Companion Master (5e Class)
Companion master[edit]
Companion master[edit]
Creating a Companion master[edit]
- Quick Build
You can make a Companion master quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Con. Second, choose the hermit background. Third, choose long bow and quiver containing 20 arrows, druidic focus, entertainer's pack, and leather armor.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per class level after 1st
- Proficiencies
Armor: Light, medium, and shields
Weapons: Simple, long bow, and Lance
Tools: none
Saving Throws: Dexterity and Charisma
Skills: Choose two from the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a lance and shield or (b) a long bow and quiver containing 20 arrows or (c) 2 simple weapons
- a druidic focus
- (a) an entertainer's pack or (b) an explorer's pack
- (a) leather armor or (b) scale mail
Proficiency | —Spell Slots per Spell Level— | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Forever Familiar,Spellcasting | 1 | 2 | — | — | — | — | ||||
2nd | +2 | Pet, Friend to all Animals | 1 | 2 | — | — | — | — | ||||
3rd | +2 | Raising Technic | 1 | 3 | - | — | — | — | ||||
4th | +2 | Ability Score Increase | 1 | 3 | - | — | — | — | ||||
5th | +3 | Awaken Pet | 1 | 4 | 2 | - | — | — | ||||
6th | +3 | Raising Technic Improvement, Friend to all Animals Improvement | 1 | 4 | 2 | - | — | — | ||||
7th | +3 | Evasion, Magic Empowered Attacks | 1 | 4 | 3 | - | — | — | ||||
8th | +3 | Ability Score Increase | 1 | 4 | 3 | - | — | — | ||||
9th | +4 | Awaken Pet Improvement | 1 | 4 | 3 | 2 | - | — | ||||
10th | +4 | Raising Technic Improvement | 2 | 4 | 3 | 2 | - | — | ||||
11th | +4 | Stronger Bond | 2 | 4 | 3 | 3 | - | — | ||||
12th | +4 | Ability Score Increase | 2 | 4 | 3 | 3 | - | - | ||||
13th | +5 | - | 2 | 4 | 3 | 3 | 1 | - | ||||
14th | +5 | Evasive Companion | 3 | 4 | 3 | 3 | 1 | - | ||||
15th | +5 | Friend to All | 3 | 4 | 3 | 3 | 2 | - | ||||
16th | +5 | Ability Score Increase | 3 | 4 | 3 | 3 | 2 | - | ||||
17th | +6 | - | 3 | 4 | 3 | 3 | 3 | 1 | ||||
18th | +6 | Raising Technic Improvement | 3 | 4 | 3 | 3 | 3 | 1 | ||||
19th | +6 | Ability Score Increase | 3 | 4 | 3 | 3 | 3 | 2 | ||||
20th | +6 | Companions from another World | 3 | 4 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
At 1st level, you have learned to use the magical essence of nature to cast spells, much as a druid or a ranger does.
- Cantrips (0-Level Spells)
You know one cantrip of your choice from the companion master spell list. At higher levels, you learn additional companion master cantrips of your choice, as shown in the Cantrips Known column of the Companion master table.
When you gain a level in this class, you can replace one of the companion master cantrips you know with another cantrip from the companion master spell list.
- Preparing and Casting Spells
The Companion master table shows how many spell slots you have to cast your companion master spells. To cast one of your companion master 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 companion master spells that are available for you to cast, choosing from the companion master spell list. When you do so, choose a number of companion master spells equal to your Charisma modifier + half your companion master level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level companion master, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of companion master spells requires time in tuning to nature with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your companion master spells; your understanding of the nature and how it interacts with animals and people alike. You use your Charisma whenever an companion master spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an companion master spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast an companion master spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your companion master spells.
Forever Familiar[edit]
At 1st level, you have a strong connection to your familiar, stronger than most people. You learn find familiar spell. This does not count towards your limit of spells that you can prepare each day. You can cast find familiar without material components due to your close connection to your familiar.
You can cast find familiar as a bonus action and without spell slots up to your proficiency bonus + companion master levels per short rest. When you cast find familiar this way, your familiar's size is reduced to tiny and under the effects of enlarge/reduce.
When you cast find familiar on a friendly and willing beast of CR rating of companion master level divided by five (rounded down). That beast becomes your familiar. It loses any multi-attacks, special reaction, and legendary abilities. Its hit points is reduced to your proficiency bonus.
Pet[edit]
At 2nd level, you gain a beast companion, pet, that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower or find an already friendly and willing beast of CR rating of companion master level divided by four (rounded down). It looses all of their original stats and gain the pet stat block below. If the original creature's size is medium, their size is reduced to small.
