AmbientRaven
2016-02-24, 08:34 AM
Hi Folks,
A friend of mine was lamenting druids losing their iconic animal companions. And as I lay there in bed, i started brain storming ideas for a druid animal companion archetype.
It draws a little upon the Ranger archetype (NO WAIT! Don't hit back, I swear it isn't as terrible as the Ranger archetype!), but implements some of the house rules used in my D&D game to make animal companions not useless.
Some feedback and tips on balance would be fantastic!
Druid Archetype: Natures Ally
http://paizo.com/image/content/PathfinderRPG/PZO1121-ElfDruid_360.jpeg
Bonded Companion
At 2nd level, you gain a natural companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast or plant that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. The companion obeys your commands as best as it can. It takes its turn on your initiative, and can move on its own accord, and will follow any verbal commands you give it on where to move. You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
If the companion dies, you can obtain another one by spending 12 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Shared Spells
Beginning at 6th level, when you cast a spell targeting yourself, you can also affect your companion with the spell if the companion is within 30 feet of you.
Ferocious Companion
Beginning at 10th level, your companion’s attacks count as magical for the sake of ignoring DR. Likewise you may select 6 points worth of Ability Score Improvement for your companion, as well as one feature from the following list. You may not select a feature the pet already has, or one that is similar to it (so a Boar may not select charge/pounce as it is too similar to its charge ability).
Multi Attack
The companion may attack twice in a round
Pack Tactics
The companion has advantage on an attack roll against a creature if at least one ally within 5 feet of the creature and, the ally isn't incapacitated.
Awareness
The companion gains advantage on perception checks
Charge/Pounce
If the companion moves at least 20 feet straight toward a ·target and then hits it with an attack on the same turn, the target succeed on a Strength saving throw equal to 8+Druid prof Bonus+Creature Strength or be knocked prone. The companion may then immediately make another attack against the creature
Trip attack
Select one of your companion attacks. When performing that attack successfully, the target must succeed on a Strength saving throw equal to 8+Druid prof Bonus+Creature Strength or be knocked prone
Locked Jaw
Select an attack. When performing that attack successfully, the target must succeed on an Athletics (Strength) or Acrobatics (Dexterity) saving throw equal to 8+Druid prof Bonus+Creature Strength or be grappled.
Sure-Footed
The companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hit-and-Run
The companion doesn't provoke opportunity attacks when moves out of an enemy's reach if there is another ally within 5ft of the same target.
Running Leap
With a 10-foot running start, the companion can long jump up to 25 feet.
Natural Recovery
Beginning at 14th you may use a bonus action to spend an amount of hit die equal to your wisdom modifier to heal yourself. This healing is shared with your companion through the Shared Spell feature. This feature then cannot be used again until you complete a short or long rest.
Edit 1: Changes the text, removing beast and replacing with companion
A friend of mine was lamenting druids losing their iconic animal companions. And as I lay there in bed, i started brain storming ideas for a druid animal companion archetype.
It draws a little upon the Ranger archetype (NO WAIT! Don't hit back, I swear it isn't as terrible as the Ranger archetype!), but implements some of the house rules used in my D&D game to make animal companions not useless.
Some feedback and tips on balance would be fantastic!
Druid Archetype: Natures Ally
http://paizo.com/image/content/PathfinderRPG/PZO1121-ElfDruid_360.jpeg
Bonded Companion
At 2nd level, you gain a natural companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast or plant that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. The companion obeys your commands as best as it can. It takes its turn on your initiative, and can move on its own accord, and will follow any verbal commands you give it on where to move. You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
If the companion dies, you can obtain another one by spending 12 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Shared Spells
Beginning at 6th level, when you cast a spell targeting yourself, you can also affect your companion with the spell if the companion is within 30 feet of you.
Ferocious Companion
Beginning at 10th level, your companion’s attacks count as magical for the sake of ignoring DR. Likewise you may select 6 points worth of Ability Score Improvement for your companion, as well as one feature from the following list. You may not select a feature the pet already has, or one that is similar to it (so a Boar may not select charge/pounce as it is too similar to its charge ability).
Multi Attack
The companion may attack twice in a round
Pack Tactics
The companion has advantage on an attack roll against a creature if at least one ally within 5 feet of the creature and, the ally isn't incapacitated.
Awareness
The companion gains advantage on perception checks
Charge/Pounce
If the companion moves at least 20 feet straight toward a ·target and then hits it with an attack on the same turn, the target succeed on a Strength saving throw equal to 8+Druid prof Bonus+Creature Strength or be knocked prone. The companion may then immediately make another attack against the creature
Trip attack
Select one of your companion attacks. When performing that attack successfully, the target must succeed on a Strength saving throw equal to 8+Druid prof Bonus+Creature Strength or be knocked prone
Locked Jaw
Select an attack. When performing that attack successfully, the target must succeed on an Athletics (Strength) or Acrobatics (Dexterity) saving throw equal to 8+Druid prof Bonus+Creature Strength or be grappled.
Sure-Footed
The companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hit-and-Run
The companion doesn't provoke opportunity attacks when moves out of an enemy's reach if there is another ally within 5ft of the same target.
Running Leap
With a 10-foot running start, the companion can long jump up to 25 feet.
Natural Recovery
Beginning at 14th you may use a bonus action to spend an amount of hit die equal to your wisdom modifier to heal yourself. This healing is shared with your companion through the Shared Spell feature. This feature then cannot be used again until you complete a short or long rest.
Edit 1: Changes the text, removing beast and replacing with companion