Bonder

by Kormael

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Companions

Companion creatures, called companions in these rules, are wild allies that adventure with characters. Each companion has unique traits and actions that make them great allies. But beware! these are wild creatures that can be difficult to control in the heat of battle.

The Caregiver

Every companion has a player character caregiver who commands the creature. The caregiver’s player controls the companion most of the time during the game, though the GM can step in to take control if the companion and caregiver are separated, or if the caregiver mistreats the companion in some way.

In combat, a companion shares a turn with their caregiver, and acts during the caregiver’s turn. A companion can move and use their own reaction and bonus action independently. But they can take only the Dash, Disengage, or Dodge actions unless their caregiver uses a bonus action to command the companion to take a different action, including any of the actions noted in the companion’s stat block. A companion must be able to see or hear their caregiver to receive a command. A companion can also take other actions if their caregiver is incapacitated, or if the companion enters a rampage (as discussed below).

Charmed Caregiver

A caregiver who is charmed can still command their companion, but can’t command the companion to attack a creature that charmed them.

Ferocity

Companions are dangerous creatures. Though often more docile than their wild counterparts, they aren’t fully domesticated. Each companion’s ferocity is a measure of their tenacity and fury, and of how those things build in battle. As a companion’s ferocity increases, they gain access to powerful new features, but they also become more difficult for a caregiver to control.

If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of hostile creatures within 5 feet of the companion that they can see or hear. For the purpose of building ferocity, a group of creatures that share a single stat block (such as a swarm of rats) count as one creature. Ferocity builds round after round during combat, and there is no maximum to the level of ferocity a companion can gain.

Rampage

After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and is not incapacitated, they run the risk of entering a rampage. The companion’s caregiver can make a Wisdom check (or bonder ability modifier check) determined by the companion's creature type (see the Rampage Table) (no action required) to try to stop the companion from entering a rampage.

To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver. The DC for the check equals 5 + the companion’s ferocity. On a success, the companion acts normally on their turn On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage.

When a companion enters a rampage, they immediately move up to their speed toward the nearest creature and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits. If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die. On an odd number, the companion attacks an ally. On an even number, the companion attacks an enemy. The caregiver’s player determines which specifc ally or enemy the companion engages (and can choose their own character if they wish).

A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature. If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger.

When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they are no longer in a rampage.

Rampage Table
Creature Type Rampage Skill
Aberration Nature
Beast Nature
Celestial Religion
Construct Arcana
Dragon Arcana
Elemental Arcana
Creature Type Rampage Skill
Fiend Religion
Incarnation Arcana
Monstrosity Nature
Ooze Nature
Plant Nature
Undead Religion

Reducing Ferocity

To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity.

Ferocity Actions

Each companion has three actions in their stat block that cost ferocity to use To use one of these ferocity actions, a companion must have a caregiver with a character level equal to the ferocity action’s level, and must spend the necessary amount of ferocity before they use the action. If the companion doesn’t have enough ferocity to spend, they can’t use the action.

Ferocity actions always use the companion’s action, meaning they can’t be used as part of an opportunity attack. Ferocity actions can’t be used while a companion is in a rampage.

End of Combat

When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0. The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order.

Dying Companions

When a companion is reduced to 0 hit points, they are dying and make death saving throws just as characters do. If combat ends while a companion is dying, their ferocity drops to 0 but they don’t regain hit points (see End of Combat above).

Signature Attack and Ferocity Actions

Each companion has an action that is designated their signature attack. A signature attack is always a melee attack, and typically the creature’s best natural attack. A companion uses their signature attack when they enter a rampage, and some of the features of the bonder class make reference to a companion’s signature attack.

Each companion also has special actions that they can use only by spending ferocity during their turn, with some of those actions making use of the companion’s signature attack. See Ferocity Actions above for more information.

Languages

A companion shares a unique bond with their caregiver, and can understand basic commands in one language their caregiver can speak (chosen by the caregiver). The companion can’t read, speak, or write that or any other language, even if similar creatures normally can.

Wild Rider

As companions are still wild at their core, riding them is very difficult. Your companion cannot fly with a rider until your bond has strengthed with it at 12th level.

Reflavoring Companions

While the following statblocks list specific creatures, feel free to discuss with me if you wish to use a statblock for a different creature or even change a creature's type. For example the bloodhawk companion could be reflavored to be a air elemental, an eagle or something else.

Companion List

The list of companions is at the end of this document.

The Bonder

Erupting out of the sand on the back of a bulette, a ishathk leaps into the air. They cleave a path through armored skeletons with a greatsword leaving a cloud of powdered bone in their wake.

Sneaking upside down next to their giant spider companion, a elf's web-covered feet keep them securely attached to a cavern ceiling. The bandits below have no idea that their camp has been infltrated, and that their days of attacking local settlements are at an end.

Bonder's forms a supernatural bond with a wild creature, and who draws power from that bond as it strengthens over time. Working as a team, a bonder and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles.

Supernatural Bond

The connection a bonder and a companion share is a mystical bond that allows the bonder to harness their companion’s fury, might, and instincts for survival. When their companion is enraged, a bonder channels that ferocity into supernatural deeds of martial prowess. In return, the wild companion can harness the bonder’s focus and direction.

This supernatural kinship can form over a long period of time. Some bonders bond with unorthodox pets or wild protectors as children, becoming ever closer as both grow up together. Other bonders come of age in the wilderness, raised among wild creatures—or even raised by them—as a means of learning to respect and embrace the might of nature. But the bond can also form more quickly, typically in times of great duress. A person lost and starving in the wild might become a bonder when they connect with a creature that saves their life by providing food and shelter. Or a wild creature injured and beset by poachers can befriend a character who saves their life, with the creature’s gratitude forging the bond.

Not every person is cut out to become a bonder, just as not every animal is meant to be a companion The pair must share an innate wildness and an unwavering trust in order to form this rare fellowship.

The Bonder
Level Proficiency Bonus Primal Exploits Features Supernatural Techniques Known Supernatural Surges
1st +2 Companion, Natural Language, Supernatural Techniques 1 4
2nd +2 3 Primal Exploits, Superior Ferocity 1 4
3rd +2 3 Companion Bond, Master Caregiver 2 4
4th +2 3 Ability Score Improvement 2 4
5th +3 3 Beyond Instinct, Improved Signature Attack (1 die) 3 6
6th +3 3 Faithful Companion, Rejuvenating Ferocity 3 6
7th +3 3 Companion Bond feature 4 6
8th +3 3 Ability Score Improvement, Primal Strike (1d8) 4 6
9th +4 3 Mystic Bond 5 8
10th +4 5 Beyond Instinct improvement 5 8
11th +4 5 Improved Signature Attack (2 dice), Companion Bond feature 6 8
12th +4 5 Ability Score Improvement 6 8
13th +5 5 Loyal to the End 7 10
14th +5 5 Keen Senses, Primal Strike (2d8) 7 10
15th +5 5 Beyond Instinct improvement, Companion Bond feature 8 10
16th +5 5 Ability Score Improvement 8 10
17th +6 7 Improved Signature Attack (3 dice) 9 12
18th +6 7 Bonder's Summon 9 12
19th +6 7 Ability Score Improvement 10 12
20th +6 7 Unbreakable Bond 10 12

Class Features

Hit Points


  • Hit Dice: 1d8 per Bonder level
  • Hit Points at 1st Level: 8 + Con Mod
  • Hit Points at Higher Levels: 1d8 (or 5) + your Con mod per bonder level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom, 1 save of your choice
  • Skills: Choose three.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • hide armorer armor, a longbow, and 20 arrows
  • a martial weapon and a shield; or two martial weapons
  • two handaxes or any simple weapon
  • a dungeoneer’s pack or an explorer’s pack

Bonder Ability Modifier 1st

You may choose Charisma, Intelligence or Wisdom as your bonder ability modifier, many class abilities are determined by this modifier.