Pet Stat | |||||
---|---|---|---|---|---|
Small Beast | |||||
Armor Class: 12 + PB (natural armor) | |||||
Hit Points:Charisma modifier + five times your companion master level (the pet has a number of Hit Dice [d8s] equal to your companion master level) | |||||
Speed: Original beast's speed | |||||
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses: Darkvision 60 ft., passive Perception 12 | |||||
Languages: understands but not speaks the languages you speak | |||||
Challenge: PB | |||||
Special Features | |||||
Choose one feature of the original creature that does not use an action, bonus action, or reaction. If the creature does not have a special feature, their ac is increased by 1 | |||||
Actions | |||||
Shred. Melee Weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB Piercing damage. |
In combat, the pet acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the pet to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the pet has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The pet returns to life after 1 minute with all its hit points restored. When you finish a long rest, you choose a different beast to be your pet. It must be a beast that is no larger than Medium, friendly, and willing beast of CR rating of companion master level dived by three (rounded down).
Friend to all Animals[edit]
At 2nd level, you find it easy to make friends with animals. You learn animal friendship and Beast Bond spells. This does not count towards your limit of spells that you can prepare each day. You can cast them as a ritual even if the spell does not have a ritual tag.
At 6th level, you have an easier time connecting with beast. You learn animal messenger and beast sense spells. This does not count towards your limit of spells that you can prepare each day. You can cast them as a ritual even if the spell does not have a ritual tag.
Raising Technic[edit]
At 3rd level, you chose a raising technics. Choose between Spirit Raising, Dragon Raising, Planar Raising, Steed Raising, Summoning Raising, Undead Raising, Monster Raising, Familiar Raising, and Humanoid Raising, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 13th, and 18th levels.
Ability Score Improvement[edit]
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.
Awaken Pet[edit]
At 5th level, after being with you for a long time, the natural magical energy you give off has "awaken" your pet. Your pet's Intelligence score is increased by 3. Additionally, your pet can speak (poorly) of any language that you know. Pet no longer have to follow your every order but they are always friendly to you.
Your is smart enough to act (mostly) by itself. When you do not give any orders, pet can do the Dodge or Attack action. When you sacrifice one of your attacks when you take the Attack action to command the pet to take the Attack action, your pet instead gain advantage to all of their attacks until end of their turn.
You may use a bonus action to command the pet to take the Help action on its turn.
At 9th level, you can use a bonus action to command the beast to take the Dash or Disengage action on its turn.
Evasion[edit]
At 7th level, Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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.
Magic Empowered Attack[edit]
At 7th level, you give a bit your magic whenever you summon a creature or make a life long bond with a beast. All summons and beast under your command can make their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Stronger Bond[edit]
At 11th level, your ability to command your ally reach a new threshold. Your Spirit Warrior can attack two times instead of once with their action.
Evasive Companion[edit]
At 14th level, you train your team to evade dangerous area of effect attacks. All of your beast and summons under your command gains Evasion. Additionally, they add your proficiency bonus to all saving throws that they make.
Friend to All[edit]
At 15th level, your easy going nature or looks make it easier for you to influence others. You have advantage to persuasion, deception, nature, survival, and performance checks.
Companions from Another World[edit]
At 20th level, you make close ties with the creatures you summon, to a point that they are willing to help you at no cost. Choose a spell that is 3rd level or lower that you know and that contains "summon" or "conjure" in the name of the spell. You can cast that spell at will.
You can cast that spell as an action and without somatic, verbal, or material requirements up to your Charisma modifier per short rest.
Raising Technic[edit]
Spirit Raising[edit]
You find both living and dead animals fun to hang around. You have made friends with the souls of animals that has not left for the afterlife.
- Friends of the Spirits
At 3rd level, you find it easy to make friends with Spirits. Undead creatures with incorporeal movement feature counts as beast for companion master features.
- Spirit Summoning
At 3rd level, you can bring your new found friends to this plane of existence. You can summon the primal beast spirit bound to your soul. As an action, you can summon your beast spirit to an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 necrotic damage.
The beast spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Beast Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appear to a ghostly beast creature of your choice.
