enough nourishment to sustain a creature for one day.

Playing Dirty

Your companion doesn’t shy away from dirty tactics to win fights. As a bonus action after one of its attacks hit, it can spray dirt or a similar substance into the eyes of an enemy. The enemy suffers disadvantage on its next weapon attack. Your companion can use this ability once per short or long rest.

Ranged Professional

Your companion’s ranged abilities have honed to deadly precision. It gains a +2 bonus to ranged attack rolls.

Return Fire

Prerequisite: Must be a fiend
Your fiendish companion gains protection from the flames of the underworlds. Once every long rest, your companion can cast hellish rebuke at 1st level (Save DC 14).

Root Surge

Prerequisite: Must be a plant
Your botanical companion learns how to exert force over its roots, causing a wide-scale surge. Once per long rest, they can cast entangle (Save DC 14).

Spiritual Fortitude

Your bond with your companion has inspired their spirit to persist with a death-defying strength. When your companion takes damage that would reduce it to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, your companion drops to 1 hit point instead. Your companion can use this ability once per short or long rest.

Sticky Mitosis

Prerequisite: Must be an ooze
Your strange companionship with an ooze has unlocked an ability hidden deep within its biology. Over the course of 8 hours, your companion can clone itself, creating an additional ooze of the same type. It can use this ability once every 1d4 + 1 weeks. If you have less than three companions, this new ooze is born with a Bond Strength of 6. Otherwise it is indifferent to you and your party.

Still Not Dead

Prerequisite: Must be an undead
Your undead companion has grown so attached to you that its dedication is stronger than its body. If your companion is killed, as long as its body is not completely destroyed, it can take actions for 1 minute before dying.

Strong-Willed

Your companions’ will to live has been strengthened by your bond. The companion cannot be killed by massive damage unless it equals 3 times their maximum hit points. In addition, when knocked unconscious after being dealt damage, it regains 1 hit point after a minute has passed.

Swift Stride

Your bond with your companion has swiftened its stride, increasing its maximum walking speed by 10 feet.

Swift Strike

Your companion’s combat prowess has strengthened over time. It can make one additional attack when it takes the attack action.

Toughened Hide

Your companion’s body has grown more resistant to attacks over time. It gains a +2 bonus to its armor class.

Trained Durability

In addition to your bond, your companion’s resolve when facing damage has become stronger. Choose one type of damage that your companion isn’t vulnerable to. It gains resistance to that damage type.

Companion Personalities

Companions have a wide array of personalities and each one you come across is most likely to have a different one. A companions personality cannot be chosen and is entirely dependent on the companion itself.  

Common Personality Table

d20 Personality
1 Brave
2 Chatty
3 Childish
4 Clever
5 Cowardly
6 Creative
7 Energetic
8 Friendly
9 Generous
10 Grumpy
11 Hardy
12 Impulsive
13 Lazy
14 Moody
15 Nervous
16 Proud
17 Quite
18 Relaxed
19 Stupid
20 Wise
 

Brave

Brave companions are known to be heroes in their own right, able and ready to defend other creatures. Never turning down an adventure, they’re often found in the company of traveling parties. However, their bravery can lead to some stupid choices... like standing inside a fireball thinking they’ll “be fine.” Brave companions gain the following features:
  • Their Constitution score increases by 1, to a maximum of 20.
  • They have advantage on saving throws against being frightened.
  • They have disadvantage on Dexterity saving throws.
  • Their Intelligence score decreases by 1, to a minimum of 2.

Chatty

Chatty companions are known to be vibrant conversationalists, always ready and willing to speak their mind. Finding perfect companionship among bards, and testing the patience of monks, they’re likely to sing a song at any moment, whether you want one or not. This issue is made very apparent during adventures that require stealth... something chatty companions aren’t familiar with. Chatty companions gain the following features:
  • Their Charisma score increases by 1, to a maximum of 20.
  • They gain the ability to taunt an enemy. Once per short or long rest, as an action, they can force a hostile creature to make a DC 10 Charisma saving throw or have disadvantage on attack rolls until the start of the creature’s next turn.
  • They take a -2 penalty on Dexterity (Stealth) checks.
  • Their Dexterity score decreases by 1, to a minimum of 2.