Companion 1st

You gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you. You can choose any companion in this document.

Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion’s body was destroyed, they reform within 5 feet of you.

Natural Language 1st

You can comprehend and verbally communicate with your companion, as well as creatures that share a type with it. This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently). The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a creature using this feature, you can use your bonder ability modifier for the checks (determined by creature type) in place of Charisma checks to influence the creature.

Supernatural Techniques 1st

Click the link above

Primal Exploits 2nd

You learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity.

You learn three primal exploits of your choice, detailed below You learn two additional exploits of your choice at 10th and 17th level. Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate bonder level.

Some exploits are activated using your reaction. Others are usable under specific circumstances but require no action. Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn.

All exploits require you to spend your companion’s ferocity to use them. Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit’s cost. The companion loses ferocity equal to the cost when you use the exploit You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity. You can’t use an exploit while your companion has entered a rampage.

Some exploits allow a companion to make a signature attack. This signature attack can’t be modified with additional exploits or used as part of a ferocity action.

Exploit Save DC

Some of your exploits require creatures to make a saving throw to resist the exploit’s effects. The saving throw DC is calculated as follows:

Exploit Save DC = 8 + your proficiency bonus + your Bonder Ability Modifier

Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion.

Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see Superior Ferocity below).

Primal Expoits: 2nd Level

You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels.

Aid Us, Friend (3 Ferocity). You can activate this exploit whenever you take the Attack action. Before or after you attack, your companion can take the Help action as a bonus action.

Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down. The target must succeed on a Strength saving throw or fall prone.

Drag Them (4 Ferocity). When your companion hits a creature at most one size larger then it with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target. The target must make a Strength saving throw. On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it.

Feral Reflexes (2 Ferocity). When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack.

Hurricane Blow (3 Ferocity). You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you.

No Escape (1+ Ferocity). At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can spend up to your bonder ability modifier in ferocity (minimum 1; no action required). Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent.

Primal Pounce (3 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target. The target must make a Dexterity saving throw. On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC). The grapple also ends if your companion attacks a creature other than the target

Quick Hide (2 Ferocity). You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide.

Thrash (4 Ferocity). When your companion hits a creature at most one size larger then it with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw. On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next turn.

Primal Exploits: 10th Level

You can take any of the following exploits when you gain new exploits at 10th and 17th levels.

Crushing Charge (8 Ferocity). As an action, you move up to your speed in a straight line without provoking opportunity attacks. You can move through other creatures’ spaces, but must end your move in an unoccupied space. Each creature in a space you move through, except for your companion, must make a Strength saving throw. On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone.

When you reach 17th level, the damage increases to 5d6.

Expanding Fury (6 Ferocity). When your companion uses a ferocity action that affects creatures within a specific distance of the companion, you can use your reaction to expand that distance by 10 feet.

Furious Vengeance (5 Ferocity). When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker.

When you reach 17th level, the damage increases to 5d6.

Primal Shout (6 Ferocity). As an action, you let loose a menacing bellow. Each creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Wrath of the Pack (4 Ferocity). When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action required). On a hit, the attack deals its normal effects, the target must make a Str save and is knocked prone on a failure.

Primal Exploits: 17th Level

You can take any of the following exploits when you gain new exploits at 17th level.

Blood Sport (16 Ferocity). When you hit a creature at most one size larger then you with a melee weapon attack, you can also push the target up to 30 feet away from you and knock them prone. If the target ends this move within 5 feet of your companion, the companion can make a signature attack against the target (no action required). On a hit, the attack deals its normal effects, and the target is pushed up to 30 feet away from your companion If the target ends this move within 5 feet of you, you can make a melee weapon attack against them (no action required) that deals an extra 4d6 damage if it hits.

Break the Earth (14 Ferocity). As an action, you open a 10-foot-radius pit in the ground, floor, or other surface within 60 feet of you. The pit can be up to 50 feet deep, depending on the depth beneath the surface where it is opened. Each creature standing in the area when the pit opens must make a Dexterity saving throw. On a failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone. On a success, the creature moves to an unoccupied space of their choice at the edge of the pit. A creature can climb the rough walls of the pit without an ability check.

Bury the Dead (16 Ferocity). When you and your companion are within 5 feet of a creature, you can use an action to cause a vicious whirlwind filled with debris and dirt to rise around the creature, which must make a Dexterity saving throw. On a failure, the creature takes 8d6 bludgeoning damage, is knocked prone, and is restrained. On a success, the target takes half as much damage and isn’t knocked prone or restrained. A creature restrained this way can use an action to make a Strength (Athletics) check against your exploit save DC, freeing themself on a success.

Imbue Projectile (14 Ferocity). As an action, you make a ranged weapon attack. Whether or not the attack hits, a wave of energy explodes from the weapon or ammunition used in the attack, centered on your target. Each creature within 20 feet of the target (including the target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half as much damage on a successful one.

Rend (12 Ferocity). As an action, choose a creature you can see within 5 feet of you and your companion. You make a melee weapon attack against the target, and your companion makes a signature attack against the target (no actions required). If you both hit and deal damage to the target, the target is knocked prone and takes an additional 6d6 damage of a type dealt by either attack (your choice).

Spirit Form (14 Ferocity). As a bonus action, you make you and your companion incorporeal until the end of your next turn. While incorporeal, you each have resistance to acid, cold, fire, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks. While incorporeal, you and your companion each gain a flying speed equal to your individual walking speed, and each of you can move through other creatures and objects as if they were difficult terrain. Either of you takes 5 (1d10) force damage if you end your turn inside an object.

Superior Ferocity 2nd

Whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC.

Companion Bond 3rd

You choose a specialized bond that you share with your companion. Choose Ferocious Bond, Hunter Bond, Infernal Bond, Primordial Bond, or Protector Bond (all detailed below). Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Master Caregiver 3rd

You gain proficiency in the skill associated with your companion's creature type (see Rampage Table) If you already have proficiency in that skill, you may add your proficiency bonus an additional time for checks made to prevent a rampage.

Ability Score Improvement 4th

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 As normal, you can’t increase an ability score above 20 using this feature.

Beyond Instinct 5th

Thanks to your care, your companion’s tenacity and versatility grow. You and your companion gain the following benefits:

  • Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity.
  • Your companion gains proficiency in saving throws with one ability score of your choice.
  • Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival. Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill.

