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  A companion is a special kind of non-player 
  character. A companion travels and fights 
  alongside the player characters, but takes a less 
  important role than the PCs, acting more like a 
  magic item or long-lasting buff during combat and 
  exploration, but existing as a complete personality 
  in the narrative. 
  A companion may have a full set of statistics, 
  as normal for any creature, but most of the time, 
  those statistics won’t matter, and the DM usually 
  doesn’t need to come up with them at all. 
  Instead, companions don’t make attacks, cast 
  spells, or use their other special abilities, nor do 
  they move on their own. They also can’t be 
  attacked or be affected by most abilities, and they 
  take damage in a special, simplified manner. In lieu 
  of acting on their own, companions provide one or 
  more special benefits, determined by the DM, to 
  the characters they travel and fight beside. 
  The end of this document contains a number 
  examples of companions, which can be printed and 
  cut out for easy use. 
   
  ASSIGNMENT 
  A companion must be assigned to a character in 
  order to have a mechanical effect. An unassigned 
  companion still travels with the party and will still 
  participate in conversations, but does not 
  participate in combat or other challenges. 
   
  Assigning a companion is usually a matter of 
  making the decision during a rest or while taking a 
  moment to plan before proceeding, and requires 
  no special action. During initiative order, you can 
  freely assign any willing companion to yourself 
  during your turn that is within 5 feet of you, 
  including changing the assignment of that 
  companion from another character to yourself. 
  Such a companion provides no benefit to you until 
  the start of your next turn, though. 
   
  Optional Rule: Limiting Companions 
  The DM might want to limit the number of 
  companions each PC can have assigned at a time. 
  One or two is reasonable, but there is no inherent 
  need for a limit. A narrative limit on the number of 
  useful NPCs that will travel with the PCs is usually 
  enough, but some games may involve selecting 
  companions out of a large pool to accompany the 
  party for each quest, in which case a limit is more 
  reasonable. This is entirely up to the DM, and how 
  they want to handle companions in their own 
  game. 
   
  If you’re using the mounts, familiars, and/or 
  ranger beasts as companions rules presented later 
  in this document, they do not count towards any 
  companion limit, excepting mounts that are 
  especially powerful. 
   
  COMPANION BENEFITS 
  While a companion is assigned to you, it moves 
  with you and occupies your space, and you have all 
  of the special companion abilities it provides. 
  Unless otherwise noted, a companion can only 
  use one of their abilities that does not have a 
  triggering condition during your turn, and cannot 
  use such an ability outside of your turn. Triggered 
  abilities can be used any time they apply. 
   
  Companions to the Rescue 
  During your turn, if you take no action and do not 
  move on your own, one of your companions can 
  take the Use an Object action. Alternatively, your 
  companions as a group can move you up to half 
  your speed if they are capable of carrying you, or 5 
  feet if they must drag you. This is especially helpful 
  if you are stunned, bleeding to death, have been 
  turned to stone, etc. 
   
  COMPANION INJURIES 
  While companions can’t be attacked, and their hit 
  points totals are irrelevant, they can be injured. A 
  companion has a number of injury boxes, which 
  abstractly represent their ability to resist damage. 
  Each time one of the following circumstances 
  occurs, each of your assigned companions takes an 
  injury. 
   
   You take at least 10 points of damage from an 
  area effect. The amount of damage required 
  increases to 15 at 5th level, 20 at 11th level, 
  and 25 at 17th level. 
   You take a critical hit. 
   You drop to 0 hit points. 
   You take damage while you are at 0 hit points. 
  You do not suffer a failed death saving throw 
  from this damage if you have at least one 
  companion with unchecked injury boxes 
  though, as they take the hit for you. 
   
  You can spend your inspiration, or that 
  companion’s inspiration (if it has it; see below), to 
  allow a companion to avoid taking an injury. 
  If all of a companion’s injury boxes are filled, 
  that companion become unassigned and begins 
  dying as if at 0 hit points. A companion can be 
  stabilized as normal, and if they regain any hit 
  points, they regain consciousness, but their 
  injuries are not necessarily healed (see below). A 
  companion also regains consciousness if any of 
  their injuries are removed. 
  A companion cannot be assigned if all of their 
  injury boxes are filled, even if conscious, but they 
  can travel and speak normally if they are conscious. 
  
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  A companion heals one injury, unchecking the 
  box, after each short rest, and heals all of them 
  after a long rest. 
  Companions do not have hit dice, but healing 
  magic, alchemical healing, or other healing effects, 
  can also heal a companion’s injuries. A companion 
  unchecks a single injury box for every two dice 
  worth of healing that is applied to it. Every 5 hit 
  points worth of diceless healing also counts as one 
  die: 10 counts as two dice, as does 1d8+5, etc. 
  Some companions may resist or be immune to 
  certain damage types. This usually isn’t important 
  enough to note in their stat blocks, but the DM 
  should keep it in mind. A companion doesn’t take 
  injuries due to damage they’re immune to, and it 
  takes twice as much area damage to injure them if 
  they resist the damage type. 
   