Childish

Childish companions are known for their endearing lack of maturity. No matter how old these creatures are, they always act with an adorable and naive nature. However, their persistent sense of wonder makes them ineffective during combat... and easy to trick. Childish companions gain the following features:
  • Their Charisma score increases by 1, to a maximum of 20.
  • They gain a +1 bonus to their Armor Class.
  • They take a -1 penalty on attack rolls.
  • They have disadvantage on saving throws against being charmed.

Clever

Clever companions are always looking to learn, and greatly enjoy the company of wizards. Quick studies, these companions can be taught skills and knowledge that others wouldn’t be able to handle. However, their passion for learning leads to them neglecting their physique, and many clever creatures are weaker than others. Clever companions gain the following features:
  • Their Intelligence score increases by 1, to a maximum of 20.
  • They gain a +1 bonus to one of the following skills: Arcana, Insight, Nature, Perception, Survival, or Stealth.
  • They have disadvantage on Constitution saving throws.
  • Their Strength score decreases by 1, to a minimum of 2.

Cowardly

Cowardly companions spend all their time carefully avoiding confrontation, and are usually difficult to tame. Their practiced ability to run from a fight gives them a strong advantage over their pursuers. However, their close relationship to fear makes them easily startled by the simplest of things. Cowardly companions gain the following features:
  • Their Dexterity score increases by 1, to a maximum of 20.
  • After being frightened or taking damage, they gain a +15 movement speed bonus until the end of their next turn.
  • They have disadvantage on saving throws against being frightened.
  • Their Strength score decreases by 1, to a minimum of 2.

Creative

Creative companions are artists at heart, always crafting new tools or decorating their territories. An adventurer might find small stones hanging from carved trees when passing through a creative creature’s domain. However, being lost in thought or crafting takes a toll on their alertness. Creative companions gain the following features:
  • Their Intelligence score increases by 1, to a maximum of 20.
  • During a short or long rest, they can create a trinket or bauble made of random materials. This trinket must fit within a 1⁄2 ft.-square cube, and the purpose or design is up to the GM. The item created must also be less than 3 gp in value.
  • They take a -2 penalty on Wisdom (Perception) checks.
  • Their Constitution score decreases by 1, to a minimum of 2.

Energetic

Energetic companions are non-stop powerhouses of pure excitement. Always on the move, these creatures are often the first to strike in a fight. However, their constant self-exertion can lead to exhaustion pretty quickly, and their attention spans suffer. After all, stopping to smell the flowers is a waste of precious time! Energetic companions gain the following features:
  • Their Dexterity score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on dexterity ability checks to determine initiative order.
  • They take a -2 penalty on Wisdom (Perception) checks.
  • Their Constitution score decreases by 1, to a minimum of 2.

Friendly

Friendly companions live their lives for the sake of others, and are always looking for some way to improve their friends’ moods. Every creature with this personality is always on the lookout for new companions, and is much easier to befriend than others. However, their social nature makes them prone to being charmed by others’ magic. Friendly companions gain the following features:
  • Their starting bond strength gains a +2 bonus.
  • They gain a +2 bonus on Charisma (Persuasion) checks.
  • They have disadvantage on saving throws against being charmed.
  • Their Wisdom score decreases by 1, to a minimum of 2.

Generous

Generous companions express themselves through gifts. Bright, cheery, and caring, they have a sentimental attachment to every trinket they collect. Oftentimes, these gifts symbolize how they feel about the current state of their friendship. However, collecting trinkets for friends makes it difficult for them to carry anything else. Generous companions gain the following features:
  • Their Charisma score increases by 1, to a maximum of 20.
  • They will occasionally bring gifts to characters they like, up to once a day. These gifts are determined by the GM, but can take the form of objects like sticks, coins, jewelry, dead prey, tools, and so on. The gift should be worth no more than 5 gp in value.
  • Their carrying capacity is reduced by 5 lbs.
  • Their Intelligence score decreases by 1, to a minimum of 2.