When you reach 10th level in this class, the additional ferocity your companion gains increases to 3. Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above.

When you reach 15th level in this class, the additional ferocity your companion gains increases to 5. Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above.

Improved Signature Attack 5th

when your companion hits with their signature attack, the attack deals one additional weapon damage die. This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level.

Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Faithful Companion 6th

Your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies. You no longer need to use your bonus action to command your companion. Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action.

Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature. You instead choose where the companion moves on your turn and which creature they attack with their signature attack.

Rejuvenating Ferocity. 6th

Your companion can draw on their own fury to revitalize themself during a battle. You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent. You can use this feature a number of times equal to your bonder ability modifier (minimum once), regaining all uses when you finish a long rest.

Bonder Strike 8th

You gain the ability to infuse your weapon strikes with additional force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type is one type of damage that your companion can use.

When you reach 14th level, the extra damage increases to 2d8.

Mystic Bond 9th

Your connection to your companion grants a natural talent The benefit of your Mystic Bond depends on your companion. If you ever gain a new companion, your new companion’s Mystic Bond benefit replaces the old one.

Loyal to the End 13th

Even harmful magic can’t shake you and your companion’s loyalty to each other and your friends You and your companion can’t be charmed or frightened.

Keen Senses 14th

Your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Additionally, you can take the Search action as a bonus action.

Bonder's Summon 18th

You summon a distracting swarm consisting of creatures of the same creature type as your companion. As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see. The swarm persists for 1 minute On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction.

Each creature of your choice that starts their turn in the swarm’s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn.

You can’t use this feature again until you finish a short or long rest.

Unbreakable Bond 20th

Your affection and friendship for your companion infuses the creature with supernatural energy, making them a paragon of their kind. While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits:

  • You automatically succeed on checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose.)
  • If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead.
  • Whenever you roll initiative, your companion gains 1d10 ferocity.

Companion Bonds

While every bonder and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world. A companion bond represents this specific connection and shared power. Some bonders and companions live to unleash their inner fury, while others embrace the silence of the hunt. Another duo might bond over their need to protect nature or their pack, while a different bonder might use their companion’s rage to harness the powers of fiends.

Ferocious Bond

Some bonders and companions feel closest when they abandon all control and let fury guide their every move. When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle fury all your own.

Frenzied Charge 3rd

You learn to follow your companion’s furious lead. Whenever your companion enters a rampage, you can use a reaction to move up to your speed and make a melee weapon attack against a target at the end of the movement.

Fury of the Wise 3rd

Your experience with your companion’s rage awes those who dare stand against you. You gain proficiency in the Intimidation skill if you do not already have it. Additionally, your Charisma (Intimidation) checks gain a bonus equal to your Wisdom or Intelligence modifier, whichever is higher.

Energizing Rampage 7th

Your companion maintains their tenacity after going berserk When your companion ends a rampage, their ferocity drops to 4 instead of 0.

Furious Rampage 11th

Your companion can channel their fury into stronger strikes. Whenever your companion hits one of your enemies with a signature attack during a rampage, the attack deals extra damage equal to the companion’s ferocity (instead of half their ferocity).

Additionally, whenever your companion attacks a target within 5 feet of you while in a rampage, they make the attack with advantage. If you attack a creature within 5 feet of your companion when you use Frenzied Charge, you make your attack with advantage.

Invigorated Rampage 15th

You and your companion can channel your anger into overwhelming strikes. When your companion hits another creature with their signature attack while in a rampage, or if you hit another creature with the attack granted to you by Frenzied Charge, the target must succeed on a Con save or become either blinded, deafened, or frightened of the attacker (your choice) until the end of the target’s next turn.

Hunter's Bond

You and your companion share a love of the hunt The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies. Many bonders with this bond use ranged weapons to attack prey from afar while their companion closes in for the kill.

Chosen Quarry 3rd

You and your companion can single out a creature as your prey. Whenever your companion gains ferocity at the start of your turn and doesn’t enter a rampage, you can spend 4 ferocity to mark a creature within 90 feet of you (no action required). That creature becomes your quarry for 1 minute, or until you use this feature to mark another target as your quarry. Whenever you or your companion hit your quarry with a weapon attack or deal damage to them with a ferocity action, the quarry takes an extra 1d6 damage.

Hunter’s Instincts 3rd

Your instincts improve, making you a formidable tracker and granting you better intuition. You gain proficiency in the Survival skill if you do not already have it. When you roll a survival check, you add a dice to the roll, the size of the dice depends on your proficiency bonus.

Proficiency Bonus Dice Size
+2 d2
+3 d3
+4 d4
+5 d5
+6 d6

Additionally, you can use Survival instead of Insight when you make a Wisdom check to read a creature’s intentions or discern if a creature is lying.

Bonder's Warding 7th

You learn to to set traps made of nearly invisible force. As an action, you trap a 10-foot-square area of ground centered on a point you can see within 30 feet of you, with the trap lasting for 8 hours or until it is triggered. When you set the trap, you can designate any number of specific creatures that are unaffected by it. Finding the trap requires a successful Intelligence (Investigation) check against your exploit save DC.

A creature that walks into the trap’s area triggers the trap and must make a Constitution saving throw against your exploit save DC. On a failure, the creature takes 4d8 force damage and is blinded for 1 minute. On a success, the creature takes half as much damage and isn’t blinded. A creature blinded by the trap can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the trap when it is triggered. This ping awakens you if you are sleeping. If you set more than one trap, you know which one was triggered. You cannot place a trap where another trap is already set.

You can use this feature to set a number of traps equal to your bonder ability modifier (minimum one) You regain all expended uses when you finish a long rest.

Synchronized Stealth 11th

You and your companion learn to become unseen at the same time in the blink of an eye. When either you or your companion takes the Hide action, the other can take the Hide action as a reaction if they are able to hide. Additionally, when you take the Hide action within 5 feet of your companion, you have advantage on the Dexterity (Stealth) check made as part of the action.

Unseen Hunters 15th

You can use an action to make you and your companion invisible for 10 minutes. While invisible, neither of you can be tracked by nonmagical means unless you or your companion chooses to leave a trail. Either of you can end the invisibility on yourself as a bonus action. Once you use this feature, you can use it again when you finish a long rest.

Infernal Bond

You and your companion share a deep connection with infernal magic. It might be that you work in the service of a devil, or simply that you bonded with a fiendish companion from hell. Whatever the case, you can use your companion’s ferocity to unlock fel magic.

Devil’s Understanding 3rd

You can speak, write, and understand Infernal.

Additionally, you gain proficiency in the Religion skill.

Infernal Exploits 3rd

You gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level.

You gain one additional infernal exploit at 11th level. Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate bonder level.

Infernal Exploits: 3rd Level

You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level.

Drain Them (4 Ferocity). When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt.

Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required). At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have. All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC.

Infernal Teleport (4 Ferocity). As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke. The target teleports to an unoccupied space within 90 feet of their starting position.

