Book of Broken Bones (3.5e Variant Rule)/Summoned Pets
Summoned Pet Chart[edit]
The Broken Bones Summoned Pet Chart is for all pet classes to use as their base template for summoned pets.
Notes: Summoned pets use the caster's base saves as their own.
Level | Hit Dice | Melee Strike | Melee Damage | Ranged Strike | Ranged Damage | AC | DR | SR |
---|---|---|---|---|---|---|---|---|
0 | 1 | +2 | 1d2(1) | +0 | 1d2(1) | 10 | 0 | 0 |
1 | 2 | +3 | 1d4(2) | +1 | 1d2(1) | 11 | 1 | 0 |
2 | 3 | +4 | 1d6(3) | +2 | 1d2(1) | 11 | 1 | 0 |
3 | 4 | +5/+0 | 1d6(3) | +3 | 1d4(2) | 12 | 2 | 0 |
4 | 5 | +6/+1 | 1d6(3) | +4 | 1d4(2) | 12 | 2 | 0 |
5 | 6 | +7/+2 | 1d8(4) | +5/+0 | 1d4(2) | 13 | 3 | 1 |
6 | 7 | +8/+3 | 1d8(4) | +6/+1 | 1d6(3) | 13 | 3 | 1 |
7 | 8 | +9/+4 | 1d8(4) | +7/+2 | 1d6(3) | 14 | 4 | 1 |
8 | 9 | +10/+5/+0 | 1d10(5) | +8/+3 | 1d6(3) | 14 | 4 | 1 |
9 | 10 | +11/+6/+1 | 1d10(5) | +9/+4 | 1d8(4) | 15 | 5 | 1 |
10 | 11 | +12/+7/+2 | 1d10(5) | +10/+5/+0 | 1d8(4) | 15 | 5 | 2 |
11 | 12 | +13/+8/+3 | 1d10(5) | +11/+6/+1 | 1d8(4) | 16 | 6 | 2 |
12 | 13 | +14/+9/+4 | 2d6(6) | +12/+7/+2 | 1d10(5) | 16 | 6 | 2 |
13 | 14 | +15/+10/+5/+0 | 2d6(6) | +13/+8/+3 | 1d10(5) | 17 | 7 | 2 |
14 | 15 | +16/+11/+6/+1 | 2d6(6) | +14/+9/+4 | 1d10(5) | 17 | 7 | 2 |
15 | 16 | +17/+12/+7/+2 | 2d8(8) | +15/+10/+5/+0 | 2d6(6) | 18 | 8 | 3 |
16 | 17 | +18/+13/+8/+3 | 2d8(8) | +16/+11/+6/+1 | 2d6(6) | 18 | 8 | 3 |
17 | 18 | +19/+14/+9/+4 | 2d8(8) | +17/+12/+7/+2 | 2d6(6) | 19 | 9 | 3 |
18 | 19 | +20/+15/+10/+5/+0 | 2d10(10) | +18/+13/+8/+3 | 2d8(8) | 19 | 9 | 3 |
19 | 20 | +21/+16/+11/+6/+1 | 2d10(10) | +19/+14/+9/+4 | 2d8(8) | 20 | 10 | 3 |
20 | 21 | +22/+17/+12/+7/+2 | 2d10(10) | +20/+15/+10/+5/+0 | 2d8(8) | 20 | 10 | 4 |
Pet Feats[edit]
Amphibious
The animal can breathe air and water.
Camouflage
The animal has an advantage to Stealth checks made while in its natural habitat.
Echolocation
The animal is grated Blindsight 10 hexes, but can’t use its blindsight while deafened.
Engulfed
If the target creature is grappled (escape DC 16), the target is restrained, and the animal can’t use its grapple attack on another target.
Envenomed
The target must make a FORT saving throw, taking the listed poison damage on a failed save, or half as much damage on a successful one.
Flyby
The flying animal doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Hold Breath
The animal can hold its breath for 10 minutes.
Hold Breath, Greater
The animal can hold its breath for 1 hour.
Ink Cloud
Ink Cloud recharges after a Short or Long Rest. A 20-foot-radius cloud of ink extends all around the animal if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the animal can use a move action as a free action.
Keen Senses
The animal has +3 bonus on Perception checks that rely on a specific sense type.
Multiattack
The animal may make multiple attacks.
Pack Tactics
The animal has +2 on an attack roll against a creature if at least one of the lion’s allies is within 1 hex of the target and the ally isn’t incapacitated.
Paralytic Poison
If hit with this poisoned attack, the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half that on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Pounce
Description: If the animal moves at least 3 hexes straight toward a target and then hits it with an 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 animal may make another attack against the target as a bonus action.
Rampage
When the animal reduces a creature to 0 hit points with a melee attack on its turn, the animal can take a free attack action to charge a target with half its move distance.
Riding Animal
The animal can be trained as a mount.
Running Leap
With a 2-hex running start, the animal can long jump up to their full movement
Spider Climb
The animal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap
The animal’s long jump is up to 4 hex and its high jump is up to 2 hex, with or without a running start.
Sure-footed
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Swallow Whole
The animal makes one bite attack against a target one size category smaller or more that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 10 (3d6) acid damage at the start of each round. The animal can have only one target swallowed at a time. If the animal dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Trampling Charge
If the animal moves at least 20 feet straight toward a creature and then hits with an attack on the same turn, that target must succeed on a DC 14 Athletics check or be knocked prone. If the target is prone, the animal may make another attack as a bonus action.
Water Breathing
The animal can only breathe underwater.
Weak Poison
The target must succeed on a FORT saving throw or take the listed poison damage.
Web Sense
While in contact with a web, the animal knows the exact location of any other creature in contact with the same web.
Web Walker
The animal ignores movement restrictions caused by webbing.
Webcasting
Roll 1d6, power recharges on a 5-6. Ranged Attack: +5 to hit, range 5 hexes, one creature.
Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).