Grumpy

Grumpy companions always find a reason to complain. Rarely happy for long, their upset disposition makes them difficult to charm or trick. However, few adventurers even consider putting up with the constant complaints and demands made by grumpy creatures. Those who do find an oddly wise perspective hidden under a rough exterior. Grumpy companions gain the following features:
  • Their Wisdom score increases by 1, to a maximum of 20.
  • They have advantage on saving throws against being charmed.
  • They take a -2 penalty on Charisma (Persuasion) checks.
  • Their Charisma score decreases by 1, to a minimum of 2.

Hardy

Built to survive, hardy companions have a reputation for endurance. They train their bellies with large meals, which usually causes them to weigh a bit more than others. But their resistance to toxic foods and sickness is an advantage that helps many of them endure harsher environments. Hardy companions gain the following features:
  • Their Constitution score increases by 1, to a maximum of 20.
  • They gain immunity to the Poisoned condition.
  • They require twice as much food and water as normal. For creatures that don’t eat, they instead require 10 more minutes of rest during a short rest.
  • Their Dexterity score decreases by 1, to a minimum of 2
 

Impulsive

  Impulsive companions are known to be spontaneous and unpredictable, almost acting with a bit of insanity. However, their strange mannerisms give them an advantage when evading attackers. Their random impulses make them tough to train, but gnomes and other mischievous allies greatly enjoy their company. Impulsive companions gain the following features:
  • They gain a +1 bonus to their Armor Class.
  • They have advantage on Dexterity saving throws.
  • They will occasionally take their own actions during combat, up to once per combat at the GMs discretion. Actions they may take include random movement, attacks, chasing bugs, and so on. The action they take will never intentionally put them in harm’s way.
  • Their Wisdom score decreases by 1, to a minimum of 2.

Lazy

Lazy companions enjoy nothing more than lounging, eating, and pooping. Frequent naps and occasional snacking are much more appealing to them than winning a fight, which some of their allies actually prefer. Having a small creature asleep on your shoulder is much more enjoyable than picking fights with everything that moves. However, if they end up in a fight, they might simply prefer to lose and get back to that nap. Lazy companions gain the following features:
  • Their Constitution score increases by 1, to a maximum of 20.
  • Magic cannot put them to sleep.
  • They take a -2 penalty on Dexterity checks to determine initiative order.
  • Their Dexterity score decreases by 1, to a minimum of 2.

Moody

Moody companions are known for their shifting attitudes. Their experience with strong, random mood swings can lead to very convincing performances... and temper tantrums. However, many casters take advantage of their weakness to charming magic during these fits. Those who enjoy the company of moody creatures tend to have personalities that mesh well with their strong passions. Moody companions gain the following features:
  • Their Charisma score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on Charisma (Performance) checks.
  • They have disadvantage on saving throws against being Charmed
  • Their Wisdom score decreases by 1, to a minimum of 2.
 

Nervous

Nervous companions always assume trouble is right around the corner. They spend most of their time worrying about what might happen next, and staying more alert than others. However, this ever attentive attitude can take its toll, and these creatures often end up exhausting themselves. Nervous companions gain the following features:
  • They gain a +2 bonus on Wisdom (Perception) checks.
  • They gain a +2 bonus on Dexterity checks to determine initiative order.
  • They have disadvantage on saving throws against exhaustion.
  • Their Constitution score decreases by 1, to a minimum of 2.

Proud

Proud companions live for the attention of others, and aren’t shy when it comes to asking for it. Pampering is more valuable than gold to them, and they savor every second of being treated like royalty. However, their unrivaled self-worth means they won’t put up with doing more than the minimum. Proud companions gain the following features:
  • Their Charisma score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on Charisma (Performance) checks.
  • Their carrying capacity is reduced by 10 lbs.
  • Their Strength score decreases by 1, to a minimum of 2.

Quiet

Quiet companions are reserved, attentive, and often lithe. Predators most often have this nature, choosing to silently pounce on prey and end a hunt with a single attack. However, these creatures are weaker than others, and face difficulty during longer battles. Rogues value their abilities, and train them to sneak through small spaces. Quiet companions gain the following features:
  • Their Dexterity score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on Dexterity (Stealth) checks.
  • They take a -2 penalty on Strength (Athletics) checks.
  • Their Strength score decreases by 1, to a minimum of 2.