Beast Spirit Stat | |||||
---|---|---|---|---|---|
Medium Elemental Beast | |||||
Armor Class: 8 + PB (natural armor) | |||||
Hit Points:Charisma modifier + five times your companion master level (the beast spirit has a number of Hit Dice [d8s] equal to your companion master level) | |||||
Speed: 30ft, 30ft fly (Hover) | |||||
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
Damage Immunities: Necrotic | |||||
Condition Immunities: charmed, frightened, grappled, prone, restrained | |||||
Senses: Darkvision 120 ft., passive Perception 12 | |||||
Languages: understands but not speaks the languages you speak | |||||
Challenge: PB | |||||
Actions | |||||
Etherealness The beast spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. | |||||
Horrifying Vistage.Each non-undead creature (not including you) within 30 feet of the beast spirit that can see it must succeed on a your saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Best Spirit's Horrifying Visage for the next 24 hours. | |||||
Withering Touch Melee Weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + PB Necrotic damage. |
In combat, the beast spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast spirit can take any action of its choice, not just Dodge.
The beast spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. You can summon your beast spirit up to your Charisma modifier per long rest.
- Life Drain
At 7th level, the beast spirit grants a boast to your destructive and restorative spells. Whenever you cast a spell that deals necrotic damage or restores hit points while your beast spirit is summoned, roll a d4, and you and your beast spirit are healed equal to that roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
- Farewell Spirits
At 13th level, you gain the ability to temporarily tie the recently dead spirits to this realm. When a Small or larger creature dies within 120 feet of you or your beast spirit, a harmless spirt springs forth in the dead creature’s space and wavers there for 10 minutes. When a creature you can see enters that space, you can use your reaction to say your final farewell to the spirit and either heal the creature or deal necrotic damage to it. The healing or damage equals d12 + your Charisma modifier.
You can use this reaction twice per short rest.
- Spiritual Sacrifice
At 18th level, your beast spirit has grown to love you and does not want you dead. If the beast spirit is on the same plane as you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 1 hit point. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a long rest.
Dragon Raising[edit]
What is a better friend than a dragon?
- Friends of the Dragons
At 3rd level, you find it easy to make friends with Dragons. Dragon counts as beast for companion master features.
- Dragon Pet
At 3rd level, when you use Pet for a dragon type creatures, choose acid, cold, fire, lightning, or poison and the following changes happens:
- Your dragon pet gain immunity to the given damage type
- Remove any special ability and flying speed
- Whenever Dragon Pet takes Attack Action, it may use its Breath Weapon. Breath Weapon All creatures in 15ft cone makes a Constitution saving throw vs your spell dc. On a fail, they take d6 of chosen elemental damage.
- Young Dragon
At 7th level, your dragon pet as grown into a preteen dragon. Dragon pet gains the following:
- Growing Dragon: size of medium
- Bigger Wings: Flying speed of 10ft
- Magical Energy: All friendly creatures within 5ft of dragon pet gain resistance of the chosen elemental type
- Breath Weapon Improvement
At 7th level, breath weapon now deals 2d6 of chosen elemental damage.
- Teenager Dragon
At 13th level, your dragon has reached the troubled age of a teenager. Dragon pet gains the following:
- Mature Wings: Flying speed of 20 ft
- Sturdy Body: for the purpose of carry weight and mount, dragon pet counts as one size larger
- Improved Magical Energy: All friendly creatures within 15ft of dragon pet gain resistance of the chosen elemental type
- Breath Weapon Improvement
At 13th level, breath weapon now deals 3d6 of chosen elemental damage. On a successful save, they take half damage.
- Adult Dragon
At 18th level, your dragon has reached the adulthood. Dragon pet gains the following:
- Fully Grown: size of large
- Young Adult Wings: Flying speed of 30 ft
- Improved Magical Energy: All friendly creatures within 30ft of dragon pet gain resistance of the chosen elemental type
- Breath Weapon Improvement
At 18th level, breath weapon now deals 4d6 + your Charisma modifier of chosen elemental damage.
Planar Raising[edit]
Make friends with fiends and celestials
- Friends of the Outsiders
At 3rd level, you find it easy to make friends with creatures not from this world. Fiends and celestial counts as beast for companion master features.
- Blessing of Good and Evil
At 3rd level, you feel blessed by creatures of greater power than you. When you make an ability check, an attack roll, or a saving throw, you can use this feature to add a d8 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
- Sick Them
At 7th level, you gain the ability to call forth a howling creature of darkness or an unstoppable creature of lightness to harass your foes. As a bonus action, you can spend a 2nd level spell slot or higher to magically summon a hell hound of ill omen or Pegasus of divine justice to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics while the Pegasus uses the Hippogriff statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The hound and Pegasus is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your companion master level.
- It can move through other creatures and objects as if they were difficult terrain. The hound and Pegasus takes d12 force damage if it ends its turn inside an object.
- At the start of its turn, the hound and Pegasus automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound and Pegasus.
