Summoner - Companion

by TrinityMagician

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Summoner

Summoner
Level Proficiency Bonus Features Merits 1st 2nd 3rd 4th 5th
1st +2 Companions Origin, Call/Dismiss: Action
2nd +2 Switch Position: Reaction, Spellcasting, Merits 1 2
3rd +2 Subclass, Second Companion 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Combination Attack 3 4 2
6th +3 Call/Dismiss: Bonus Action 3 4 2
7th +3 Evasion, Subclass Feature 3 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 4 4 3 2
10th +4 Third Companion 4 4 3 2
11th +4 Combination Attack Plus 5 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 5 4 3 3 1
14th +5 Subclass Feature 6 4 3 3 2
15th +5 Switch Position: Bonus Action 6 4 3 3 2
16th +5 Ability Score Improvement 6 4 3 3 2
17th +6 7 4 3 3 3 1
18th +6 Subclass Feature, Fourth Companion 7 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 3 3 3 2
20th +6 Call/Dismiss: Free Action 8 4 3 3 3 2

Class Features

As a Summoner, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Summoner level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) Constitution modifier per arcane seeker level after 1st

Proficiencies


  • Armor: Light
  • Weapons: Simple
  • Tools: none

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Animal Handling, Arcana, History, Investigation, Nature, Perception, And Religion

Equipment

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

  • (a) quarterstaff or (b) a dagger
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Companions Origin

Staring at 1st level, choose one origin for your Companions as well as one type, as you gain levels in this class the number of Companions you will have available will increase but you cannot choose any additional origins.

The Companions use your proficiency bonus for attacks and other abilities and your summoner level to determine its hit points. If your Companion's hit points are is reduced to 0 it is instantly dismissed and cannot be called again until you finish a long rest in which case it regains all its lost hit points.

There are a number of benefits and limitations for both you and your Companion while it is with you.

  • In combat your companion shares your initiative count, but it takes its turn immediately after yours.
  • If you take the attack action or use your action to cast a spell effecting hostile creatures then your Companion cannot make an attack or use an ability that effects hostile creatures on its turn.
  • You can use a bonus action to expend one spell slot, your Companion regains 1d8 hit points per level of the spell slot expended.

Your Companion is immune to charm and fear effects that would control or dictate their actions, they still can suffer from both conditions as normal. Additionally, the Companion and summoner can telepathically communicate to each other as long as they're in the same plane of existence.

Call/Dismiss: Action

At 1st level, as an action, you can call your Companion to you from its pocket dimension in any unoccupied space within 30 feet of you. You can also use an action to dismiss your Companion back to that dimension while it is within 30 feet of you.

Switch Position: Reaction

At 2nd level, as a reaction, when a creature targets you for an attack or damaging effect, you can use your reaction to switch positions with your Companion as long as it is within 15ft of you.

When you gain specific levels in this class the range of this ability increases, to 30ft at 6th, 60ft at 9th, 90ft at 13th, and 120ft at 17th.

Spellcasting

By 2nd level, you can cast summoner spells.

Preparing and Casting Spells

The Summoner table shows how many spell slots you have to cast your summoner spells. To cast one of your summoner spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell-list. When you do so, choose a number of summoner spells equal to your Intelligence modifier + half your summoner level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Summoner spells, so use your Intelligence whenever a spell refers to your spellcasting ability. In addition, use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a summoner spell as a ritual if that spell has the ritual tag and you have the spell in known.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for Summoner spells.

Merits

At 2nd level, you can refine your companion granting them one additional merit. When you gain certain summoner levels, you gain additional merits of your choice.

Additionally, when you gain a level in this class, you can choose one of your companion's merits and replace it with another merit that you could give at that level.

A level prerequisite in a merit refers to summoner level, not character level.

Subclass

At 3rd level, you choose a subclass, this defines how you have figured out how you personally will interact with your companions both in and out of combat. Your choice grants you features at 7th level and again at 14th and 18th level.

Second Companion

At 3rd level, you gain an additional Companion, this Companion cannot be called why you have another Companion out already.

Ability Score Improvement

When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.

Combination Attack

At 5th level, you can take the attack action or use your action to cast a spell effecting hostile creatures and your Companion can make one melee attack on its turn. If you do neither of those on your turn then your Companion can make two attacks on its turn if it is able.