  COMPANION INSPIRATION 
  Many companions have an inspiration box, which 
  functions much like a PC’s inspiration. But rather 
  than gain it through roleplaying their own traits, 
  flaws, etc., they gain inspiration from speaking with 
  the PCs. A companion gains inspiration after any 
  meaningful conversation with a PC, whenever a PC 
  helps the companion accomplish a significant 
  personal goal, or any other time the DM feels is 
  appropriate. 
   
  Companions also don’t spend inspiration 
  normally, since they don’t generally make rolls. 
  Instead, a companion that can gain inspiration will 
  always have at least one ability that benefits in 
  some way from spending inspiration. Usually, this 
  simply means it costs inspiration to activate. 
   
  COMPANION LOYALTY 
  Some companions have a loyalty box. Companions 
  that can become loyal provide some additional 
  benefit while they are loyal. This is typically an 
  additional ability, but it might be an upgrade to an 
  existing ability, multiple new abilities, etc., 
  depending on how the DM has designed the 
  companion. 
  If you are using the loyalty system detailed in 
  the DMG (p. 93), a companion is loyal if their 
  loyalty score is 10 or higher. Otherwise, the DM 
  determines when they are considered loyal. This 
  might be after you complete a quest with personal 
  significance to that companion, or simply when the 
  companion feels like their goals match up with the 
  party’s. 
   
   
   
   
   
  COMPANION AGE 
  Some companions, such as baby dragons and other 
  monsters, have age boxes, which are filled as they 
  grow up. This usually replaces loyalty as an 
  alternate way to grow in usefulness over time, but a 
  companion could have both if the DM wishes. 
  For every age box checked, the companion 
  gains another injury box. Like loyalty, some abilities 
  may require a certain number of age boxes to be 
  checked, and abilities may improve as age boxes 
  become checked. 
   
  COMPANION DESIGN 
  There are a number of ways to design companions, 
  and like magic items, their level of power and when 
  the PCs have access to them is up to the DM, but 
  here are a few standard types of companions you 
  can work off of. 
  There are also a number of examples at the end 
  of this document, usable as-is or as guidelines to 
  create your own. 
   
  The Steadfast Companion 
  The most common kind of companion is an NPC 
  that travels with the party for a long period of time. 
  Maybe even the whole campaign, or maybe just 
  until the PCs leave the area. Its abilities should be 
  noticeable, but not too powerful. 
  This sort of companion has two to four injury 
  boxes (most commonly three), an inspiration box, 
  and a loyalty box. It normally grants you three 
  abilities: one you can always use, one the 
  companion must spend inspiration to activate, and 
  one you have access to only if the companion is 
  loyal. 
   
  The Baby Monster 
  A standard baby monster has two injury boxes and 
  two age boxes, which will boost its injuries up to 
  four once they’re all checked. It has at least two 
  abilities: one it always has and one it gains when 
  one age box is checked. When two age boxes are 
  checked, it either gains a third ability, or one of its 
  earlier abilities improves. 
   
  The standard design for baby monsters does 
  not include inspiration, but if you want to give one 
  inspiration, you might consider having it boost or 
  activate one of the companion’s existing abilities, 
  rather than add a new one. It’s also alright if the 
  companion has inspiration, but nothing to spend it 
  on, at least at first; it can always use it to avoid 
  injury. 
   
   
   
   
  
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  The Temporary Powerhouse 
  Sometimes, you want to have an awesome ally join 
  up with the players temporarily. In this case, the 
  companion can have much more powerful abilities, 
  but still shouldn’t outshine the PCs. 
   
  This powerful type of companion will usually 
  have at least three injury boxes, and is likely to 
  have four or more. They usually don’t have a loyalty 
  box, since they won’t be with the party long 
  enough to become loyal. They do usually have 
  inspiration if they’ll be around longer than one 
  encounter though. They’ll usually have three 
  abilities like the steadfast companion, but no need 
  to unlock their third with loyalty. 
   
  The Squad 
  You might want the players to be joined by a large 
  group of weaker companions. In this case, they’re 
  all grouped into one stat block. Generally, this type 
  of companion doesn’t have inspiration, though it 
  might have loyalty. 
  A squad’s injury boxes might represent deaths 
  among its members, in which case its abilities 
  might weaken as it takes injuries. Alternatively, they 
  may have no injury boxes at all. This is best used to 
  represent more distant or abstract support, such as 
  artillery during a larger-scale battle. 
  You might also want to use a single squad 
  companion to represent forces that are with the 
  entire party, rather than assigned to individual PCs. 
  In this case, the squad will have an ability that 
  allows it to be assigned to the entire party; one 
  player should just hang on to it for reference and 
  note-taking. 
   