The hound or Pegasus appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound or Pegasus. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound or Pegasus can make opportunity attacks, but only against its target. Additionally, while the hound or Pegasus is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound or Pegasus disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
- Burn, purify, and healing
At 13th level, you are better at healing and dishing out damage related to fiends and celestials. Whenever you heal, deal fire damage, or deal radiant damage, you add your charisma modifier to the damage or hit points restored. Whenever you are being healed by someone else, you add your charisma modifier to the amount of healing.
Additionally, you are immune to poison and disease conditions. You gain resistance to radiant or fire damage depending if your pet is celestial or fiend.
- Final Push
At 18th level, fiendish and celestial energy flows through your body, making it harder for you to die. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant and fire energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to d6 + your Charisma modifier and fire damage equal to d6 + Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short rest.
Steed Raising[edit]
You are born to ride
- Steed Spells
At 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Steed Spells table. Each of these spells counts as a companion master spell for you, but it doesn’t count against the number of companion spells you know.
If these spells do not have the ritual tag, it gains ritual tag.
Companion Master Level | Spells |
---|---|
3rd | speak with animals |
7th | find steed |
11th | phantom steed |
15th | Find Greater Steed |
- Skilled Rider
At 3rd level, you have spend great deal of time riding creatures. You gain the following:
- You cannot be dismounted unwilling
- You have advantage to all rolls to control, guide, and show off your steed and riding skills
- Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Mounted Fighter
At 7th level, you improve your ability to fight on top of your mount. You gain the following:
- You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount
- You can force an attack targeted at your mount to target you instead
- You can mount creature of your size or larger
- Charge!
At 13th level, you become great at charging into battle. When you or your mount takes the Dash action, your next attack that hits deals an extra 2d12 damage.
- Immoratal Companion
At 18th level, you have become near perfect at keeping your steed alive. Your steed takes no damage when passing a saving throw. As an reaction from you or your steed, you can take all the damage that is originally for your steed. This effect is also applied to your Forever Familiar and Pet.
Summoning Raising[edit]
You have an easy time making friends with the creatures that you summon.
- Summoner's Expansion
At 3rd level, you expand your knowledge for summoning spells. Spells that containing summoning or conjure in the name are consider as companion master spells.
- Lesser Natural Recovery
At 3rd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than quarter your companion master's level (rounded up). You can’t use this feature again until you finish a long rest.
For example, when you are a 8th-level companion master, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
- Beast Summoner
At 7th level, beasts that you conjure are more resilient than normal. Any beast summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The creature appears to be tougher than normal: increase natural armor by 1
- Emergancy Summons
At 13th level, beast that you summon are willing to help you in your greatest need. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 5th-level spell slot. It summons eight beasts of your choice that are challenge rating 1/2 or lower. The conjured beasts appear within 30 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a short rest
- Here to Stay
At 18th level, your summons have a harder time leaving your side. All duration on spells that has summon or conjure have the minimal duration of 6 hours. Additionally, you do not require verbal, somatic, and material for these spells.
- Powerful Summons
At 18th level, all of your summons are effected equally. All of your summons and beast under your control gains the benefits of Beast Summoner
Undead Raising[edit]
Living beast make great friends but they have to die eventually. For you, this is not a problem as you stay friends with them even after death
- Friends of the Undead
At 3rd level, you find it easy to make friends with undead. Undead counts as beast for companion master features.
- Undead Beast
At 3rd level, you can bring back small animals from the dead. You can bring back a beast of CR rating no higher than companion master level divided by four (rounded down) from dead. That creature must have died in the last hour. After a ten minute ritual and expending a spell slot of 1st level or higher, that beast comes back as an undead creature. As an undead, it gains immunity to disease, poison damage, necromantic damage, and poison condition but vulnerability to radiance damage.
- Its alive!
At 7th level, you learn the dark arts for being back your dead friends. You learn animate dead spell. This does not count towards your limit of maximum number of prepared spells. You can cast this spell with a 2nd level spell slot. As per normal, upcasting the spell above normal grants an additional 2 zombie or skeleton per spell slot.
- Tougher Undead
At 13th level, your undead creatures make a great meat shield. When you cast animate dead, they gain doubled amount of max hit points but gain vulnerability to radiant damage.
- Proper Necromancer
At 18th level, you have achieved the greatest goal for any necromancer; to bring someone back alive. You learn raise dead spell. This does not count towards your limit of maximum number of prepared spells. You do not require any material components for this spell.
Monster Raising[edit]
Beast and monsters are not than different. Both are creation of nature. Why not make friends with them?