Call/Dismiss: Bonus Action

At 6th level, your control and skill at calling your Companions has grown so great that you can now do so as a bonus action as well.

Evasion

Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Third Companion

At 10th level, you gain an additional Companion, this Companion cannot be called why you have another Companion out already.

Combination Attack Plus

At 11 level, now when your Companion takes the attack action it can make up to two attacks even if you take the attack action or use your action to cast a spell effecting hostile creatures. If you do neither of these things it can make up to three attacks if it is able.

Switch Position: Bonus Action

At 15 level, you can now use your Switch Position feature as a bonus action instead of a reaction, if you use it in this way you cannot use Switch Position as a reaction until the start of your next turn.

Fourth Companion

At 18th level, you gain an additional Companion, this Companion cannot be called why you have another Companion out already.

Call/Dismiss: Free Action

At 20th level, you can call and banish a Companion as without using an action or bonus action. You can do each once this turn and cannot use you action or bonus action to repeat them when you do.

Phalanx

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Multi Summon

Starting at 3rd level, you can now call two Companions at one time. For each Companion after the first your movement speed is reduced by 10 feet.

Formations

At 3rd level, you learn how to call formations. As an action you can issue a command to your Companions to aid them in battle.

Shield: Any Companion within 5 feet of you when you call this formation gains temporary hit points equal to your summoner level.

Spear: When both your Companions attack the same target they gain advantage on their attack rolls.

March: Your Companions can take the dash action as a bonus action. Your command lasts until the start of your next turn.

Advanced Formations

At 7th level, you learn two additional formations known as advanced formations, you can now do a previous formation as a bonus action. You can only use one formation per turn.

Charge: Your Companions can use their reaction to move half their speed and make one melee attack.

Together: Your Companions gain a +2 to their AC for every Companion within 5 feet of them.

Advanced Multi Summon

14th level, you can now call a third Companion.

Multi Combination Attack

At 18th level, now when your Companions takes the attack action it can make up to three attacks even if you take the attack action or use your action to cast a spell effecting hostile creatures. If you do neither of these things they can make a total of four attacks if they are able.

Legionnaire

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Legion Training

Starting at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Fortitude of Master and Servant

At 3rd level, your hit point maximum increases by 4 and increases by 1 again whenever you gain a level in this class.

Martial Aggression

Ar 7th level, you can make one weapon attack as a bonus action.

Improved Strike

At 14th level, 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.

Equip Summon

At 18th level, as a bonus action, while you are not wearing heavy armor, you can transform your Companion into a magical armor and weapons augmenting your defensive and offensive abilities. This lasts for 1 minute, it ends early if you are incapacitated, if you don heavy armor or you dismiss it (no action required).

  • Add your Companion's strength modifier to your own.
  • Add your Companion's dexterity modifier to your dexterity checks and saves.
  • Add your Companion's Constitution modifier to your Armor Class.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • You gain temporary hit points equal to your summoner level.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Magistrate

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Enhanched Spellcasting

Starting at 3rd level, your magical training has progressed considerably.

Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spells Known: You learn an additional spell from the wizard spell. You learn an additional spell from that list when you gain a new spell slot level.

Arcane Recovery

At 3rd level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your summoner level (rounded down), and none of the slots can be 6th level or higher.

Tactical Casting

7th level, when you target a creature that is within 5 feet of your Companion with a summoner spell you gain advantage on the attack roll, or if that creature is required to make a saving throw against one of your summoner spells they have disadvantage on that roll.

Potent Spellcasting

14th level, you add your Intelligence modifier to the damage you deal with any summoner spell.

Magical Secrets

At 17th level, choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Summoner table, or a cantrip. The chosen spells count as summoner spells for you and does not count against your number of spells known.

Companion Origin

Celestials

Type. Celestial

Primary Ability. Strength or Wisdom

Save. Strength

Skills. Religion

Healing Light. As an action, your companion can target one friendly creature within 30 feet, that creature regains hit points equal to your summoner level. Once you use this trait, you can't use it again until you finish a long rest.

Celestial Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Celestial Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Cure Wounds
5th Zone of Truth
9th Aura of Vitality
13th Guardian of Faith
17th Circle of Power

Elementals

Type. Elemental

Primary Ability. Strength or Constitution

Save. Strength

Skill. Athletics

Elemental Resistance. The Companion gains resistance to one damage type chosen at creation.