Wicked Deception (3 Ferocity). As an action, choose a creature hostile to you that you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn. While in this state, the creature is unable to attack or otherwise harm you or your companion. This effect ends early if you or your companion attacks the affected creature. Creatures immune to the charmed condition can’t be affected by this exploit.

Infernal Exploits: 11th Level

You can take one of the following exploits when you gain a new infernal exploit at 11th level.

Brimstone Teleport (8 Ferocity). As an action, you teleport to an unoccupied space that you can see within 30 feet of you. Each creature within 5 feet of the space you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. You and your companion take no damage from this effect.

When you reach 17th level, the damage increases to 5d6.

Chains from Hell (8 Ferocity). As an action, you manifest fiery chains that attempt to wrap around up to three creatures of your choice that you can see within 30 feet of you. Each target must make a Dexterity saving throw. On a failure, a target takes 4d6 fire damage and is restrained until the end of your next turn. On a success, a target takes half as much damage and isn’t restrained.

When you reach 17th level, the damage increases to 5d6.

Dark of Hell (8 Ferocity). As an action, you cause your companion to radiate an aura of magical darkness in a 10-foot radius until the end of your next turn. You and your companion can see within this darkness, which moves with your companion.

Infernal Flames (8 Ferocity). As an action, you cause a blast of fire to erupt from your companion. Each creature within 20 feet of the companion must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. You and your companion take no damage from this effect.

When you reach 17th level, the damage increases to 5d10.

Poison Rain (8 Ferocity). As an action, you cause toxic green rain to fall in a 20-foot cube centered on a point you can see within 60 feet of you. Each creature in the area except for you and your companion must succeed on a Constitution saving throw or become poisoned until the end of your next turn.

Hell’s Charmer 7th

Your companion can harness the supernatural charm of devils to work enchantment magic on other creatures.

As an action, choose one creature that can see you and your companion within 30 feet of you. That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them. On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion. On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature. The charmed creature is friendly to you. When this effect ends, a charmed creature doesn’t remember what happened during the time they were charmed.

You can use this feature a number of times equal to your bonder ability modifier (minimum once) You regain all uses when you finish a long rest.

Fiendish Traits 11th

Your companion’s connection to fel energy causes them to become more fiendish. Choose one of the following traits for your companion:

Barbed Hide. Your companion grows barbs all over their body When a creature within 5 feet of your companion grapples them or hits them with a melee attack, that creature takes 1d10 piercing damage.

Fiendish Immunities. Your companion’s skin, fur, or other coloring turns red, and the companion is immune to fire and poison damage and to the poisoned condition.

Fiery Weapons. Your companion’s natural weapons, such as teeth or claws, become sheathed in black fire Whenever your companion hits with their signature attack, the attack deals an extra 1d6 fire damage.

Wings. Your companion sprouts leathery wings from their back and gains a flying speed of 40 feet If your companion already has wings, those wings take on a fiendish look and their flying speed increases to 40 feet.

Whenever you finish a long rest, you can replace your companion’s fiendish trait with another from this list.

Fiendish Form 15th

Your companion can become a fiend, gaining power. As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute. While in this form, your companion undergoes the following changes:

  • They are a fiend.
  • They have resistance to bludgeoning, piercing, and slashing damage.
  • They have advantage on saving throws against spells and other magical effects.

Primordial Bond

You and your companion share an especially deep connection with the natural world. By harnessing the fury of your companion, you can wield the primal power of the elements against your foes.

Nature Exploits 3rd

You gain one nature exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable. The exploit you choose must be one available at 3rd level.

You gain one additional nature exploit at 11th level. Whenever you gain a level in this class, you can choose one of the nature exploits you know and replace it with another nature exploit, for which you must have the appropriate bonder level.

Nature Exploits: 3rd Level

You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new nature exploit at 11th level.

Elemental Shield (3 Ferocity). When a creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use a reaction to give the affected creature resistance to that damage type (including against the triggering attack) until the end of their turn.

Freezing Strike (2 Ferocity). You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, the attack deals an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn.

The extra damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sickening Strike (3 Ferocity). You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, the target must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

Wings When I Need Them (5 Ferocity). At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can manifest spectral wings (no action required) on you or your companion. The target gains a flying speed equal to their walking speed until the start of their next turn.

Nature Exploits: 11th Level

You can take one of the following exploits when you gain a new nature exploit at 11th level.

Lava Geyser (8 Ferocity). As an action, you summon a powerful rush of lava centered on a point on the ground you can see within 30 feet of you. The lava fills a cylinder that is 10 feet tall with a 5-foot radius, and forces each creature in its area to make a Dexterity saving throw. On a failure, a creature takes 4d6 fire damage and is knocked prone On a success, a creature takes half as much damage and isn’t knocked prone. The lava then dissolves into fiery mist and fades away.

When you reach 17th level, the damage increases to 5d6.

Lightning Eruption (8 Ferocity). When you hit a creature with a weapon attack, the attack deals an extra 5d6 lightning damage and you can choose one other creature within 30 feet of the target that you can see. That creature must make a Dexterity saving throw, taking 5d6 lightning damage on a failed save, or half as much damage on a successful one.

When you reach 17th level, both instances of damage increase to 6d6.

Plant Prison (5 Ferocity). As an action, choose a creature you can see within 30 feet of you. Thorny vines erupt from the ground beneath the target, which must make a Dexterity saving throw. On a failure, the target takes 4d6 piercing damage and is restrained until the start of your next turn. On a success, the target takes half as much damage and isn’t restrained.

When you reach 17th level, the damage increases to 5d6.

Stinging Swarm (6 Ferocity). As an action, you conjure a swarm of stinging insects in a line that is 5 feet wide and 30 feet long. Each creature in the line except your companion must make a Constitution saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. The insects then dissolve to shadow and fade away.

When you reach 17th level, the damage increases to 5d6.

Thunderous Rebuke (6 Ferocity). When you or your companion is hit with a melee attack by a creature within 5 feet of that target, you can use your reaction to force the attacker to make a Constitution saving throw. On a failure, the attacker takes 3d6 thunder damage and is pushed 10 feet away from the target. On a success, the attacker takes half as much damage and isn’t pushed.

When you reach 17th level, the damage increases to 4d6.

Primal Understanding 3rd

You can speak, write, and understand Primordial.

Additionally, you gain proficiency in the Nature skill if you do not already have it.

Allied Earth At 7th

The ground around your companion sprouts with vines and plants that hamper foes. Whenever your companion has at least 1 ferocity, the ground within 10 feet of them is difficult terrain for their enemies.

Spirit Stampede 11th

When your companion enters a rampage, they summon similar spirits that run wild alongside them. Each creature of your choice within 30 feet of your companion takes force damage equal to the companion’s ferocity.

Allied Weather 15th

The weather around your companion answers to your will, battering foes who harm them. Whenever your companion has at least 1 ferocity and is hit with a melee attack by a creature within 10 feet of them, choose one of the following effects:

  • The attacker must succeed on a Strength saving throw against your exploit save DC or fall prone.
  • The attacker must succeed on a Dexterity saving throw against your exploit save DC or take lightning damage equal to your companion’s ferocity.