- Friends of the Monster
At 3rd level, you find it easy to make friends with monsters. Monstrosity counts as beast for companion master features.
- Mosterously Big
At 3rd level, you learn to properly feed your monster pet. When you use Pet on a monstrosity, you can target a creature that is large or smaller. Additionally, your pet that is monstrosity has the size of large regardless of its normal size.
- Dangerous Monster
At 7th level, your monster becomes a deadly force of nature. Monstrous Pet maul can score a critical hit on a roll of 19 or 20.
Additionally, after a successful hit with maul, that creature makes a constitution saving throw vs your spell dc. On a fail, that creature gains poisoned condition effect for 1 minute or a successful constitution saving throw at the end of their turn. The creature rolls at disadvantage if the maul got a critical hit.
- Monster Charmer
At 13th level, you found a way to use magic to increase your chance to make friends with monsters. You learn charm monster spell. This does not count towards your limit of maximum number of prepared spells. You can cast this spell as a ritual even if the spell does not have a ritual tag.
- Monster Tamer
At 18th level, you can use magic to over come your failing of your skills. You can cast dominate monster without spell slot once per long rest.
Familiar Raising[edit]
You learn great deal about familiars from wizards and warlocks. Your familiar is improved greatly from your study.
- Familiar Expansion
At 3rd level, you expand your natural powers to more traditional and non-traditional familiars. You can target any creature for Forever Familiar.
- Healthier Familiar
At 3rd level, your familiar has become tougher than the normal familiar. You no longer reduce the hit points of your familiar.
- Combat Familiar
At 7th level, your familiar is ready for battle. Your Forever familiar gains the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
- Healing Familiar
At 13th level, your familiar learns mimic healing spells. Whenever you are healed by a spell that uses dice rolls to determine the amount of hit points restored, your familiar can use their reaction to copy that spell. The copied spell uses your spell casting modifier and only can target and effect you. This spell automatically fails if you are out of the range of the copied spell.
- Awaken Familiar
At 18th level, you finally perfected the ritual to "awaken" your familiar. Your Familiar gains all benefits that your pet received from your class features. Including Awaken Pet.
Humanoid Raising[edit]
You enjoy the more complexity of humanoid relationships. You prefer the civilization over the wilderness.
No. You do not raise a humanoid creature to be your pet. That's too inhuman. Long ago, someone decided to that all branches of companion master should end with raising. Now this branch is stuck with the name Humanoid raising. You don't want to think what it would be like to actually raise a humanoid creature to be your pet. That sounds a lot like having a child and raise them.
- You are Charmed
At 3rd level, you master and learn spells to charm others. Spells containing charm in the name or cause the charm condition counts as companion master's spell list.
- People Person
At 3rd level, you are familiar on how people work. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
- I am Charming
At 7th level, you gain the ability to massively increase your natural charm. As a bonus action, you cast charm person, without expending a spell slot, and your beauty is off the charts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast charm person as a bonus action on each of your turns, without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a short rest.
At 18th level, you can replace charm person with charm monster
- I Charm you Back
At 13th level, you learn to redirect charming magic back to the user. Whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Additionally, yourself, your beast, and your summons are immune to being charmed.
- Blackmail
At 18th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Companion Master Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass. ,
- Cantrips
Control Flames, Create Bonfire, dancing lights, druidcraft friends, Frostbite, guidance, Gust, Infestation, light, message, Mold Earth, poison spray, Primal Savagery, produce flame, resistance, Shape Water, shillelagh, and true strike
- 1st Level
Absorb Elements, animal friendship, Beast Bond, bless, charm person, command, create or destroy water, cure wounds, detect poison and disease, ensnaring strike, feather fall, goodberry, healing word, heroism, jump, longstrider, speak with animals, and Zephyr Strike
- 2nd Level
aid, animal messenger, barkskin, beast sense, calm emotions, darkvision, Dust Devil, Healing Spirit, hold person, Kinetic Jaunt, lesser restoration, locate animal or plant, pass without a trace, protection from poison, suggestion, Summon Beast, and Wither and Bloom
- 3rd Level
Catnap, conjure animals, Fast Friends, Motivation Speech, and tiny hut
- 4th Level
Charm Monster, conjure minor element, dominate beast, giant insect, Guardian of Nature, locate creature, polymorph, stoneskin, and Summon Elemental
- 5th Level
conjure elemental, dominate person, geas, greater restoration, hold monster, insect plague, and mass cure wounds,
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Companion master class, you must meet these prerequisites: char 13 and dex 13
Proficiencies. When you multiclass into the Companion master class, you gain the following proficiencies:
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