Relaxed

Relaxed companions are always comfortable, even in life-threatening situations. Most adventurers value their disposition, as traveling with a calm creature helps them de-stress. However, when in real danger, relaxed creatures have difficulty grasping how important it is to run away. Relaxed companions gain the following features:
  • They gain a +1 bonus to their Armor Class.
  • They have advantage on saving throws against being frightened.
  • Their movement speed is reduced by 5 ft.
  • Their Dexterity score decreases by 1, to a minimum of 2.

Stupid

Stupid companions are simpleminded beasts, relying on base instincts more than common sense. With very little capacity for learning, these creatures’ lack of intelligence makes for difficult training. However, their durability and lack of thought makes them stronger than others. Stupid companions gain the following features:
  • Their Constitution score increases by 1, to a maximum of 20.
  • They have advantage on Wisdom saving throws.
  • They have disadvantage on Intelligence saving throws.
  • Their Intelligence score decreases by 1, to a minimum of 2.

Wise

Wise companions are known for their experience and age. Well versed in surviving the environment and observing others, they’ve achieved this age with great patience and caution. However, their age has withered their bodies, which causes most fights to become exceptionally dangerous for them. Wise companions gain the following features:
  • Their Wisdom score increases by 1, to a maximum of 20.
  • They gain a +1 bonus on Wisdom (Insight and Survival) checks.
  • They have disadvantage on Strength saving throws.
  • Their Strength score decreases by 1, to a minimum of 2.

Evil Personality Table

 
d6 Personality
1 Aggressive
2 Devious
3 Cruel
4 Greedy 
5 Nasty
6 Stinky
 

Aggressive

Aggressive companions are fighters at heart, and are always looking for something to attack. They’ve learned how to gain the upper hand against their enemies, and experience has made them strong. However, their aggressive disposition makes them difficult to train, and few handlers are comfortable dealing with their fighting spirits. Aggressive companions gain the following features:
  • Their Strength score increases by 1, to a maximum of 20.
  • They gain a +1 bonus on attack rolls.
  • Their starting bond strength takes a -2 penalty.
  • Their Charisma score decreases by 1, to a minimum of 2.

Devious

Devious companions are always out for their personal gain, and use deplorable methods to get what they want. A common trait found in fey, a devious creature is always looking for some way to stir up trouble... sometimes just for fun. These pranksters have keen eyes and silver tongues, two tools they use every chance they get. Devious companions gain the following features:
  • They gain a +2 bonus on Charisma (Deception) checks.
  • They gain a +2 bonus on Wisdom (Perception) checks.
  • They will occasionally pull pranks on the party at the GM’s discretion. These pranks can occur up to twice a day, and take the form of tied shoelaces, switching party items, markings or refuse left on sleeping creatures, and so on.
  • Their Charisma score decreases by 1, to a minimum of 2.

Cruel

Cruel companions are known to be savage, brutal, and hateful down to their core. Difficult to deal with, and even more difficult to actually befriend, cruel creatures prefer to always be in charge. However, if an adventurer has the patience to befriend one, they’ll find an ally more powerful than others. Cruel companions gain the following features:
  • Their Strength score increases by 1, to a maximum of 20.
  • They gain a +1 bonus to damage rolls.
  • Their starting Bond Strength takes a -2 penalty.
  • Their Charisma score decreases by 1, to a minimum of 2.

Greedy

Greedy companions are essentially the inverse of generous allies. They’ll grab anything they can eat, use, or store for later, no matter who it belongs to. Eating others’ belongings has led to their bellies being much stronger than others. Rogues who keep track of these creatures’ hoards can actually benefit from their greedy nature. Greedy companions gain the following features:
  • Their carrying capacity is increased by 10 lbs.
  • They have advantage on Constitution saving throws.
  • During a short or long rest the creature will steal 1d6 coins, gems, or other small valuables and hide them. Certain creatures will simply eat them instead, making retrieval... more difficult.
  • Their Intelligence score decreases by 1, to a minimum of 2.

Nasty

Nasty companions are known for their whining, food stealing, and excessive bodily fluids. Always begging for food and attention, only the most loving caretakers have the patience to deal with them. Stealing food has honed these creatures’ thieving talents... but not the strength of their guts. Nasty companions gain the following features:
  • Their Dexterity score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on Dexterity (Sleight of Hand) checks.
  • They have disadvantage on Constitution saving throws.
  • Their Wisdom score decreases by 1, to a minimum of 2.