Protector Bond

Nothing is as important to you and your companion as your allies. The bond you both share sharpens your offensive and defensive prowess, letting you put your bodies and lives on the line to protect your allies and those who travel with you.

Bonder's Vitality 3rd

When you choose this bond, your connection to your companion increases your natural vitality. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class.

Pack Phalanx 3rd

You and your companion learn to engage foes up close to keep them from harming those you protect. Whenever you and your companion are not incapacitated and are both within 5 feet of a creature, that creature has disadvantage on attack rolls against any target that is not you or your companion.

Thickened Hide 7th

Your companion’s natural defenses improve, making them harder to hurt Your companion’s AC increases by 2.

Undying Protector 15th

Your companion’s rage sustains you through grievous injuries and staggering blows. If you can see your companion when you drop to 0 hit points, you can spend 2 ferocity to drop to 1 hit point instead. Each time you use this feature after the first, the ferocity cost increases by 2. When you finish a short or long rest, the ferocity cost resets to 2.

Companions



Bear

Large Beast


  • Armor Class 10 + PB (Natural Armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 8 (-1) 12 (+1) 7 (-2)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception +1 plus PB
  • Senses passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Exceptional Smell. The bear’s has advantage Wisdom (Perception) checks that rely on smell.

Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM).

Actions

Signature Attack (Bite or Claw). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw).

1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity.

3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target.

5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed.

Bonus Actions

Hunt by Scent. The bear makes a Wisdom (Perception) check using its nose.

Mystic Bond (9th-level Bonder)

As a bonus action, you empower yourself with the strength of a great bear. For the next minute, your Strength-based attacks deal an extra 1d10 damage and you have advantage on Strength checks and saving throws. Once you use this bonus action, you can’t do so again until you finish a long rest.



Bloodhawk

Small Beast


  • Armor Class 13 + PB (Natural Armor)
  • Hit Points 6 + 6 times caregiver’s level (the hawk has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 5 (-3) 14 (+2) 10 (+0)

  • Saving Throws Dex +3 plus PB, Wis +2 plus PB
  • Skills Perception +2 plus PB
  • Senses passive Perception 12 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Signature Attack (Beak). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage.

3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding.

5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded.

Reactions

Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.

Mystic Bond (9th-level Bonder)

As a bonus action, you gain a flying speed equal to your walking speed for 1 hour. You can’t use this benefit again until you finish a long rest.



Bulette

Large Beast


  • Armor Class 15 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the bulette has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 5 (-3) 8 (-1) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Perception −1 plus PB
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction.

3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone.

5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.

Mystic Bond (9th-level Bonder)

As a bonus action, you gain a burrowing speed equal to your walking speed for 10 minutes. You can’t use this benefit again until you finish a short or long rest.



Desert Drath

Large Dragon


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 5 (-3)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Survival +1 plus PB
  • Senses passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Beast of Burden. The drath is considered to be one size larger for the purpose of determining their carrying capacity.

Desert Dweller. The drath ignores difficult terrain created by dirt or sand. It is immune to environmental hazard created by extreme heat.

Tall and Narrow. If the drath’s caregiver is smaller then them, the caregiver can occupy the drath’s space and vice versa.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Bilious Spit (2 Ferocity). The drath spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the drath’s next turn.

3rd Level: Punishing Shake (5 Ferocity). The drath moves up to their speed and makes a signature attack against one target. If the attack hits and the target is smaller then the drath, the drath also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage.

5th Level: Trample (8 Ferocity). The drath moves up to their speed. During this move, they can move through other creature’s spaces. Each creature the drath's size or smaller whose space it passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Reactions

Caretaker's Urgency. If the drath’s caretaker falls prone and the drath can see them, the drath moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the drath, or the start of the drath’s next turn, whichever comes first.

Mystic Bond (9th-level Bonder)

You ignore difficult terrain created by dirt or sand, and you are considered naturally adapted to hot climates.

Additionally, you can use a bonus action to activate an aura that shimmers around you like a desert mirage. For 1 minute, you and allies within 10 feet of you have a +PB bonus to Constitution saving throws and saving throws against being charmed, frightened, or knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest.



Shockswimmer

Small Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., climb 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 4 (-3) 10 (+0) 5 (-3)

  • Saving Throws Str +3 plus PB, Dex +1 plus PB
  • Skills Perception +0 plus PB, Stealth +1 plus PB
  • Senses passive Perception 10 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Hold Breath. The shockswimmer can hold their breath for 15 minutes.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Overwhelming Attack (2 Ferocity). The shockswimmer makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take opportunity attacks until the start of the shockswimmer’s next turn.

3rd Level: Coiling Claws (5 Ferocity). The shockswimmer makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the shockswimmer can’t make a signature attack against another target.

5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the shockswimmer must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one..

Reactions

Lightning Retaliation (Recharges after a Short or Long Rest). When the shockswimmer or their caregiver is attacked by a creature the shockswimmer can see within 5 feet of them, the shockswimmer shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.

Mystic Bond (9th-level Bonder)

You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 15 minutes. Additionally, as a bonus action, you can breathe lightning in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw against your exploit save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use this bonus action, you can’t do so again until you finish a long rest.



Deinonychus

Medium Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the deinonychus has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Str +2 plus PB, Dex +3 plus PB
  • Skills Perception +1 plus PB, Stealth +3 plus PB
  • Senses passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take opportunity attacks until the start of the deinonychus’s next turn.

3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide.

5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends.

Bonus Actions

Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.

Mystic Bond (9th-level Bonder)

You can take the Hide action as a bonus action You can use this benefit a number of times equal to your bonder ability modifier (minimum once), regaining all uses when you finish a long rest.



Dragon Wyrmling

Medium Dragon


  • Armor Class 15 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the wyrmling has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 5 (-3) 10 (+0) 12 (+1)

  • Saving Throws Wis +0 plus PB
  • Skills Perception +0 plus PB
  • Damage Immunities see the Draconic Lineage trait
  • Senses darkvision 60 ft., passive Perception 10 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information.

Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB piercing damage.

1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage.

3rd Level: Frightul Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the efect ends for them, the creature is immune to the wyrmling’s Frightul Presence for the next 24 hours.

5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling's Draconic Lineage trait.

Mystic Bond (9th-level Bonder)

As a bonus action, you imbue a weapon you hold with draconic power for 10 minutes. While this power is in effect, attacks made using the weapon deal an extra 1d10 damage of the type associated with your wyrmling’s Draconic Lineage trait You can’t use this benefit again until you finish a long rest.

Dragon Wyrmlings

Dragons are sapient creatures, and make good companions only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need.

Draconic Lineage
Dragon Type Damage Type Area
Black, copper Acid 5 × 30 ft. line (Dex. save)
Blue, bronze Lightning 5 × 30 ft. line (Dex. save)
Green, lead Poison 15 f. cone (Con. save)
Red, gold Fire 15 f. cone (Dex. save)
White, silver Cold 15 f. cone (Con. save)


Earth Elemental

Large Elemental


  • Armor Class 15 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the elemental has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Athletics +3 plus PB
  • Damage Immunities poison
  • Condition Immunities petrified, poisoned
  • Senses darkvision 60 ft., tremorsense 30 f., passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through.

