Animal companions are commonly creatures bound to you for the purpose of being an ally in combat, or various other physical uses. These companions gain a number of abilities based on what type of creature they are and what Talents you have purchased, with most of these abilities enhancing the companion in some way or giving them a new effect on the battlefield.
Animal Ability
At creation an Animal Companion gains one of the following abilities. These abilities typically enhance the companion or give them a new ability to perform in combat. This list of abilities can easily be expanded with custom affects with GM approval, theoretically any monster trait from the bestiary could be converted into a companion trait.
Beast of Burden
This creature gains Advantage on all Endurance checks and adds their Highest Rank Bonus to their Strength score for the purpose of calculating Carry Capacity.
Bestial Movement
This creature chooses either burrow, climb, fly or swim gaining that movement type equal to their base land speed. If the fly speed is chosen it starts at a poor maneuverability.
Bestial Sight
This creature chooses either Low-Light Vision, Darkvision out to 60ft, Scent or 30ft Tremorsense gaining that vision type.
Bounding Strike
Whenever this creature makes a Charge attack, they may make a single additional attack against their target as a Quick Action.
Camouflage
This creature gains a +8 Stealth and Survival bonus to cover tracks in a single environment of their choice, chosen when this ability is gained. Additionally, this creature may attempt Stealth checks as a Quick Action while in this environment even if they do not have cover.
Carrion Drone
This creature can vibrate its body or wings creating a droning sound that maddens enemies within 60ft of this creature. Any enemy within range of this ability must make a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or be Confused for 1d4 + half Highest Rank Bonus rounds. This is a Mind-Affecting sound-based effect and creatures who make their Save are immune to this affect for 24 hours.
Colorful Performance
This creature may assist your Performance or any other similar ability that provides a Morale bonus by spending a Basic Action each turn to increase the bonuses provided by the abilities by 1.
Consume Prey
This creature can attempt to swallow any creature they successfully grapple as a Quick Action. The target of this ability must be equal size to or smaller than this creature and swallowed targets take this creatures Constitution modifier in d6 Crushing damage every round they start their turn inside this creature. Swallowed targets can break free by dealing this creatures Constitution score in damage while swallowed.
Defensive Roll
Whenever this creature uses Total Defense, they are able to move half of your movement speed per Basic Action spent.
Elemental Breath
When this creature selects its elemental type, they choose either a 15ft + 5ft per half Highest Rank Bonus cone, a 15ft + 10ft per half Highest Rank Bonus line, or a 10 + 5ft per half Highest Rank Bonus radius within 60ft breath weapon. This breath weapon can be used a number of times per Short Rest equal to half Highest Rank Bonus as a Basic Action and deals a number of d8s equal to Highest Rank Bonus of the chosen element. Targets caught within the breath weapon receive a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, to take half damage from this affect.
Elemental Form
This creature is infused with their chosen elemental type, gaining bonus damage of that type equal to their Highest Rank Bonus + Spirit modifier on all attacks they make.
Expert Forager
This creature is able to make a Foraging check once per day without slowing down travel time or taking a down time action. When they succeed on finding food, they increase the number of meals worth of food found by half of their Highest Rank Bonus.
Feral Rage
This creature gains a bonus to damage equal to their Highest Rank Bonus per Wound that they have.
Frightful Presence
This creature can choose to radiate a frightful presence as a Free Action, causing all hostile creatures within 20ft + 5ft per Highest Rank Bonus to require a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or become Frightened until they break line of sight with this creature. Any target who succeeds this save is immune to this ability for the rest of the encounter.
Gnarled Hide
Any enemy that attacks this creature with a melee weapon must make a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, or take Retribution damage equal to this creatures natural DR. If the attacker is using a manufactured weapon with Reach the damage is Piercing instead of Retribution.
Gripping Appendages
This creature has the ability to manipulate and interact with objects with their front limbs regardless of their locomotion form.
Hibernation
This creature doubles all the benefits they gain from resting.
Innate Maneuver
This creature chooses a single Maneuver skill and apply it to a single natural attack when they gain this ability. Whenever they hit a hostile creature with this natural attack, they may attempt the chosen Maneuver as a Free Action with Advantage on the maneuver check.
Interrupting Howl
Once per encounter this creature is able to let out an ear-piercing howl as a Basic Action. Any enemy who hears the howl must make a Composure test, DC 10 + their Highest Rank Bonus + their Fellowship modifier, or be Staggered on their next turn. This ability is a sound based and Mind-Effecting Effect.
Jetstream
This creature may take the Run action as a Quick Action as long as they are swimming a number of times per Short Rest equal to their Constitution modifier.
Mimicry
This creature has the ability to mimic noises they have heard even mimicking voices if their Intellect score reaches a 5 or higher.
Multi Attack
This creature reduces the penalty from attacking with secondary natural weapons by 1. This increases by 1 once again when this creature reaches Master rank.
Nature’s Lure
By spending a Basic Action this creature is able to attempt to lure in enemies who can see them granting a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or the enemy must target this creature on their next turn.
Observant Predator
This creature can make a Perception check as a Free Action once per round and does not take the penalty to Perception checks while sleeping.
Oozing Engulf
This creature may attempt to envelop a target’s space with their body by succeeding on a Grapple attempt. The target counts as being Grappled and automatically takes damage from this creature’s natural attack + an amount of additional Acid damage equal to your Spirit score and any on hit effects for as long as the target is Engulfed.
Poisonous Host
This creature may consume a Poison or Disease and afflict enemies with that effect whenever they hit with a natural attack granting the appropriate Saves to resist based on the consumed Poison or Disease. The consumed Poison or Disease remains until it is replaced by another, at which point it is permanently lost. Poisons and Diseases consumed by this creature cannot be harvested from this creature for additional doses.
Prehensile Tail
This creature has a prehensile tail that can manipulate and interact with objects in their natural reach if otherwise occupied
Puncturing Attacks
This creature bypasses an amount of untyped DR with their natural attacks equal to their Highest Rank Bonus.
Quick Footed
This creature does not provoke from the first space of movement that would provoke against a target, this stacks with other similar abilities.
Scuttle
This creature is able to take the Withdraw action as a Quick Action a number of times per Short Rest equal to their Constitution modifier.
Serrated Strikes
Whenever this creature hits with a natural attack the target gains an amount of Bleed damage equal to their Rank Bonus with their attack. This Bleed stacks with itself and other sources and cannot be removed without a DC 10 + half Rank Bonus + attack Attribute check of the appropriate skill.
Skittish Defense
This creature gains Advantage on Initiative checks when rolling Initiative during a Surprise round and they gain a single movement action of any type as part of the Initiative check.
Slippery Hide
This creature has Advantage on Escape Artist checks and any check to physically restrain them has Disadvantage.
Swooping Charge
This creature is able to continue moving after attacking on a Charge against a target they were flying above. Additionally, they may attempt to pick up a creature smaller than them that they fly past as part of any Charge or Run action.
Territorial
Whenever you would be charged or critically hit this creature may Charge the triggering creature as an Immediate Action.
Trampling Charge
This creature can attempt to Bullrush creatures as part of a Charge and gains Advantage on the check to do so.
Venomous Attack
This creature has a natural attack that comes with a natural venom.
- Venom: Target makes a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, or take a 1d2 Attribute Damage to a Physical Attribute chosen when this ability is gained every round for 6 rounds. 1 Save required to end the effect early.
Web
This creature gains a special Web attack, which allows this creature to spend a Basic Action to make a ranged touch attack with the Natural Attack skill against a target within 60ft. If the attack hits the target is Entangled until they can break free with a DC 10 + Highest Rank Bonus Strength or Escape Artist check. This ability can be used a number of times per Short Rest equal to this creature’s Constitution modifier.
Web-walker
This creature can sense creatures that are touching webs that they are touching allowing them to know their exact location. Additionally, they ignore Difficult Terrain caused by webs and similarly structured terrain.
Rare Animal Ability
Once the Rare Companion Talent has been taken for an Animal Companion, the companion receives an additional ability from the following list or may choose another basic animal ability in its place.
Apex Hunter
This creature chooses a single natural attack they possess, increasing the ADM to 2.0 at base and this attack may be used as a Quick Action with no Iterative penalties a number of times per Short Rest equal to half Highest Rank Bonus.
Battlefield Assessment
This creature can spend a Basic Action to assess the battlefield and can choose to either negate a tactical bonus hostile creatures are benefiting from on the battlefield or increase a tactical bonus friendly creatures are benefiting from by 2 for a number of rounds equal to this creature’s Highest Rank Bonus.
Blink Step
This creature can spend a Basic Action to move up to half of their base land speed in an instant as they Teleport to the desired location. This movement still provoked from their starting position if it would provoke.
Bloody Rage
This creature treats Wound penalties as a bonus to attack instead of a penalty to attack. They take all other penalties as normal. Penalties negated by talents such as Endurance still count towards this bonus.
Bounding Leap
This creature is able to make an Acrobatics check with a DC equal to the distanced traveled to jump over the battlefield and make a Charge attack against a target within their natural reach of their landing location. The creature also gains benefits from High Ground when using this ability and may ignore cover up to GM discretion.
Bounding Pursuit
Whenever this creature takes the Run action, they are able to move freely along their path, jumping, climbing, and swimming without requiring checks to do so and ignore a number of squares that would provoke from this movement equal to half of their Highest Rank Bonus.
Coiled Strike
This creature may spend a Basic Action to ready their body and double their natural reach for the purposes of taking AoOs and making Reactions until the start of their next turn.
Compressed Body
This creature is able to squeeze through any space that they are able to fit a limb into without taking penalties.
Constricting Crush
This creature automatically deals 1d8 Crushing damage per half Highest Rank Bonus for free whenever they maintain a Grapple on a target.
Death Roll
Whenever this creature succeeds on a Grapple check the target must make a Body Save, DC 10 + half Highest Rank Bonus + attack Attribute modifier, or be knocked Prone as they become Grappled.
Devouring Attack
This creature chooses a single natural attack they have and heals for half of the Physical damage dealt with that attack.
Dire Bulk
A number of times per Long Rest equal to half of their Highest Rank Bonus this creature is able to increase their Size Category by 1 step and their Reach by 5ft for the remainder of the scene or encounter, up to GM discretion.
Evolved Camouflage
This creature is able to change their colors to blend into its environment by spending two Basic Actions granting them Total Concealment until they move.
Following Strike
When this creature attacks a target that has an Armor bonus to AC higher than their Rank Bonus, they may make an additional attack as a Quick Action at no penalty.
Infectious Form
This creature inflicts a target hit by their natural attack with a condition they choose when this ability is gained with a tier equal to or lower than half of this creatures Highest Rank Bonus, granting the target a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, or be afflicted with the condition for a number of rounds equal to their Highest Rank Bonus.
Intrusive Gibbering
Any enemy that can hear the sounds this creature makes takes a penalty to Composure and Concentration checks equal to half of their Highest Rank Bonus and if they are within 60ft gain 5 percent Spell Failure chance multiplied by half of their Highest Rank Bonus.
Lockjaw
When this creature successfully maintains a Grapple check with a natural attack the target is unable to escape from the Grapple unless the creature willingly let’s go, is forced to let go, or is Defeated.
Mucus Cloud
This creature can release a 20ft radius cloud of slime at a location within 60ft as a Basic Action once per Short Rest. Any creature caught in the area of this slime must make a Body Save, DC 10 + this creature’s Highest Rank bonus + this creature’s Constitution modifier, or be unable to breath and may begin to suffocate. The cloud remains for a number of rounds equal to this creature’s Constitution modifier and creatures affected by the slime receive a Save every round to end the affect early for a number of minutes equal to this creature’s Constitution modifier. If this slime is somehow washed away the cloud can end early and creatures affected by the cloud gain Advantage on their Save.
No Touching
This creature is able to share the space of any other creature regardless of size and can make a Steal or Sleight of Hand check against a creature they are sharing a space with as a Quick Action.
Overgrowth
A number of times per Long Rest equal their Highest Rank Bonus this creature may cause natural growths to burst from the ground in a 30ft radius around them as a Basic Action. This area is now Difficult Terrain for anyone but this creature for the remainder of the encounter.
Pilfering Run
This creature is able to take the Run action as a Quick Action whenever they successfully make a Sleight of Hand or Steal maneuver check.
Primal Charge
This creature is able to attack with all available natural attacks as part of a Charge, giving each attack the benefits of Charge as appropriate.
Primal Hunter
For a number of minutes per day equal to their Highest Rank Bonus this creature can release a primal form doubling their natural DR and increasing the damage track of their natural weapons by their Highest Rank Bonus for the duration. The duration of this ability must be spent in one-minute increments but no duration is spent if this ability is used while in their chosen natural phenomenon.
Primal Movement
This creature gains either the ability to tunnel, improve an existing movement speed by 50 percent, increase the maneuverability of a fly speed by half of their Highest Rank Bonus, or the Jet ability, allowing them to make a Run action while swimming as a Quick Action a number of times per Short Rest equal to their Constitution modifier.
Primal Senses
This creature gains either Infravision, Echolocation, Blindsense, Lifesense, Electroreception, or a material vision type such as Greensight.
Primal Spotlight
This creature can spend a Basic Action to begin fascinating all creatures who can see it, granting them a Composure check, DC 10 + half Highest Rank Bonus + Fellowship modifier, to resist being Fascinated. Creatures fascinated in this way remain Fascinated until either the companion quits maintaining this ability or they notice a hostile action targeting them.
Reactive Flesh
Whenever this creature takes damage their flesh will shift and harden against that damage type providing a special DR or Resistance against that type equal to their Constitution score as an Immediate Action.
Relentless Beast
This creature may choose to take half damage from a source of damage a number of times per Long Rest equal to their Constitution modifier + Highest Rank Bonus.
Rending Attacks
Whenever this creature hits with both attacks in a paired natural attack, such as Claws, Pincers, Hoofs, and the like. they may make another set of attacks with those natural weapons as a Free Action at the same Iterative Stage.
Retracting Armor
This creature is able to make a single Total Defense action as an Immediate Action when attacked.
Rumbling Stomp
This creature is able to stomp on the ground as a Basic Action causing all targets within 10ft + 5ft per half Highest Rank Bonus to require a Body Save, DC 10 + half Highest Rank Bonus + Strength modifier, or fall Prone.
Sacrificial Tail
This creature is able to gain a normal Wound as an Immediate Action by launching a piece of its body into a square within 15 feet of it. That body part then begins flailing around and any enemy who witnesses this action must make a Mind Save, DC 10 + their Highest Rank bonus + their Constitution modifier, or be forced to focus on the severed body part for a number of rounds equal to half of this creatures Highest Rank Bonus. This ability is usable once per Long Rest.
Savage Attack
Whenever this creature confirms a critical with a natural attack the target is Stunned for 1 round.
Scavenger
Whenever this creature assists with harvesting or gathering the number of resources and loot gained is increased by their Highest Rank Bonus if more would logically be available.
Shifting Form
This creature has a 5 percent multiplied by their Highest Rank Bonus in Miss Chance as their body shifts in the light making them hard to target.
Show of Strength
This creature can make an Intimidation check against a target as a Basic Action gaining a bonus to this check equal to their Strength modifier. The target of this check then makes an opposed Intimidation check and if they lose this check, they’re affected by a Fear effect one tier higher than what the Intimidate would have applied.
Shredding Weapons
This creature shreds Natural Armor whenever they hit with a natural attack, reducing the targets Natural Armor by 1 for the remainder of the encounter or until they receive magical healing. This creature can reduce an individual targets Natural Armor a maximum amount equal to their Highest Rank Bonus.
Animal Companion Theme
When an Animal Companion is created, they gain a single thematic ability from the following list that grants them an affect that only Animal Companions can use. These abilities can be anything from supporting allies on the battlefield to restricting the actions enemies can take. The following list is primarily examples and can be expanded or tweaked as needed with GM approval.
Ambushing Companion
This companion gains a bonus on Initiative checks equal to half of their Highest Rank Bonus and if they roll higher than enemies, they are not considered Flat-Footed during the Surprise round even if they were unaware of the ambush.
Combative Companion
This companion increases the damage track of their natural attacks by a number of steps equal to half of their Highest Rank Bonus.
Commanding Companion
This companion increases the tactical bonuses they benefit from by half of their Highest Rank Bonus.
Enduring Companion
This companion treats Wound penalties as one lower and gains a bonus to all Endurance-based checks equal to half of their Highest Rank Bonus.
Imposter Companion
This companion is able to change a number of non-mechanical physical markings such as hair length, color, patterns, complexion, and the like, as appropriate to the creature type equal to their Highest Rank Bonus at once. Additionally, while wearing changed markings other creatures take a penalty to identify this companion equal to half of their Highest Rank Bonus.
Menacing Companion
This companion increases the bonus to Flanking they provide to friendly creatures by half of their Highest Rank Bonus.
Persistent Companion
This companion gains a bonus to attack and damage on a Charge equal to half of their Highest Rank Bonus, if the companion is mounted, they may instead provide this bonus to their rider. Additionally, when making a Charge this companion can ignore a number of Acrobatics checks that would be required from moving through friendly creatures, Difficult Terrain, or turning during the Charge equal to half of their Highest Rank Bonus.
Protective Companion
This companion provides friendly creatures within their natural reach a Dodge bonus to AC equal to half of their Highest Rank Bonus.
Racing Companion
This companion increases their base movement speed by 5 per half Highest Rank Bonus; in addition, whenever they make the Run or Charge action, they gain an additional amount of movement equal to 1d10 per Highest Rank Bonus, rounded down to the nearest increment of 5.
Resourceful Companion
This companion increases the amount of resources gained and available by half of your Highest Rank Bonus on any Harvest or Foraging check they make. This ability cannot increase the number of resources available for resources that are unique or if it is impossible for there to be more, for example gaining 3 eyes when the creature only has 2.
Roguish Companion
This companion increases the duration of any Dirty Trick effect they apply by half of their Highest Rank Bonus and enemies take a penalty to oppose checks against Feint equal to the same amount against this companion.
Stalking Companion
This companion is an expert hunter, any creature attempting to spot this companion while they are stealthed takes a penalty equal to half of their Highest Rank Bonus.
Thieving Companion
This companion gains a bonus to Sleight of Hand, Disarm, and Steal checks equal to half of your Highest Rank Bonus. Additionally, they reduce the time it takes to use the Manipulate Device skill by the same amount.
Watchful Companion
This companion gains a bonus to Perception checks while not in a combat scenario equal to half of their Highest Rank Bonus and reduces the amount of time they need to rest for a Long Rest by the same amount.
Wild Companion
This companion gains a bonus to saves, CMD, and any check made to resist or overcome an effect that would restrict or impede their actions in any way equal to half of their Highest Rank Bonus.
Advanced Animal Companion Theme
Upon purchasing the Advanced Companion Talent for an Animal Companion, the Animal Companion may choose to gain the Advanced Form of their base Animal Companion ability or gain an additional base Animal Companion ability.
Ambushing Companion
This companion gains the Master Ambusher ability.
Master Ambusher: When this companion can act in a Surprise round, they gain a number of additional Basic Actions equal to half of their Highest Rank Bonus.
Combative Companion
This companion gains the Feral Surge ability.
Feral Surge: This companion is able to take an additional Basic Action once per turn as a Free Action on their turn a number of times per Long Rest equal to half of their Highest Rank Bonus. This Basic Action can take any action type even if it is a restricted action that had already been performed that turn.
Commanding Companion
This companion gains the Tactical Mind ability.
Tactical Mind: This companion may provide a friendly creature that can hear it a tactical bonus to a Martial skill check, or a hostile creature a penalty to a Martial skill check equal to their Highest Rank Bonus as an Immediate Action a number of times per Short Rest equal to half of their Highest Rank Bonus.
Enduring Companion
This companion gains the Unrelenting Ally ability.
Unrelenting Ally: A number of times per Long Rest equal to their Highest Rank Bonus when this companion would be put below 0 HP, they may instead be set to 1 HP.
Imposter Companion
This companion gains the Opportunistic Deception ability.
Opportunistic Deception: A number of times per Long Rest equal to half of their Highest Rank Bonus this companion may choose to be treated as a friendly creature towards a group of hostile creatures as long as these hostile creatures have not witnessed the companion take a hostile action or an action that would benefit you or creatures friendly towards you.
Menacing Companion
This companion gains the Deadly Flank ability.
Deadly Flank: This companion may enhance the attacks of a friendly creature that they are Flanking with its attack action as an Immediate Action, increasing their Critical Threat range on attacks made with that action by the companion’s Highest Rank Bonus. This ability may be used a number of times per Short Rest equal to half of their Highest Rank Bonus.
Persistent Companion
This companion gains the Opportunity Charge ability.
Opportunity Charge: When this companion would gain the chance to make an AoO, they may forgo that attack to instead Charge the target and make a Charge attack instead or give their rider the Charge attack. This ability may be used a number of times per Short Rest equal to their Highest Rank Bonus.
Protective Companion
This companion gains the Guardian’s Sacrifice ability.
Guardian’s Sacrifice: This companion may spend an Immediate Action to intercept and take an attack for a friendly creature benefiting from their bonus to AC. The attack is then applied against the companion as normal. This ability may be used a number of times per Short Rest equal to their Highest Rank Bonus.
Racing Companion
This companion gains the Striding Steps ability.
Striding Steps: This companion may spend a Quick Action as part of any movement to ignore all forms of Difficult Terrain for that movement. This ability can be used a number of times per Short Rest equal to half of their Highest Rank Bonus.
Resourceful Companion
This companion gains the Roaming Forager ability.
Roaming Forager: This companion may choose a number of specific materials that could realistically be found in the region to search for equal to half of their Highest Rank Bonus. While foraging during overland travel this companion rolls one additional encounter roll per chosen material, this encounter roll only triggers an effect if it hits a resource roll that matches the chosen material, and the material found is guaranteed to be that material. Chosen materials cannot be of a Tier higher than half the companion’s Highest Rank Bonus.
Roguish Companion
This companion gains the Clever Outmaneuver ability.
Clever Outmaneuver: Whenever this companion succeeds on a Dirty Trick or Feint maneuver, they may give a friendly creature also threatening the target an AoO as an Immediate Action. This ability may be used a number of times per Short Rest equal to their Highest Rank Bonus.
Stalking Companion
This companion gains the Stalking Shadow ability.
Stalking Shadow: This companion can blend into its surroundings as a Basic Action and is considered to have Total Concealment as long as they take no actions other than movement. This ability can be activated a number of times per Long Rest equal to half of their Highest Rank Bonus.
Thieving Companion
This companion gains the Skilled Interaction ability.
Skilled Interaction: Whenever this companion successfully gains an object from Disarm, Steal, Sleight of Hand, or retrieving an item from a container opened with Manipulate Device, they may use the item for its intended purpose as an Immediate Action. This ability can be used a number of times per Short Rest equal to their Highest Rank Bonus
Watchful Companion
This companion gains the Readied Sentinel ability.
Readied Sentinel: A number of times per Long Rest equal to half of their Highest Rank Bonus this companion is able to spontaneously take a Readied action of their choice as an Immediate Action.
Wild Companion
This companion gains the Wild Rampage ability.
Wild Rampage: A number of times per Long Rest equal to half of their Highest Rank Bonus this companion can go on a rampage. For the remainder of the encounter after this ability has been activated the companion receives a free Stage 1 attack on all attack actions they make on their turn, however, the only command they will follow is to attack all enemies within the area until there are no viable enemies left. You may attempt a DC 25 Handle Animal check to end this ability early.