  • Air: Thunder
  • Earth: Lightning
  • Fire: Fire
  • Water: Cold
Elemental Spell List

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Chromatic Orb
5th Warding Bond
9th Elemental Weapon
13th Conjure Minor Elementals
17th Conjure Elementals

Fay

Type. Fay

Primary Ability. Wisdom or Charisma

Save. Charisma

Skill. Nature

Fay Magic. The Companions know the Druidcraft cantrip. When you reach 3rd level, it can cast the faerie fire spell once per day; it must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, it can also cast the enthrall spell once per day; you must finish a long rest in order to cast the spell again using this trait.

Fay Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Fay Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Charm Person
5th Suggestion
9th Conjure Animals
13th Conjure Woodland Beings
17th Gease

Fiends

Type. Fiend

Primary Ability. Constitution or Charisma

Save. Charisma

Skill. Deception

Fiendish Resistance. The Companions have resistance to fire and poison damage.

Fiend Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Fiend Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Hellish Rebuke
5th Aganazzar's Scorcher
9th Summon Lesser Demon
13th Summon Greater Demon
17th Infernal Calling

The Dead

Type. Undead

Primary Ability. Constitution or Intelligence

Save. Intelligence

Skill. Intimidation

Undead Endurance. When damage reduces your Companion to 0 hit points, they can make a Constitution saving throw (DC 5 + the damage taken). On a success, they instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.

The Dead Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in The Dead Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st False Life
5th Ray of Enfeeblement
9th Vampiric Touch
13th Blight
17th Contagion

The Shadows

Type. Monstrosity

Primary Ability. Dexterity or Charisma

Save. Charisma

Skill. Stealth

Shadow Born. While your Companion is in an area of dim light or darkness, it can use its action to become invisible until it takes an action or a reaction.

The Shadows Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in The Shadows Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Dissonant Whispers
5th Pass without Trace
9th Hunger of Hadar
13th Shadow of Moil
17th Negative energy Flood

Astralite

Type. Aberration

Primary Ability. Intelligence or Wisdom

Save. Intelligence

Skill. Arcana

Astral Chain. When you use the Help action to aid your companion in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you.

Astralite Spell List

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Astralite Spells table. The spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know.

Summoner Level Spells
1st Detect Magic
5th Mind Spike
9th Blink
13th Arcane Eye
17th Far Step

Companion Types

Information for this thing


Beast Companion

Medium ---, unaligned


  • Armor Class 12 + your proficiency bonus
  • Hit Points Summoner Level x4 + companion's Constitution modifier
  • Speed 30 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Dexterity, ---
  • Skills (Athletics, Perception, or Stealth), ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +3) to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing, piercing or bludgeoning damage.


Companion Merits

Beast Traits: Choose two traits from bellow.

(Additional Merit Slot): .

(Additional Merit Slot): .

Traits

This companion get two Beast Trait, you can pick two traits for your beast from the following:

  • Keen Hearing and Smell: The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Sneaky: The beast has expertise in Stealth.
  • Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity.
  • Nocturnal: The beast has darkvision with a range of 60 feet.
  • Amphibious: The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.
  • Leaper: The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Spider Climb: The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Big Boned: The beasts size is large.

Bird Companion

Small ---, unaligned


  • Armor Class 13 + your proficiency modifier
  • Hit Points Summoner Level x4 + companion's Constitution modifier
  • Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Saving Throws Dexterity, ---
  • Skills Perception, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +3) to hit, reach 5 ft., one target. Hit: (1d6+3) slashing, piercing or bludgeoning damage.


Companion Merits

Glided Carrier: As an action the Companion can grab a target including the Summoner, while attached to the target, when they fall any falling damage you take by an amount equal to five times your Summoner level. While falling you can move half your speed in any direction.

(Additional Merit Slot): .

(Additional Merit Slot): .


Bouncer Companion

Medium ---, unaligned


  • Armor Class 18 + your proficiency modifier
  • Hit Points Summoner Level x6 + companion's Constitution modifier
  • Speed 30 ft.

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

  • Saving Throws Constitution, ---
  • Skills ---, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +3) to hit, reach 5 ft., one target. Hit: (1d6 +3) slashing, piercing or bludgeoning damage.