  The Magic Item 
  You can also represent an intelligent magic item as 
  a companion. This allows one or more of its 
  abilities to function based on inspiration or loyalty. 
  Such a companion doesn’t have injury boxes, and 
  still functions as a normal magic item. Generally, it 
  can only be assigned to a character attuned to it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABILITY DESIGN 
  A companion can have any sort of ability you can 
  think of. It might replicate a class feature, allow a 
  spell to be cast, grant advantage on a certain type 
  of roll, add bonus damage, heal allies, or even 
  provide a narrative effect. 
  Typically, companion abilities that deal damage 
  or heal allies should scale with the level of the PC 
  the companion is assigned to. The examples later 
  in this document show this in a number of cases. 
  Other abilities usually don’t need to scale, and 
  you may even decide that damage or healing will 
  remain constant, allowing the companion to fade 
  more into the background as time goes on. Or 
  perhaps the companion won’t be sticking around 
  very long anyways. 
   
  Per Encounter Abilities 
  While 5th edition D&D has moved away from 
  abilities that can be used a number of times per 
  “encounter” in favor of recharging during short 
  rests, this companion system already embraces a 
  more narrative style of gameplay. To allow 
  companions to have abilities that are limited, but 
  still usable quite often, some of the example 
  companions use a per encounter notation. These 
  abilities can be used one or more times each time 
  the players roll initiative, or during each “scene” in 
  the narrative when no initiative is rolled. 
   
  A DM is free to use abilities like these in their 
  own companions, or stick to short or long rest 
  recharged abilities, as they see fit. 
   
   
   
  
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  MOUNTS AS COMPANIONS 
  Optionally, mounts can be considered a 
  companions. While unassigned, a mount uses its 
  full normal game statistics, but acts on your turn, 
  though it cannot attack or take the Help action. 
  Assigning a mount represents mounting it, which 
  costs half your movement as usual. You can 
  normally only ride one mount at a time. 
  For most mounts, including those obtained via 
  find steed, use the following abilities. An 
  exceptional mount may have additional abilities. 
   
  Typical Mount (3 injury boxes) 
  Size. You take up as much space as your mount, 
  but your size is not changed. If an effect knocks 
  you prone, or forcibly moves you, you are 
  dismounted and your mount becomes unassigned 
  unless you make a Dexterity (Handle Animals) 
  check, with a DC equal to that of the effect that 
  moved you, or 10 if it had no DC. 
  Speed. Your speed becomes the speed of your 
  mount, and you have all of its modes of movement. 
  Passengers. Most mounts can carry one or more 
  additional creatures of an appropriate size. 
  Becoming a passenger costs half the passenger’s 
  movement, as mounting normally does, and such a 
  creature enters your space and moves with you. 
   
  Climbing Mounts 
  If your mount has a climb speed and you climb 
  during your turn, or start your turn climbing, you 
  must make a DC 15 – 20 if you are on a ceiling – 
  Strength (Handle Animal) check or fall off. If you 
  are strapped into a special saddle or otherwise 
  stick to your mount, you need not make this check. 
   
  Mounted Combatant 
  If you have the Mounted Combatant feat, your 
  assigned mount must take twice as much damage 
  from an area effect to take an injury. 
   
  FAMILIARS AS COMPANIONS 
  For simplicity, familiars can also be treated as 
  companions rather than creatures. This limits their 
  capabilities in a number of ways, but makes them 
  invulnerable, and much easier to track. 
  A familiar companion does not have inspiration 
  or loyalty, nor does it take injuries. Your familiar 
  cannot be assigned to anyone but you. During your 
  turn, you can position your companion familiar 
  anywhere within 100 feet of you that it could 
  reasonably travel to (don’t worry about movement 
  speed), and it can deliver touch spells and allow 
  you to use its senses as normal. 
   
  You can send your familiar further than 100 
  feet, but it becomes unassigned and is treated as a 
  normal creature. It cannot take the Help action. 
   
  Warlock Familiars 
  A warlock’s familiar provides additional abilities, as 
  described below. 
   
  Imp 
  Shapechanger. The imp can change shape into a 
  rat, raven, or spider, or back into its original form. 
  It’s abilities do not change. 
  Devil’s Sight. The imp has darkvision 120 ft and 
  can see in magical darkness. When you share its 
  senses, you gain this vision. 
  Invisibility. The imp can turn invisible during a turn 
  it does not deliver a touch spell. If it delivers a 
  touch spell while the target can’t see it, the attack 
  roll has advantage. The imp becomes visible again 
  after delivering a touch spell or whenever it 
  chooses. 
   
