and How to Bond Them
Magic Animals
Every city in El'Nalas reveres a different type of animal. These animals are seen as the city's protectors, and are worshipped as sacred gifts from the gods. However, while most of these animals are just normal animals, some manifest special peculiarities. Their appearance changes, they develop an extraordinary intelligence and even seem to give magical gifts and abilities to those who revere them.
No Mere Beasts
These magical animals are not simple creatures. They have been imbued with fey or celestial magic and have become something more. They are as intelligent as a normal man, and have their own personality, goals and objectives. They can naturally understand any spoken language and, even though they cannot speak, find ways to communicate with others. To kill one of these animals is seen as a terrible crime in the city that worships them, and people are sometimes put to death even for simply harming one.
Animals imbued with fey magic manifest this touch in different ways. Some of them have glowing eyes, others have strange runes on their pelt or feathers.
Bonding a Magical Animal
A character may attempt to bond a magical animal by spending 8 hours interacting with it. The character makes a DC 15 animal handling check at the end of these 8 hours, if they succeed the animal becomes bonded to them. This bond ends if either of them die, or if the character bonds another magical animal. A magical animal may also decide to bond itself to a character if the character achieves a great feat or proves themselves to be particularly skilled in an area of interest to the animal.
If the character mistreats the magical animal or consistently acts in a way the animal doesn't approve of, the animal may choose to sever the bond. The character may also undertake a ten minute ritual to sever the bond themselves. A creature cannot be bonded to more than one other creature at a time.
Once a character has failed to bond a creature, they may not try to bond the same individual creature again. If the magical animal chooses to sever the bond with a character, it may not be reestablished, and the animal will become hostile to the character if they try to do so.
As long as a character is bonded to a magical animal, the animal always knows the character's direction as long as they are on the same plane of existence, and vice versa. The magical animal is also friendly to the character and will obey its verbal commands. In battle, the magical animal acts on its own initiative, and acts independently unless the character gives it specific commands on their turn (no action required). Furthermore, both bonded creatures (the animal and the character) have advantage on any Wisdom (insight) checks made to understand each other.
Optional Rule: Familiars and Steeds
The following is an optional rule that some DMs may allow. Speak with your DM to understand if they'll allow it.
A creature bonded to an Ilenesyan crow or a Siran snake that knows the find familiar spell may choose to make the bonded animal their familiar.
A creature bonded to a Kurdan lion or a Lykian Wolf that knows the find steed spell (or find greater steed, if the DM prefers) may choose to make the bonded creature their steed.
If a magical animal becomes a familiar or steed, all characteristics of creatures summoned these spells are applied to them instead. If the character already had a steed or familiar, this disappears. Additionally, if the character dismisses the magical animal or it dies, whenever the character next summons their familiar or steed, they may choose to give it the form of the magical animal they bonded.
Optional Rule: Immortal Beings
The following is an optional rule that some DMs may allow. Speak with your DM to understand if they'll allow it.
If a magical animal dies, it returns to life after 24 hours with 1 hitpoint. It then regains all its hitpoints after an additional 24 hours.
Ilenesyan Crow
Sacred symbols of knowledge and intelligence, crows are revered in the island city of Ilenes. Magical crows from this city are attracted to geniuses and scholars, therefore characters must use their Intelligence modifier instead of their Wisdom modifier for animal handling checks made to bond an Ilenesyan crow.
Ilenesyan Crow
Tiny beast, Neutral good
- Armor Class 12
- Hit Points 3(1d6)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (0) 12 (+1) 14 (+2) 8 (-1)
- Skills Arcana +3, Perception +4, Stealth +4
- Senses Darkvision 60ft., passive Perception 14
- Languages. The crow understands all languages, but cannot speak
- Challenge 0 (10 XP)
Bonded Magic. As long as the crow is within 100 feet of a creature bonded to it, that creature can cast detect magic as a ritual. Furthermore, based on the creature's level, as long as the crow is within 100 feet of it the creature can also cast one of the following spells once without consuming a spell slot or material components. After it has done so, it must finish a long rest to do so again. Intelligence is the bonded creature's spellcasting modifier for these spells.
Level 1: Comprehend languages or speak with animals.
Level 3: Animal messenger or borrowed knowledge.
Level 5: Nondetection or tongues.
If the creature has spell slots, it can cast these spells as if it knew them or had them prepared as long as the crow is within 100 feet of it.
Keen Sight. The crow has advantage on Wisdom (Perception) checks that rely on sight.
Well of Knowledge. As long as the crow is within 5 feet of a creature bonded to it, that creature has advantage on Intelligence (arcana) checks it makes.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Kurdan Lion
Sacred symbols of strength and bravery, lions are worshipped in the warrior city of Kurda. Magical lions from this city are attracted to great warriors and soldiers, therefore characters must use their Strength modifier instead of their Wisdom modifier for animal handling checks made to bond a Kurdan lion.
