Animal Master
With patience or a bit of magic, you have trained an animal companion to accompany you on your adventures. Few people can become fast friends with a wolf, but it’s hard to undervalue their teeth in a brawl.
Prerequisite: 3rd level
Hit Dice: 1d10
Hit Points: 1d10 (6) + your Constitution modifier
Skills: Animal Handling
BEAST COMPANION
Choose a Beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the Beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your character level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The Beast obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don’t issue a command, the Beast takes the Dodge action. If you gain the Extra Attack feature or another feature which allows you to attack twice when you take the Attack action, you can make one weapon attack yourself when you command the Beast to take the Attack action.
If you are incapacitated or absent, the Beast acts on its own, focusing on protecting you and itself. The Beast never requires your command to use its reaction, such as when making an opportunity attack.
If the Beast dies, you can obtain a new companion by spending 8 hours training and bonding with a Beast that isn’t hostile to you and that meets the requirements.

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