Companion Merits

Guardian: When an attack is made against the summoner and the Bouncer is within 5 feet of them, it can use its reaction to intercept the attack changing the attack target to it instead.

(Additional Merit Slot): .

(Additional Merit Slot): .


Fairy Companion

Tiny ---, unaligned


  • Armor Class 13 + your proficiency bonus
  • Hit Points Summoner Level x3 + companion's Constitution modifier
  • Speed 10 ft., Fly 30ft.

STR DEX CON INT WIS CHA
4 (-3) 20 (+5) 8 (-1) 10 (0) 12 (+1) 15 (+2)

  • Saving Throws Wisdom, ---
  • Skills Performance, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +5) to hit, reach 5 ft., one target. Hit: (1d8-3) slashing, piercing or bludgeoning damage.


Companion Merits

Healing: This companion has a pool of healing power that replenishes when you take a long rest. With that pool, as an action they can restore a total number of your hit points equal to your Summoner level x 5. As an action, it can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points from your pool of healing to cure you of a condition. You can cure multiple conditions with a single use of Healing, expending hit points separately for each one.

(Additional Merit Slot): .

(Additional Merit Slot): .


Mage Companion

Medium ---, unaligned


  • Armor Class 13 + your proficiency modifier
  • Hit Points Summoner Level x3 + companion's Constitution modifier
  • Speed Fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 13 (0) 10 (0) 14 (+2) 15 (+2)

  • Saving Throws Wisdom, ---
  • Skills Perception, ---
  • Senses passive perception (8 + your proficiency bonus + its wisdom modifier)
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACKRanged Spell Attack: +(your proficiency +3) to hit, range 90 ft., one target. Hit: (1d10) force damage.


Companion Merits

Spellcasting: Choose from Bard, Sorcerer, Warlock or Wizard, the Summon learns two cantrips and one 1st-level spell from that same list. It learns that spell and can cast it at its lowest level. Once it cast it, you must finish a long rest before it can cast it again.

Your companion uses its Charisma whenever a spell refers to its spellcasting ability.

Spell save DC = 8 + your proficiency bonus + 2

Spell Attack modifier = your proficiency bonus + 2

(Additional Merit Slot): .

(Additional Merit Slot): .


Mount Companion

Medium ---, unaligned


  • Armor Class 12 + your proficiency modifier
  • Hit Points Summoner Level x5 + companion's Constitution modifier
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (-1) 7 (-2)

  • Saving Throws Constitution, ---
  • Skills Athletics, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +4) to hit, reach 5 ft., one target. Hit: (1d6 +4) slashing, piercing or bludgeoning damage.


Companion Merits

Warmount: While the summoner is mounted on this companion they have advantage on melee attack rolls against any unmounted creature that is smaller than this companion. The summoner can force an attack targeted at your companion to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

(Additional Merit Slot): .

(Additional Merit Slot): .


Soldier Companion

Medium ---, unaligned


  • Armor Class 14 + your proficiency modifier
  • Hit Points Summoner Level x5 + companion's Constitution modifier
  • Speed 30 ft.

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

  • Saving Throws Constitution, ---
  • Skills Athletics, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK - Melee Weapon Attack: +(your proficiency +2) to hit, reach 5 ft., one target. Hit: (1d8 +2) slashing, piercing or bludgeoning damage.


Companion Merits

Combat Styles: Choose one Combat Style.

(Additional Merit Slot): .

(Additional Merit Slot): .

Combat Styles

Choose one of the following options:

  • A +2 bonus to attack rolls.
  • A +2 bonus to AC.
  • A +2 bonus to damage rolls weapon.
  • Reroll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, and must use the new roll, even if the new roll is a 1 or a 2.
  • Before it makes a melee attack you can choose for it to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Behemoth Companion

Large ---, unaligned


  • Armor Class 13 + your proficiency modifier
  • Hit Points Summoner Level x7 + companion's Constitution modifier
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 18 (+4) 8 (-1) 12 (+1) 8 (-1)

  • Saving Throws Strength, Constitution, ---
  • Skills Intimidation (Strength), ---
  • Senses Senses
  • Damage Resistances nonmagical bludgeoning, piercing and slashing damage.
  • Languages Can communicate telepathically with its summoner

Actions

SIGNATURE ATTACK. Melee Weapon Attack: +(your proficiency +4) to hit, reach 10 ft., one target. Hit: (2d6 + 4) slashing, piercing or bludgeoning damage.