Actions

Signature Attack (Slam). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB bludgeoning damage.

1st Level: Stretch Atack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the atack deals an extra PB damage, and the elemental can pull the target 5 feet toward them.

3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw.

5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature.

Bonus Actions

Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.

Mystic Bond (9th-level Bonder)

As a bonus action, you transform your body into dirt and stone for 10 minutes. While in this form, you can walk through nonmagical objects made of earth or stone. If you end your turn inside an object, you take 1d10 force damage and are shunted back to the space from which you entered the object. You can’t use this benefit again until you finish a long rest.



Gelatinous Cube

Large Ooze


  • Armor Class 11 plus PB (natural armor)
  • Hit Points 8 + 8 times caregiver’s level (the cube has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Con +3 plus PB
  • Skills Stealth −1 plus PB
  • Damage Immunities acid
  • Condition Immunities blinded, deafened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube.

Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor atacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space.

Actions

Signature Attack (Pseudopod). Melee Attack: +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB acid damage.

1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes dam- age from the attack can’t regain hit points until the start of your next turn.

3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw.

5th Level: Engulf (8 Ferocity). The cube attempts to pull a creature its size or smaller within 5 feet of them into their body. Tat creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed.

On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube.

The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.

Mystic Bond (9th-level Bonder)

Your body becomes flexible and gelatinous. As an action or bonus action, you absorb a Tiny object you hold into your body, so no one else can access it. As an action or bonus action, you can then excrete an absorbed object into one of your empty hands or have it fall at your feet You can absorb up to four objects at a time Any absorbed objects fall out of your body when you die.

Additionally, when another creature within 5 feet of you hits you with a melee attack, you can use a reaction to deal 3d6 acid damage to the attacker You can’t use this benefit again until you finish a short or long rest.



Giant Spider

Large Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 6 + 6 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Str +2 plus PB, Dex +3 plus PB
  • Skills Stealth +3 plus PB
  • Senses darkvision 60 f., passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB piercing damage.

1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal efects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn.

3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. At the end of their turn, the restrained target can make a DC 10 plus PB Strength saving throw, bursting the webbing and ending the restrained condition on themself on a success.

5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn.

Bonus Action

Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footwear in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears of after 10 minutes.

Mystic Bond (9th-level Bonder)

You gain a secondary sense that warns you of danger. You have advantage on initiative rolls, and you can’t be surprised. while you are not incapacitated.



Giant Toad

Large Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the cube has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 10 (+0) 10 (+0)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception +0 plus PB
  • Senses passive Perception 10 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Amphibious. The toad can breathe air and water.

Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB bludgeoning damage.

1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them.

3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is the toad's size or smaller, the toad brings the target with them.

5th Level: Swallow (8 Ferocity). The toad attempts to swallow a creature smallert then it within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed.

A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.

Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone.

Bonus Action

Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin.Thepoison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

Mystic Bond (9th-level Bonder)

You can hold your breath for 1 hour, and you gain a swimming speed equal to your walking speed In addition, you can make a long jump or a high jump as if you had a running start even when you don’t.



Giant Weasel

Medium Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 10 (+0)

  • Saving Throws Str +1 plus PB, Dex +3 plus PB
  • Skills Acrobatics +3 plus PB, Perception +1 plus PB, Stealth +3 plus PB
  • Senses passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Treasure Sense.***Theweasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take opportunity attacks until the start of the weasel’s next turn.

3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target.

5th Level: Bite Frenzy (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.

Mystic Bond (9th-level Bonder)

As a bonus action, you cause your teeth to become pointed weasel teeth for 1 minute, allowing you to make bite attacks against targets within 5 feet of you as a bonus action. This is a natural weapon attack that deals 1d10 piercing damage, and which can use your Strength or Dexterity modifier for its attack and damage rolls. You can’t use this benefit again until you finish a long rest .



Felbeast

Medium Fiend, Evil


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Consult Hell (1/Long Rest). The beast’s caregiver can talk to the beast about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the beast’s fiendish magic. After 1 minute, the beast then gives a response based on its own objective prophetic sense of the outcome: one growl for good results, two for bad results, three for both good and bad results, and no growls for results that aren’t especially good or bad.

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Lava Spittle (2 Ferocity). The beast makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the beast chooses within 5 feet of them other than the target takes PB fire damage.

3rd Level: Brutal Charge (5 Ferocity). The beast can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target.

5th Level: Fire Breath (8 Ferocity). The beast exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.

Mystic Bond (9th-level Bonder)

As a bonus action, you shroud yourself in hellfire for 10 minutes While you are shrouded in this way, any creature within 5 feet of that hits you with a melee attack or that touches you for the first time on a turn takes 2d6 fire damage You can’t use this benefit again until you finish a long rest.



Mimic

Medium Monstrosity


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Dex +1 plus PB
  • Skills Stealth +1 plus PB
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die.

False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage.

3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB).

5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn.

Bonus Actions

Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the atack.

While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.

Mystic Bond (9th-level Bonder)

As a bonus action, you touch a Small or smaller nonmagical object and polymorph it into any other nonmagical object of the same general size and weight, and whose value cannot exceed the value of the original object. The object remains polymorphed for 1 hour If you move more than 30 feet away from the object, the polymorph ends early, or you can choose to end it early as an action. Using any material polymorphed in this way as a spell’s material component causes that spell to fail. You can’t use this benefit again until you finish a short or long rest.



Owlbear

Medium Monstrosity


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the owlbear has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 12 (+1) 10 (+0)

  • Saving Throws Con +2 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Signature Attack (Claws). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB slashing damage.

1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction.

3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone.

5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained.Thegrapple ends if the owlbear uses Bear Hug on another target.

Bonus Actions

***Give a Hoot (1/Long Rest).***Theowlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.

Mystic Bond (9th-level Bonder)

As an action, you let loose an inspiring hoot Each creature of your choice within 30 feet of you that can hear you gains temporary hit points equal to your character level. You can’t use this benefit again until you finish a long rest.



Sporeling

Small Plant


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 5 (-3) 12 (+1) 12 (+1)

  • Saving Throws Con +2 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus.

Actions

Signature Attack (Corruption Cough). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB acid damage.

1st Level: Destabilizing Atack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn.

3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn.

5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone.

Bonus Actions

Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on cha, int and wis saving throws for 1 minute.

Mystic Bond (9th-level Bonder)

When you hit another creature with a weapon attack, you infuse the attack with special spores that impose disadvantage on the target’s attack rolls until the end of their next turn You can’t use this benefit again until you finish a short or long rest



Giant Wolf

Large Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the wolf has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 10 (+0)

  • Saving Throws Str +3 plus PB, Dex +2 plus PB
  • Skills Perception +1 plus PB
  • Senses low light vision, passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Move as One. While the wolf’s caregiver is mounted on the wolf, opportunity attacks against the wolf or their caregiver are made with disadvantage.The wolf’s caregiver can mount or dismount the wolf by spending 5 feet of movement.