Stinky

Stinky companions combine all the worst personalities into one, and add a bad stench. They’re greedy thieves that demand attention, rarely pamper themselves, and are mischievous for seemingly no reason. Most house pets slowly fall into this personality, and their keepers learn to simply endure their behavior... hoping they’ll grow out of it. Stinky companions gain the following features:
  • Their Constitution score increases by 1, to a maximum of 20.
  • They gain a +2 bonus on Dexterity (Acrobatics) checks.
  • They take a -2 penalty on Charisma (Persuasion) checks.
  • Their Charisma score decreases by 1, to a minimum of 2.

Ability Training

When traveling with companions, you may find them struggling to do things you’d like them to be better at. Maybe you’d like your Woar to carry a few more arrows in its pack, or perhaps you’d like your Moon Singer to be more confident in its abilities. To solve this issue, you can take the time to train your companion’s abilities. This section lays out how you can train your companion to improve each ability, as well as the difficulties you may face during the process.

Companion Restrictions

Before you start training your companion, you need to understand its limits. The following restrictions apply to training:
  • The companion cannot receive more than 10 total ability score increases through training.
  • The companion cannot receive a cumulative bonus to a single ability higher than your Proficiency score.
  • The companion cannot improve an ability score above 22.
  • You cannot train more than one score at a time.
  • Taking breaks from training does not affect your progress, so you can train your companion over any length of time.

Strength Training

In order to strengthen your companions, you put their physical bodies under a refining strain. To do this, the companion must carry at least its maximum carrying capacity for a number of weeks equal to its Strength Modifier (with a minimum of one week). At the end of this period, the companion’s Strength is increased by 1, and it suffers one level of exhaustion for 3 (1d6) days. While exhausted this way, a companion cannot continue its physical training.

Dexterity Training

In order to boost your companion’s agility, you must play catch with your companion for one hour a day. Each time you do this, the companion must make a Dexterity saving throw against its own Dexterity Score. After succeeding on this check 10 times, its Dexterity score increases by 1. If the companion fails this check 3 times, it has disadvantage on all Dexterity training checks until its score increases.

Constitution Training

In order to toughen up your companion, you must push it to its physical limit. This type of training is very difficult to encourage, and can lead to relationship issues with your companion. To do this, the companion must be given half as much food and water as it would normally need, or be forced to sleep during only half of a long rest. After a number of weeks equal to its Constitution Modifier (with a minimum of one week), its Constitution Score is increased by 1. During this training, if the companion reaches an Exhaustion Level of 4, the training fails and you lose 2 Bond Points with your companion.

Intelligence Training

In order to educate your companion, you must improve its ability to associate causes with effects. For at least one hour a day, you attempt to teach your companion using classical conditioning. These lessons can teach communication, danger signs (for example, traps or a bear’s growl), and simple reasoning. This training is based on your intelligence, and how capable you are of teaching these lessons. The companion must make an Intelligence saving throw equal to 16 - Your Intelligence Modifier. After succeeding on this check 10 times, the companion’s Intelligence score improves by 1.

Wisdom Training

In order to heighten your companion’s senses, you must repeatedly test their sensory limits. To do this, you must spend an hour a day restricting all but one of your companion’s senses (hearing, sight, smell, or touch if possible) with tools such as fabric or magic. As a part of this process, you must place a reward within 60 feet of them. The companion must then make a Wisdom (Survival) check to locate the reward. The DC of this save is equal to its Wisdom Score. After succeeding on this check 10 times, the companion’s Wisdom score improves by 1.

Charisma Training

In order to boost your companion’s Charisma, you must reinforce its confidence. To do this, you must spend an hour and 10 gp a day to pamper your companion. You must then make a Charisma (Persuasion) check contested by your companion’s Charisma (Intimidation) to keep its ego in check. If you fail this contest 3 times in a row, the GM can choose to replace your companion’s personality with greedy or proud. After succeeding on this check 10 times, your companion’s Charisma score improves by 1.

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