Companion Merits

Behemoth Might: On a hit, the target must make a (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) save, on a failure the target takes 2d6 (decided at Companion Creation) damage. On a success they take half damage.

(Additional Merit Slot): .

(Additional Merit Slot): .

You can only summon this Companion once per short rest, this Companion can only be out for one minute after which it is automatically dismissed (no action requires) and you gain one level of exhaustion.


??? Companion

Medium ---, unaligned


  • Armor Class +
  • Hit Points Summoner Level x? + companion's Constitution modifier
  • Speed ?0 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws ---, ---
  • Skills ---, ---
  • Senses Senses
  • Languages Can communicate telepathically with its summoner

Actions

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage


Companion Merits

Trait: Choose two traits from bellow.

(Additional Merit Slot): .

(Additional Merit Slot): .

Companion Merits

Barrier

Prerequisite: Bouncer Companion

While this companion is within 5 feet of the summoner both gain a +2 to their Armor Class.

Besieger

Prerequisite: Behemoth Companion

The companion deals double damage to objects and structures.

Big Body

Prerequisite: Non-Behemoth Companion The companion is 1 size category larger.

Burning Chain

Prerequisite: Astralite Origin, Level 8

As a bonus action you can deal 1d8 force damage to one create in a line between you and the companion.

Defend

When an attack is made within 5 feet of the companion it can use its reaction to impose disadvantage on the attack.

Dread Aura

Prerequisite: The Dead Origin

As an action creatures within 30 feet of the Companion must make a wisdom saving throw or become frightened of it for 1 minute. It can't use this feature again until you finish a long rest.

Elemental Aura

Prerequisite: ELemental Origin

Your companion gains a benefit based on the element chosen when it was created:

  • Air - The companion can use a bonus action to deal 1d10 thunder damage to all hostile creatures within 5 feet of it.
  • Earth - The companion can use a bonus action to deal 1d10 bludgeoning damage to all hostile creatures within 5 feet of it.
  • Fire - The companion can use a bonus action to deal 1d10 fire damage to all hostile creatures within 5 feet of it.
  • Water - The companion can use a bonus action to deal 1d10 cold damage to all hostile creatures within 5 feet of it.
Elemental Physique

Prerequisite: Elemental Origin

Your companion gains a benefit based on the element chosen when it was created:

  • Air - The companion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Earth - The companion has a borrow speed equal to half its walking speed.
  • Fire - As a bonus action the companion sheds bright light in a 30-foot radius and dim light in an additional 30 ft.
  • Water - The companion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Equipable

Prerequisite: Soldier Type

The companion can attune to 1 magic item as long as it is a weapon or piece of armor.

Enraged

As a bonus action this companion can enter an enraged state for 1 minute, in this state it gains the following benefits:

  • This companion does an additional +2 damage.
  • This companion has advantage on Strength checks and Strength saving throws.

Once it use this trait, it can't do so again until you finish a short or long rest.

Extended Strike

The reach of your companion's melee attacks is increased by 5ft.

Extra Attack

The companion can make two attacks a turn.

Extra Attack Plus

Prerequisite: Extra Attack

The companion can make attack three times each turn.

Expert

This companion's proficiency bonus is doubled with one skill.

Feral Instinct

Prerequisite: Beast Companion

The beast companion gains an additional two beast traits.

Fay Step

Prerequisite: Fay Origin

As a bonus action your Companion can magically teleport up to 30 feet to an unoccupied space it can see. Once it use this trait, it can't do so again until you finish a short or long rest.

Fiendish Attack

Prerequisite: Fiendish Origin

Your Companion's melee and ranged attacks do an additional 1d4 fire damage.

Float

As a bonus action, the companion can float a few inches off the ground and move as normal, it does not suffer the effects of difficult terrain while in the air with this ability.

Flyby

Prerequistite: Bird Type

The Companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Flying Carry

Prerequisite: Bird Type

When your companion can now use its glided carry to fly a willing creature it is holding its normal flying speed.