Actions

Signature Atack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Overwhelming Attack (2 Ferocity). The wolf makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the wolf’s next turn.

3rd Level: Brutal Charge (5 Ferocity). The wolf moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target.

5th Level: Bite Frenzy (8 Ferocity). The wolf makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.

Mystic Bond (9th-level Bonder)

Your walking speed increases by 10 feet.



Wildcat

Medium or Large Beast


  • Armor Class 12 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 8 (+01)

  • Saving Throws Str +3 plus PB, Dex +2 plus PB
  • Skills Perception +2 plus PB, Stealth +2 plus PB
  • Senses low light vision, passive Perception 12 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM).

Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB).

Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can double their speed until the end of their turn.

Actions

Signature Attack (Bite or Claw). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw).

1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling.

3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends.

5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).

Mystic Bond (9th-level Bonder)

You and the wildcat gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. Additionally, you gain proficiency in the Stealth skill if you don’t already have it. If you are you gain proficiency in another skill.



Gibbering Mouther

Medium Aberration


  • Armor Class 11 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 20 ft., fly 10 ft. (hover), swim 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 5 (-3)

  • Saving Throws Dex +1 plus PB, Con +3 plus PB, Wis +0 plus PB
  • Condition Immunities charmed, frightened, prone
  • Senses darkvision 60 ft., passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form.

Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures.

Actions

Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB psychic damage.

1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them.

3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther.

5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.

Mystic Bond (9th-level Bonder)

As a bonus action, you channel your companion’s chaotic energy into yourself, constantly shifting your form and making you harder to hit. When you use this bonus action and at the start of each of your turns for the next minute, roll a d6. Your AC increases by the number rolled until the start of your next turn.

Once you use this bonus action, you can’t do so again until you finish a long rest.



Chimera

Large Monstrosity


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Athletics +3 plus PB
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn.

3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone.

5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.

Reactions

Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.

Mystic Bond (9th-level Bonder)

As a bonus action, you unleash a burst of protective energy. Each enemy within 30 feet of you must make a Dexterity saving throw against your exploit save DC. On a failed save, a creature takes 4d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. In addition, you and allies within 30 feet of you have advantage on their next attack roll made before the start of your next turn. Once you use this bonus action, you can’t do so again until you finish a long rest.



Purple Worm

Large Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws Str +3 plus PB, Dex −1 plus PB
  • Skills Athletics +3 plus PB, Perception +0 plus PB
  • Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 10 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Tongue Lash). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB acid damage.

1st Level: Distracting Attack (2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage.

3rd Level: Tongue Grab (5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target.

5th Level: Swallow (8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time.

A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone.

Bonus Actions

Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm.

The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.

Mystic Bond (9th-level Bonder)

As an action, you can send tremors through dirt, sand, or solid stone. The area within 30 feet of your current space becomes difficult terrain for enemies for 1 minute. For the duration, an enemy who starts their turn inside this area must succeed on a Dexterity saving throw against your exploit save DC or be knocked prone. Once you use this action, you can’t do so again until you finish a long rest.



Arcleech

Small Monstrosity


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Dex +3 plus PB, Wis +1 plus PB
  • Skills Perception +1 plus PB
  • Condition Immunities prone
  • Senses passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Sparking Attack (2 Ferocity). The leech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leech with an attack before the start of the leech’s next turn, the target takes PB lightning damage.

3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leech becomes difficult terrain for their enemies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage.

5th Level: Magic Purge (8 Ferocity). The leech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed.

Reactions

Absorb Magic (Recharges after a Long Rest). When the leech’s caregiver is within 30 feet of them and the leech or their caregiver is affected by a spell of 3rd level or lower, the leech consumes the spell’s magic, and it has no effect on the leech and their caregiver.

Mystic Bond (9th-level Bonder)

As a bonus action, you tap into an innate magical resistance. For 1 minute, you have resistance to all damage dealt by spells and magical effects. Once you use this bonus action, you can’t do so again until you finish a long rest.



Gem Jelly

Large Ooze


  • Armor Class 11 plus PB (natural armor)
  • Hit Points 8 + 8 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Con +3 plus PB
  • Skills Stealth −1 plus PB
  • Damage Resistances acid
  • Condition Immunities prone
  • Senses blinded, prone
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation.

Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly.

Actions

Signature Attack (Pseudopod). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them.

3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, they must make a Dex save or takes 2 × PB piercing damage for every 5 feet they travel.

5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.

Mystic Bond (9th-level Bonder)

As a bonus action, you cover your skin with a hardened layer of crystals and gems that lasts for 10 minutes. For the duration, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this bonus action, you can’t do so again until you finish a long rest.



Stoneback Isopod

Medium Beast (Insect)


  • Armor Class 15 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Stealth +1 plus PB
  • Damage Resistances cold, fire
  • Senses passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Amphibious. The isopod can breathe air and water.

Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn.

3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of creatures up to one size larger then them as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone.

5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained.

Reactions

Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.

Mystic Bond (9th-level Bonder)

As a bonus action, you manifest rugged metameres on your back that last 10 minutes. For the dura- tion, you gain a +2 bonus to AC and you can’t be flanked. Once you use this bonus action, you can’t do so again until you finish a long rest.



Blood-Borne Ooze

Tiny Ooze


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 6 + 6 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Con +1 plus PB, Dex +3 plus PB
  • Skills Stealth +3 plus PB
  • Condition Immunities blinded, deafened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions

Signature Attack (Pseudopod). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB bludgeoning damage.

1st Level: Distracting Attack (2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage.

3rd Level: Clever Goop (5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position.

5th Level: Crimson Feast (8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host.

While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host.

When the ooze exits the host, they enter an unoccupied space within 5 feet of the host.

Bonus Actions.

Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver.

Quick Cure (1/Long Rest). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.

Mystic Bond (9th-level Bonder)

As a bonus action, you manifest rugged metameres on your back that last 10 minutes. For the dura- tion, you gain a +2 bonus to AC and you can’t be flanked. Once you use this bonus action, you can’t do so again until you finish a long rest.



Rotwalker

Large Plant


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Athletics +3 plus PB, Survival +1 plus PB
  • Damage immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Rotted Path. The rotwalker and their caregiver ignore mundane difficult terrain.

Actions

Signature Attack (Claw). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB slashing damage.

1st Level: Tainting Attack (2 Ferocity). The rotwalker makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotwalker’s enemies until the start of the rotwalker’s next turn.

3rd Level: Rotting Hooves (5 Ferocity). The rotwalker moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotwalker’s next turn.

5th Level: Rotwake Charge (8 Ferocity). The rotwalker moves up to their speed without provoking opportunity attacks, tainting the ground beneath their claws and making it mundane difficult terrain for their enemies until the start of the rotwalkers’s next turn. During this move, the rotwalker can move through the space of creatures its size or smaller as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.

Mystic Bond (9th-level Bonder)

Mushrooms sprout from your body. As part of a short or long rest, you can synthesize them into one dose of a healing remedy. A creature can consume the remedy as a bonus action, regaining PBd6 hit points. The remedy loses its potency 5 days after creation.



