This is a sheet I’ve created for the Ranger’s Animal Companion for a campaign I’ve been running.
This is a sheet I’ve created for the Ranger’s Animal Companion for a campaign I’ve been running. The idea is to make the Companion better defined mechanically, as well as giving it a way to level. Comments are appeciated!
The Animal Companion
Name:
HP: ____ / ____ (Base HP of 15)
Armor: 1
STR DEX CON INT WIS CHA
+2 +1 +1 +0 +0 -1
Trainings:
Strengths:
Weaknesses:
D6 Damage
Close
Starting Moves
The animal companion can use the Hack and Slash, Defy Danger, Defend, and Aid and Interfere moves, as well as any that the Ranger and Dungeon Master agree fit the animal (for example, a creature that shoots quills could use Volley)
Advanced Trainings
Each time the companion’s master gains a level, the companion gains advanced trainings. On odd levels, choose one of the two presented options.
Level 2:
The animal gains +3 maximum HP
Level 3:
Empowered: Choose another Strength
Flawless: Remove one Weakness
Level 4:
The animal gains +1 armor
Level 5:
Rend and Tear: The animal gains the Messy tag and +1 piercing
Expose Weakness: After the animal attacks, its master gains +2 piercing next time they deal physical damage to the same target.
Level 6:
The animal’s damage is now b[2d6]
Level 7:
Spirit Animal: When the animal takes physical damage, it can phase partly out of existence for a brief moment, reducing the damage taken by 1d4, but also reducing the damage of their next attack by 1d4
Arcane Infusion: The animal can now cast one level 1 wizard spell
Level 8:
The animal gains +1 WIS and CHA
Level 9:
Leader of the Pack: The animal can now call other creatures to the party’s aid. This will usually call 1-3 local animals, somewhat weaker than the animal companion themselves. Cannot be used in places where wild animals cannot reach the party.
Lone Wolf: The animal’s time away from others of its kind have caused it to grow larger and stronger. It gains the Reach and Forceful tags as well as +3 HP
Level 10:
The animal gains +1 DEX and CON