Eladrin / Fey animal companion
You gain the service of a fey animal companion sent to you by a friend in the feywild. The spirit takes an animal form that you choose and its appearance and demeanor is reflective of the current season of the feywild. You can use an action to summon the creature and it can be dismissed as a bonus action, returning to your friend in the feywild. You regain the ability to summon it after a long rest. The creature appears in an unoccupied space within 30 ft. of you and has the statistics below, plus any abilities you have granted it.
Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. It can attack but you must command it to do so using a bonus action.
When the creature drops to 0 hit points, it dies and a new companion must be summoned. (too harsh??)
Changes with the seasons
Your fey companion is innately attuned with the seasons of the feywild and as such gains appearances and abilities depending on the season from which it came.
Spring
Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes. When attuned to this season the creature's demeanor is bright and cheerful. Allies within 30ft of the creature gain 1d4 temporary hit points. This ability resets on a long rest. When summoned... ?
| d4 | Spring personality trait |
|---|---|
| 1 | Any time is a good time for a belly rub. |
| 2 | I jump on creatures to tell them how much I love them. |
| 3 | You do everything with enthusiasm, even the most mundane chores. |
| 4 | Anything worth doing is worth doing again and again. |
Summer
Summer is the season of boldness and aggression, a time of unfettered energy. When attuned to this season the creature's demeanor is hyperactive and headstrong. It is warm to the touch and being close to the creature bolsters your confidence in and out of battle: when you are within 30ft you gain advantage on charisma (intimidation) checks and you can also add 1d4 fire damage to the damage of one attack. This ability resets on a long rest. When summoned...?
| d4 | Summer personality trait |
|---|---|
| 1 | Threaten my friends, threaten me. |
| 2 | I’m dauntless in the face of adversity. |
| 3 | You maintain an intimidating front. Better to prevent fights with a show of force than to harm others. |
| 4 | You can’t stay still. |
Autumn
Autumn is the season of peace and goodwill, when summer's harvest is shared with all. When attuned to this season the creature's demeanor is friendly and warm. When you are within 30ft you gain advantage on charisma persuasion checks. When it is summoned creatures other than you within 30ft of it must succeed on DC xx wisdom saving throw or be charmed by it.
| d4 | Autumn personality trait |
|---|---|
| 1 | If there’s food left unattended, I’ll eat it. |
| 2 | Everyone is your friend, or a potential friend. |
| 3 | I seek out lavish comforts, soft places to sleep, fine food and drink. |
| 4 | I put my friends’ needs before my own in all things. |
Winter
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. When attuned to this season the creature's demeanor is somber and pensive. It is cold to the touch and when summoned creatures other than you within 30ft of it must succeed on a DC xx wisdom saving throw or be frightened of it for one minute.
| d4 | Winter personality trait |
|---|---|
| 1 | I growl at strangers, and all people except my ranger are strangers to me. |
| 2 | My idea of hello is a flurry of licks to the face. |
| 3 | Life is full of dangers, but you are ready for them. |
| 4 | I’m deathly afraid of water. |
Fey Companion
Tiny fey, chaotic good
- Armor Class 13
- Hit Points 4 + (1d4 per ranger level)?
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) could base these on Faelar's ability scores, or roll for them?
- Saving Throws adv. against magic?
- Skills Perception +3, Stealth +5
- Senses passive Perception 13
- Languages Cannot speak but understands common, elvish and sylvan
- Challenge 0 (10XP)
Actions
Bite?. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d1) piercing damage
Spring. Deals an extra 1d4 of x damage?
Summer. Deals an extra 1d4 of fire damage
Autumn. Deals an extra 1d4 of x damage
Winter. Deals an extra 1d4 of cold damage
When summoned
Spring. General Attack Description
Summer. General Attack Description
Autumn. General Attack Description
Winter. General Attack Description
Levels with you
Your companion levels with you. When you gain this feature at 4th level, choose two of the following abilities for your companion to have. You can choose an additional two at at 8th, 12th, 16th, and 19th level and you can increase an ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Amphibious
Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
Blindsight
Your Companion gains a Blindsight of 10 feet.
Armored
Your Companion gains natural armor AC 16.
Tunneling
Your Companion gains a barrowing speed equal to half it's movement speed. It can choose to leave a tunnel behind when it barrows or not.
Charge
If your Companion moves at least 20 feet straight toward a target, it can use its action to shove a creature within 5 feet of it. At level 11, it can shove the target as a bonus action.
Flying:
Your Companion's size is Small, and it gains a flying speed equal to its movement speed.
Keen Senses:
Your companion can add twice their proficiency in the Perception skill.
Massive: Incompatible with Flying.
Your Companion's size is Large, and it's Natural Weapon becomes 2d6 + it's Strength.
Pack Tactics:
Your Companion has advantage on an Attack roll against a creature if at least one of the your Companion's allies is within 5 feet of the creature and the ally isn't Incapacitated.
Quick
Your companion is particularly swift, it's movement speed becomes 40 feet.
Sneaky
Your companion gains proficiency in the Stealth and Deception skills.
Simean Nature
Your companion gains climbing speed equal to its movement speed, proficiency with throwing rocks (ranged weapon, 1d4 bludeoning damage, thrown(20/60), and the ability to hold small items.
Spiderclimb
Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignores movement restrictions caused by webbing.
Venomous:
Your beasts attacks deal an additional 1d4 poison damage.
Telepathic:
While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Spell caster:
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Magical
beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Barbaric Ferocity
You companion gains the Barbarian class features Reckless Attack and Rage as if they were 5th level barbarian.
Fighting Spirit
Your companion gains the Fighter class features Fighting Style (can apply any Fighting Style to its Natural Weapon attacks) and Extra Attack.
Rogue Cunning
Your companion gains the Rogue class features Cunning Action and Sneak Attack. The beasts natural weapon becomes a Finesse weapon.
Sharp teeth
Your beast's Natural Weapon attacks gain +1 to attack and damage rolls
Bestial Cunning
Your beast no longer needs your direction to take the Attack action on it's turn.