Furious Attack

Prerequisite: Soldier Type The Companion can make a single melee weapon attack as a bonus action on each of its turns. It can use this feature a number of times equal to your Intelligence modifier (a minimum of once). It regain all expended uses when you finish a long rest.

Guard Up

The Companion gains a +2 bonus to AC.

Primary Ability improvement

You can increase one of your companion's ability scores of your choice by 2, or you can increase two ability scores of your choice by 1.

Resistance

This companion gains proficiency with one saving throw.

Retaliate

When this companion is targeted for an attack it can use its reaction to make 1 melle attack against that creature.

Skill Monkey

This companion gains proficiency with two skills.

Speedster

Your companion's speed increases by 10 feet.

Spellcasting

Your companion learns one 1st-level spell. Once your companion casts it, you must finish a long rest before it can cast it again using this feat.

Trample

If the Companion moves at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Vampiric Strike

Prerequisite: The Dead Origin, Level 12

As an action your Companion can make one melee attack, on a hit damage is calculated normally and the target takes an additional 3d6 necrotic damage and the Companion regains hit points equal to half the necrotic damage the creature suffers.

For the next minute the Companion can use its action to make a Vampiric Strike, the Companion regains this ability after a long rest.

Winged Mount

Prerequisite: Mount Companion, level 14

Your companion gains a fly speed equal to its walking speed.

1st Level
  • Absorb Element
  • Arcane Target
  • Armor of Agathys
  • Bane
  • Bless
  • Color Spray
  • Command
  • Detect Evil and Good
  • Faerie Fire
  • Find Familiar
  • Heroism
  • Protection from Evil and Good
  • Mage Armor
  • Shield of Faith
  • Tasha's Hideous Laughter
  • Unseen Servant
2nd Level
  • Barkskin
  • Blindness/deafness
  • Blur
  • Clam Emotions
  • Crown of Madness
  • Darkness
  • Enhance Ability
  • Enlarge/Reduce
  • Force Anchor*
  • Lesser Restoration
  • Misty Step
3rd Level
  • Beacon of Hope
  • Blink
  • Fear
  • Fly
  • Haste
  • Hypnotic Pattern
  • Protection from Energy
  • Shield of Unity*
  • Slow
4th Level
  • Arcane Eye
  • Banishment
  • Evard's Black Tentacles
  • Greater Invisibility
  • Mordenkainen's Faithful Hound
  • Stoneskin
  • Unseen Speech*
5th Level
  • Animate Objects
  • Contact other Plane
  • Dispel Evil and Good
  • Greater Restoration
  • Syphon Health
  • Wall of Force

Arcane Target

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You magically target a creature optimizing the damage you and your summoned companion deal to it. Until the spell ends, you and your summoned companion deal an extra 1d6 damage to the target whenever you hit it with an attack.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Force Anchor

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small metal chain)
  • Duration: Concentration, up to 1 minute

You summon etherial chains to hinder the movements of a creature. Target 1 creature in range, that target must make a Dexterity saving throw. On a failed save the creature takes 2d4 force damage and has its speed reduced by half for the duration of the spell, or half as much damage on a successful save and its speed is not reduced.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd (to a maximum of 5d4).

Shield of Unity

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (4 interlocked metal rings)
  • Duration: Concentration, up to 1 minute

You and your allies share in your defensive abilities to safeguard the group from damage. Target 2 creatures you can see, if both creatures are willing then the one with the lower armor class has their armor class increased to match the other target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an addition creature with this spell for each spell slot above 3rd level.

Unseen Speech

4th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You can connect your thoughts with those of up to 5 other willing creatures in range. During the spells duration you and creatures you connected to can communicate telepathically as if you were speaking, if you do not share any languages with them then you cannot understand a creature.

This spell's effect ends on a creature if it chooses to end it, they leave the same plane of existence as you or when the duration ends.

Syphon Health

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pair of manacles)
  • Duration: Concentration, up to 1 minute

You can bind the life energy of two creatures together intermingling the fates. Target two creatures in range, if any of them are unwilling they can make a Charisma saving throw ending the spell on a success. Whenever one of the targets takes damage (except from this spell), half the damage that creature takes and the other target also takes half the original damage.

At the end of an unwilling creatures turn it can repeat the saving throw ending the effect on a success.

 

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