PET CREATION RULES AND TEMPLATE - DM TOOLS
PET CREATION RULESET
(For Vorrengarde Basic)
1. Overview
Pets are living companions that grow alongside players.
They can gain levels, evolve, and even become playable if their master dies.
Each pet has its own stats, skills, experience, and evolution path.
Pets follow the same rules as characters but with limited intelligence and gear use.
2. Pet Information
When creating a pet, record the following:
Player: who owns or commands the pet
Name: the pet’s given or earned name
Species: the creature’s base type (example: Wolf Pup, Crystal Beetle, Cave Locust, Faye Sprig)
Class: the role the pet fills - choose one of the following:
Offense: damage and aggression
Defense: endurance and protection
Support: utility and assistance
Magic: ranged or elemental abilities
3. Level, Experience, and Evolution
All pets begin at Level 1 with 0 XP.
Every level gain a new stat point.
Pets evolve at Level 10, Level 20, and Level 25.
Write down your intended Evolution Path, such as:
Wolf Pup → Dire Wolf → Silverfang
Faye Sprig → Healer Bloom → Spiritvine
4. Stats
Each pet rolls its stats using 3d6 for each attribute.
| Stat |
|---|
| Strength (Str): Physical attack power and carrying weight |
| Intelligence (Int): Learning speed and magical potential |
| Wisdom (Wis): Awareness, decision-making, and saving throws |
| Dexterity (Dex): Accuracy, reflexes, and movement |
| Constitution (Con): HP and endurance |
| Charisma (Cha): Bond strength, loyalty, and obedience |
Adjustments:
Modifiers are applied later through leveling, gear, or evolution.
Species bonuses may alter base stats (for example, insects gain +2 Dex but –2 Int).
5. HP, AC, and Movement
Examples:
HP: (1d6 × Level) + Constitution modifier
Some species use 1d4 or 1d20 instead depending on size.
AC (Armor Class): species choice + Dexterity modifier + species bonus
Movement Speed:
Tiny: 10–20 ft
Small: 20–30 ft
Medium: 30–40 ft
Large: 40–60 ft
Flying or aquatic types may have special movement speeds
6. Saving Throws
All pets have five saving throws that use a d20 roll against the listed stat.
| Saving Throw | Based On | Use |
|---|---|---|
| Death: | Constitution | Resisting fatal blows or necrotic damage |
| Poison: | Constitution | Resisting toxins and sickness |
| Breath: | Dexterity | Dodging area attacks like fire or frost breath |
| Spells: | Wisdom | Resisting magical effects or control |
| Explosives: | Dexterity | Avoiding traps, grenades, or debris |
All saving throws start at 20 and improve through leveling or evolution bonuses.
7. Inventory and Carry Weight
Pets can carry light items such as small packs, gear, or accessories.
Carrying capacity = (Strength × 10) + size modifier
Size Modifiers:
Tiny: –4
Small: –2
Medium: +0
Large: +4
Huge: +8
Write down carried items and total weight on the pet’s sheet.
8. Skills and Abilities
Each pet can learn up to 4 active skills and 2 passive abilities per evolution phase.
Offensive Skills (examples.)
Bite
Slam
Swipe
Charge
Multi-Strike
Shockwave
Defensive Skills (examples)
Guard
Harden
Reflect
Intercept
Ley Shell
Support Skills (examples)
Heal
Retrieve
Distract
Inspire
Aid Ally
Magic Skills(examples)
Elemental Bolt
Barrier
Blink
Phase Pulse
Ley Flare
Passive Abilities (examples)
Natural Regeneration
Keen Senses
Elemental Resistance
Pack Instinct
Skills are learned through combat, training, or scrolls. Passive abilities may appear after evolution or as part of bonding milestones.
9. Evolution System
Evolution occurs at key levels or through exposure to ley energy, special rituals, or rare relics.
When evolving, pets gain new abilities, increased stats, and visual or behavioral changes.
| Evolution Tier | Level Range | Bonuses |
|---|---|---|
| Base Form | 1–9 | Standard form with basic attacks |
| First Evolution | 10–19 | +1 to a major stat, 1 new skill |
| Second Evolution | 20–24 | +2 AC, x2 HP dice, +1 to all saving throws |
| Final Evolution | 25+ | Gains intelligence, may act autonomously or become playable without high animal stat |
Possible Triggers for Early Evolution:
Extremely strong bond (Charisma 18+)
Exposure to ley or faye energy
Feeding or fusing with a rare evolution item
10. Bonding and Obedience
Bond strength determines how well a pet follows commands.
When giving a complex order, roll against your charisma d20
Results:
pass under your charisma – obeys immediately and fully
1 to 5 over the roll– obeys partially or hesitates
6+ over the roll – disobeys or misunderstands
Bond Strength Increases When:
The pet is fed, healed, or protected.
The player spends time training or resting with it.
The pet survives difficult encounters.
Bond Weakens When:
The pet is neglected, injured by its owner, or ordered into reckless situations.
11. Death and Recovery
When a pet reaches 0 HP, roll 1d20 vs Constitution.
Results:
Success – pet is unconscious but stable
Failure – pet dies
Revival Methods:
Cleric Ritual: takes 1d4 days and requires rare materials
Ley Revival Pool: instant revival if available
Ancient Relic: one-time item from before the Severing
12. Experience and Leveling
Pets gain XP through:
Combat participation
Completing commands
Downtime training (1d10 XP per week)
Roleplay or DM events
Each Level Up Grants:
+1HD HP
+1 to one stat every Level
+1 to one saving throw every level
13. Example Evolution Paths
Offense (examples)
Wolf Pup → Dire Wolf → Silverfang
Boarling → Ironhide → Craglord
Beastling → Ravager → Apex Predator
Defense(examples)
Shellback → Guardian → Sentinel
Armored Serpent → Coilguard → Ironcoil
Boulder Cub → Stonehide → Obsidian Beast
Support(examples)
Faye Sprig → Healer Bloom → Spiritvine
Crystal Beetle → Resonant Drone → Choral Defender
Mothling → Lumin Weaver → Glimmer Herald
Magic(examples)
Leyling → Channeler → Riftborn
Frost Cub → Glacial Beast → Tundral King
Ember Wisp → Flare Spirit → Solar Core
14. Notes for Dungeon Masters
Encourage evolution through story, not just leveling.
Allow special evolutions via ley exposure or ancient influence.
Some pets may have secret evolutions or mutations.
High-Intelligence pets may learn to speak or reason.
Use the pet’s species and class to decide what skills are possible.
Reward creative uses of pets both in and out of combat.
TEMPLATE:
CREATURE-CREATION-TEMPLATE
PLAYER:
NAME:
SPECIES:
CLASS:
----------
LEVEL:
class xp:
EVOLUTION PATH
STATS
HP:
AC:X(X)
MOVEMENT:
Str:3d6
Int:3d6
Wis:3d6
Dex:3d6
Con:3d6
Cha:3d6
SAVING THROWS
DEATH
POISON
BREATH
SPELLS
EXPLOSIVES
-------------
Carried Items:
- - - - - --------
TOTAL WEIGHT:
SKILLS - - - -

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