Dread-Tail Drake

Large Dragon


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 25 ft. (see Learning to Fly)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 5 (-3) 14 (+2) 6 (-2)

  • Saving Throws Str +3 plus PB
  • Skills Perception +2 plus PB
  • Damage immunities acid
  • Senses passive Perception 12 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Learning to Fly. The drake has a flying speed of 10 × PB feet.

Actions

Signature Attack (Stinger). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Acidic Sting (2 Ferocity). The drake makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage.

3rd Level: Liquefied Meal (5 Ferocity). The drake pounces on a creature its size or smaller within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The drake gains temporary hit points equal to the acid damage dealt.

5th Level: Tail Sweep (8 Ferocity). The drake sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the drake.

Reactions

Enraged Protector. When a creature the drake can see within 30 feet of them reduces the drake’s caregiver to 0 hit points or scores a critical hit against the caregiver, the drake can move up to their speed. If the drake ends this movement within 5 feet of the attacker, the drake can make a signature attack against them.

Mystic Bond (9th-level Bonder)

As a bonus action, you cause your hands to exude acid for 1 minute. While exuding acid, your melee weapon attacks and unarmed strikes deal an extra 1d8 acid damage. Once you use this bonus action, you can’t do so again until you finish a long rest.



Crawling Claw

Tiny Undead


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 6 + 6 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft. climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Dex +3 plus PB
  • Skills Stealth +3 plus PB, Sleight of Hand +3 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding.

Actions

Signature Attack (Claw). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB slashing damage.

1st Level: Thieving Attack (2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying.

3rd Level: Dazing Slash (5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn.

5th Level: Filthy Scratch (8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned.

Bonus Actions

Fast Hand (3/Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.

Mystic Bond (9th-level Bonder)

You can use a bonus action to become as nimble on the ground as you are on your feet. For 1 hour, crawling doesn’t cost you extra movement, creatures have disadvantage on attack rolls against you, being prone doesn’t give other creatures advantage on attacks against you, and being prone doesn’t give you disadvantage on attacks. Once you use this bonus action, you can’t do so again until you finish a long rest.



Laughstealer Hyena

Medium Monstrosity


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Str +3 plus PB, Dex +2 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Bite). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn.

3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt.

5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn.

Reactions

Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.

Mystic Bond (9th-level Bonder)

As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest.



Shambling Mound

Large Plant


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 5 (-3)

  • Saving Throws Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception +0 plus PB
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound.

Actions

Signature Attack (Vine Lash). Melee Attack: +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage.

1st Level: Long-Range Lash (2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a creature smaller then it, the mound can pull the target up to 10 feet toward the mound.

3rd Level: Verdant Roundup (5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are its size or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage.

5th Level: Engulf (8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed.

An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound.

An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound.

The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.

Mystic Bond (9th-level Bonder)

As a bonus action, you can bite an enemy as an unarmed strike. You can use Dexterity or Strength for the attack and damage rolls of this attack. On a hit, the strike deals 1d6 + your Dexterity or Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike, and you gain temporary hit points equal to the damage dealt. You can make this attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.



Bloodthief

Tiny Undead


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 10 ft. fly 30ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 14 (+2) 5 (-3) 14 (+2) 10 (+0)

  • Saving Throws Dex +3 plus PB, Con +2 plus PB
  • Skills Stealth +3 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Needle). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

1st Level: Destabilizing Attack (2 Ferocity). The bloodthief makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn.

3rd Level: Quick Drink (5 Ferocity). The bloodthief makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn.

5th Level: Attach (8 Ferocity). The bloodthief makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the bloodthief attaches to the target and enters their space. While attached, the bloodthief moves with the target and can’t attack any creature other than the target. If the bloodthief hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The bloodthief can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The bloodthief also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn.

Bonus Actions

Essence Shared (2/Long Rest). If the bloodthief’s caregiver is within 5 feet of them and the bloodthief isn’t attached to another creature, the bloodthief pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points

Mystic Bond (9th-level Bonder)

When you make an attack, you can deal an extra 2d6 damage to the target. You regain hit points equal to the extra damage dealt. You can use deal this extra damage a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. If the attack misses you regain the use of this feature.



Primal One

Large Aberration


  • Armor Class 14 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Con +2 plus PB
  • Skills Athletics +3 plus PB, Survival +1 plus PB
  • Damage Resistances acid, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Unstoppable. The Primal One ignores difficult terrain.

Actions

Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

1st Level: Tentacle Slam (2 Ferocity). The primal one makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The primal one can only grapple one target at a time.

3rd Level: Brutal Charge (5 Ferocity). The primal one moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target.

5th Level: Poison Blast (8 Ferocity). The primal releases poison in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned.

Bonus Actions

Purge Rot (Recharges after a Long Rest). The primal one touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.

Mystic Bond (9th-level Bonder)

As a bonus action, you cause your body to expel toxins into the air. Each creature of your choice within 10 feet of you who needs to breathe must succeed on a Constitution saving throw against your exploit save DC or be poisoned and have their speed halved for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest.



Terramole

Small Beast


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 20 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws Dex +3 plus PB, Con +2 plus PB
  • Skills Acrobatics +3 plus PB, Stealth +3 plus PB
  • Senses blindsight 20 ft., tremorsense 40 ft., passive Perception 11
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

1st Level: Earth Bump (2 Ferocity). The terramole burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone.

3rd Level: Sinkhole (5 Ferocity). The terramole burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the terramole’s next turn.

5th Level: Terranova (8 Ferocity). Each creature on the ground within 10 feet of the terramole must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect.

Reactions

Quick Pit (Recharges after a Long Rest). If the terramole’s caregiver fails a Dexterity saving throw while they are within 10 feet of the terramole and the terramole isn’t incapacitated or restrained, the terramole pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.

Mystic Bond (9th-level Bonder)

As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature must make a dc 10 plus PB Str save or be knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest.



Poison Air Elemental

Large Elemental


  • Armor Class 12 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the companion has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., (see Growing Winds)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Dex +1 plus PB
  • Skills Perception +1 plus PB, Stealth +1 plus PB
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 11 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Growing Winds. The elemental has a flying speed of 10 × PB feet.

Mimicry. The elemental can mimic any words or phrases they have heard in a language the elemental’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check.

Actions

Signature Attack (slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

1st Level: Windslash(2 Ferocity). The elemental hurls a concentrated slash of air. This attack uses the statistics for their signature attack, except the slash is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB damage.

3rd Level: Thunderclap (5 Ferocity). Each enemy within 30 feet of the elemental who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the elemental’s next turn.

5th Level: Poisoned Air (8 Ferocity). The elemental sends poisoned air to a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.

Mystic Bond (9th-level Bonder)

As a bonus action, you surround yourself in a cloud of toxic air. For the duration, a creature who touches you or hits you with a melee attack takes 5 (1d10) poison damage, and they must succeed on a Constitution saving throw against your exploit save DC or be poisoned for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest.