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(ui) JANIMATACOMPANIONSREVAMP CTA ToT Homebrewe@y Content CREDITS & THANKS ‘Written by Leandro Pugliesi and Thiago Rosa Cover Art by Pearson Scott Foresman Editing by Thiago Rosa Homebrew created with The Homebrewery. I'd like to thank everyone from our blog RPGNotici ‘The team includes the writers here (Leandropug and ‘Thiago Rosa) and also Amedyr, Ramon Mineiro, Rafael Cruz and Rafael Balbi. They are the reason that [have ‘encountered a way to live from what I love. A special thanks for André Soares from whom I always get inspiration, Alessancira Coral who always believes in me even when she shouldn't and Lirio Ninotchka, my muse and, best friend no matter what. (©2017 Wizards of the Coast LLC. Magic: The Gathering, Wizards of the Coast, Dungeons & Dragons, their respective logos, Magic, Amonkhet, D&D, Player's Handbook, Dungeon Master's Guide, Monster Manual, and characters’ distinctive likenesses are property of Wizards of the Coast LLC in the USA and other countries, All rights reserved No animals were harmed in the making of this homebrevs noticias ANIMAL COMPANION REVAMP imal Companions were a great addition to D&D 35, mechanically speaking, There is great controversy in the mechanics used in DAD 5th and truth is (sadly) that its now a rare thing to sce rangers with their pet. [PF Druids cant even get one! In Dunjleons & Dragons 5th Edition, we have problems about adding Animal Companions to the game because of the system's action economy. So I present some alternate rules for you to have pet and don't get an overpowered (or ‘even underpowered) new ability. Tus Is UNOFFICIAL MATERIAL ‘The material here is presented for playtesting and to spark your imagination. These garne mechanics are in draft form, usable in your ‘campaign but not refined by final game design and editing, They aren't officially pat of the {game and aren't permitted in D&D Adventurers League events, ————————— How rr Works Ifyou have an animal companion, first you must choose a ‘ype. Lion, wolf, monkey.. its mostly for flavor. But then, with a litle common sense and your DM's help (and approval} you must choose 3 abilities that make sense for the animal and that are aligned with the concept you have for your new cute pet. All these rules need some interpretation and narrative during play. You, a a player, must always work with the DM. telling them where your animal is and what it is doing, so he doesnt turn into some “free bonis thing” and adds favor to the game in general and to combat in particular. ABILITIES AND PERKS Your animal companion has some abilities that you can use in game, None of these use any kind of action: ‘Command. Once per turn, you can use one of the abilities and start or change the bonus that you get from it ‘This bonus ends when you want or when you change to another bonus. This is a verbal command that you give ‘your pet, so you must have the ability to speak for it to work. Sacrifice. Once per turn, you can tell that your animal ‘companion to hurl itselfin front of an attack (melee or ranged, but not an area spell or any other effect that requires saving throws instead of attack rolls) You get resistance against that kind of damage for the purposes of that specifi attack. Therefore, you take only half the normal damage. After sacrificing, your animal becomes very hurt and cannot help you anymore until itis healed (any cure spell ora use of a healer's kit) List oF COMMAND ABILITIES You can choose three ofthese abilities for you animal companion. You cannot choose the same ability twice. Remember that you only get the bonus from one ability at any given time, Adaptable: +1 (o any checks in which you don't add proficiency. Burly: The animal companion can sacrifice twice before getting hurt Calm: +1 to your Charisma checks. Caretaker: +1 to your death saving throws. Cunning +1 to your ranged weapon attack rolls. Fast: +1 to your Armor Class, Flanker: +1 to your melee weapon damage ros, Friendly: The animal companion can sacrifice to allow you to reroll a Charisma saving throw, Ferocious: +1 to your melee weapon damage rolls. ‘Harrying: +1 to your ranged weapon damage rolls. ‘Huge: You suffer disadvantage on all Dexterity (Stealth) checks. The animal companion can Sacrifice twice before getting hurt (see Sacrifice, above) If the companion is also Ferocious, you get +2 to your damage rolls instead of +1. If the animal companion is also Burly,it can sacrifice three times before being hurt, Huge counts as 2 abilities. Instinctive: ~1 to your initiative checks. ‘Mount: Increase your speed by 5 feet until the end of the round The animal must be at east your size or larger ‘Keen Senses: + to Wisdom (Perception) checks. Quick Reflexes: +1 to Dexterity saving throws, ‘Stealthy: +1 to Dexterity (Stealth) checks. Strong: +1 to your Strength checks. Tireless: +1 to your Constitution saving throws. PERKS You can choose, on 1st level Sth level and every 5 levels thereafter (Ist, Sth, 10th..) a Perk. This is an ability that is ‘triggered when you score a critical hit (natural 20) or when an enemy rolls a natural 1 on their attack roll Of course, the perk must make sense for the type of animal. ‘The saving throw DC for the Perks will be 8 + Wis + prof. Alert: +1 to your initiative score. Arcane Bound (must be able to use an arcane focus) ‘Can be used as an arcane focus for 1 minute. ‘Arcane Matk (requires Arcane Bound): Your next spell that requires a saving throw adds +I to its DC. Bullseye: Enemy must make a Dexterity saving throw or be blinded for 1 turn, Distract: Enemy must make a Wisdom saving throw or suffer disadvantage on their next zolL Grapple: Enemy must make a Strength saving throw or become grappled. Helper: Choose an ally (even yourself) They have ‘advantage on their ability check ‘Hunter: Get advantage on your next Wisdom (Survival) heck. IFsuecessful you get food for one additional person. Intimidating: Enemy must make a Wisdom saving throw ‘or become frightened until the end of your next turn. ‘Mobile: You move 5 feet without provoking attacks of, ‘opportunity Poison: Enemy must make a Constitution saving throw ‘or become poisoned until the end of your next turn ‘Trickster: You get advantage on your next attack roll ‘Trip: Enemy must make a Strength saving throw or fll prone. Veteran: Can sacrifice without being injured until the next short rest or long rest. Warrior: The animal perf target you choose.

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