Kurdan Lion
Large beast, Lawful neutral
- Armor Class 12
- Hit Points 30 (4d10+8)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+2) 9 (-1) 12 (+1) 8 (-1)
- Skills Athletics +6, Perception +3, Stealth +4
- Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Senses Darkvision 30 ft., passive Perception 13
- Languages. The lion understands all languages, but cannot speak
- Challenge 2 (450 XP)
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Protective bond. Whenever a creature within 5 ft. of the lion hits the creature bonded to it with an attack, the lion may make a claw attack against that creature as a reaction.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft..
Well of Strength. As long as the lion is within 10 feet of a creature bonded to it, that creature has advantage on Strength (athletics) checks it makes.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.
Lykian Wolf
Symbols of wisdom and loyalty, wolves are the sacred animals of the small mountain town of Lykoikos. Lupian wolves value wisdom and empathy.
Lykian Wolf
Medium beast, Lawful good
- Armor Class 14 (Natural Armor)
- Hit Points 13 (2d8+4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (0) 14 (+2) 8 (-1)
- Skills Insight +4, Perception +4, Stealth +5
- Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Senses passive Perception 13
- Languages. The wolf understands all languages, but cannot speak
- Challenge 1 (200 XP)
Bonded Magic. As long as the wolf is within 100 feet of a creature bonded to it, that creature can cast alarm as a ritual. Furthermore, as long as the wolf is within 100 feet of it the creature can also cast either hunter's mark or longstrider once without consuming a spell slot or material components. After it has done so, it must finish a long rest to do so again. Wisdom is the bonded creature's spellcasting modifier for these spells. If the creature has spell slots, it can cast these spells as if it knew them or had them prepared as long as the wolf is within 100 feet of it.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Protective bond. Whenever a creature within 5 ft. of the wolf hits the creature bonded to it with an attack, the wolf may make a bite attack against that creature as a reaction.
Well of Understanding. As long as the wolf is within 10 feet of a creature bonded to it, that creature has advantage on Wisdom (insight) checks it makes.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Siran Snake
Sacred symbols of foresight and lies, snakes are sacred in the city of Sira, seat of the Oracle. These snakes are attracted to performers and deceivers, therefore characters must use their Charisma modifier instead of their Wisdom modifier for animal handling checks made to bond a Siran snake.
Siran Snake
Tiny beast, Chaotic neutral
- Armor Class 13 (Natural Armor)
- Hit Points 2(1d4)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 10 (0) 11 (0) 13 (+1) 14 (+2)
- Skills Stealth +4, Deception +2
- Senses Blindsight 10 Ft., passive Perception 11
- Languages. The snake understands all languages, but cannot speak
- Challenge 1/8 (25 XP)
Bonded Magic. As long as the snake is within 100 feet of a creature bonded to it, that creature can cast augury as a ritual. Furthermore, based on the creature's level, as long as the snake is within 100 feet of it the creature can also cast one of the following spells once without consuming a spell slot or material components. After it has done so, it must finish a long rest to do so again. Charisma is the bonded creature's spellcasting modifier for these spells.
Level 1: Detect good and evil or Detect poison and disease.
Level 3: Locate animals or plants or locate object.
Level 5: Clairvoyance or speak with dead.
If the creature has spell slots, it can cast these spells as if it knew them or had them prepared as long as the snake is within 100 feet of it.
Well of Guile. As long as the snake is within 5 feet of a creature bonded to it, that creature has advantage on Charisma (deception) checks it makes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus (2d4) poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Eldar Bat
In the hidden city
Eldar Bat
Tiny beast, True neutral
- Armor Class 12
- Hit Points 2(1d4)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 2 (-4) 17 (+3) 10 (0) 11 (0) 10 (0) 11 (0)
- Skills Stealth +5
- Senses Blindsight 60 Ft., passive Perception 11
- Languages. The bat understands all languages, but cannot speak
- Challenge 0 (25 XP)
Bonded Magic. As long as the bat is within 100 feet of a creature bonded to it, that creature can cast Unseen servant as a ritual. Furthermore, based on the creature's level, as long as the bat is within 100 feet of it the creature can also cast one of the following spells once without consuming a spell slot or material components. After it has done so, it must finish a long rest to do so again. Constitution is the bonded creature's spellcasting modifier for these spells.
Level 1: Feather fall or Sleep.
Level 3: Blindness/Deafness or Darkness.
Level 5: Fear or Vampiric Touch.
If the creature has spell slots, it can cast these spells as if it knew them or had them prepared as long as the spider is within 100 feet of it.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Well of Sneakiness. As long as the snake is within 5 feet of a creature bonded to it, that creature has advantage on Dexterity (stealth) checks it makes.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d1) piercing damage plus (1d4)poison damage.