  Pseudodragon 
  Keen Senses. You have advantage on Wisdom 
  (Perception) checks (note: advantage provides +5 
  to passive perception). 
  Limited Telepathy. You can communicate simple 
  ideas, emotions, and images telepathically with any 
  creature within 100 feet that can understand a 
  language. 
   
  Quasit 
  Shapechanger. The quasit can change shape into a 
  bat, centipede, or toad, or back into its original 
  form. It’s abilities do not change. 
  Scare (1/Short Rest). You can gain advantage on 
  one Charisma (Intimidation) check you make. 
  Invisibility. The quasit can turn invisible during a 
  turn it does not deliver a touch spell. If it delivers a 
  touch spell while the target can’t see it, the attack 
  roll has advantage. The quasit becomes visible 
  again after delivering a touch spell or whenever it 
  chooses. 
   
  Sprite 
  Heart Sight. The sprite touches a creature within 5 
  feet of you and knows the creature’s current 
  emotional state. If the target fails a DC 10 
  Charisma saving throw, the sprite also knows the 
  creature's alignment. Celestials, fiends, and undead 
  automatically fail the saving throw. 
  Invisibility. The sprite can turn invisible during a 
  turn it does not deliver a touch spell. If it delivers a 
  touch spell while the target can’t see it, the attack 
  roll has advantage. The sprite becomes visible 
  again after delivering a touch spell or whenever it 
  chooses. 
   
  
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  BEAST MASTER COMPANIONS 
  If you want to treat a ranger’s beast companion as a 
  companion under these rules, use the following 
  alternate Beast Master archetype abilities: 
   
  Ranger’s Companion 
  Starting when you select this archetype at 3rd 
  level, you have a beast companion, which functions 
  in most ways like a regular companion, but it does 
  not have inspiration or loyalty, it has injury boxes 
  equal to your proficiency bonus, and it cannot be 
  assigned to anyone but you. 
  Choose one of the following categories for 
  your beast companion. If you want a different 
  beast, select the category that best represents it. 
  For instance, the wolf’s abilities work perfectly for 
  any canine, and the giant spider’s abilities could 
  just as easily represent a giant insect. 
  If none fit, work with your DM to mix and 
  match appropriate abilities for your beast. For 
  instance, a giant viper may have the Poison, Creep, 
  and Potent Poison abilities of the giant spider, but 
  the Stealthy ability of the great cat. 
  Your beast companion provides you all of the 
  3rd level abilities of its category while it is assigned 
  to you. If any of your beast’s abilities call for a 
  saving throw, the DC is 8 + your proficiency bonus 
  + your Wisdom modifier. 
   
  Bear 
  3rd Level - Grab (1/Turn). When you hit with an 
  attack against a creature within 5 feet of you, you 
  can attempt a grapple as a bonus action. You do 
  not need a free hand to make this grapple, and you 
  use your proficiency bonus + your Wisdom 
  modifier in place of Strength (Athletics) to make 
  and maintain it. 
  3rd Level - Powerful. You have advantage on 
  Strength checks made to move or break objects. 
  7th Level - Stable. You have advantage on saving 
  throws and skill checks to avoid falling prone or 
  being forcibly moved. 
  11th Level - Bear Hug. When you grapple a target 
  with the bear’s Grab ability, the target also takes 
  1d8 bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  Bird of Prey 
  3rd Level - Harry (1/Turn). When you hit with an 
  attack against a target within 60 feet, you can force 
  the target to make a Wisdom saving throw or 
  suffer disadvantage on its next attack roll before 
  the end of its next turn. If it is concentrating, also 
  has disadvantage on its saving throw to retain 
  concentration from the damage of your attack. 
  3rd Level - Bird’s Eye. You can add your proficiency 
  bonus to Wisdom (Perception) checks, or twice 
  your proficiency bonus if you would add it 
  normally. 
  7th Level - Flutter. Opportunity attacks against you 
  have disadvantage. 
  11th Level - Go For The Eyes! When a target fails 
  its save against the bird’s Harry ability, it also takes 
  an additional 1d8 piercing damage from the attack. 
   
  Giant Spider 
  3rd Level - Poison (1/Turn). When you hit with an 
  attack against a target within 30 feet, you can force 
  the target to make a Constitution saving throw or 
  be poisoned until the end of its next turn. 
  3rd Level - Climber. Climbing doesn’t cost you any 
  additional movement, and you have advantage on 
  Strength (Athletics) checks made to climb. 
  7th Level - Creep. You have blindsight with a range 
  of 10 feet. 
  11th Level - Potent Poison. When a target fails its 
  save against the spider’s Poison ability, it also takes 
  an additional 1d8 poison damage from the attack. 
   
  Great Cat 
  3rd Level - Drag (1/Turn). When you hit with an 
  attack against a target within 30 feet, you can force 
  the target to make a Strength saving throw or be 
  pulled up to 20 feet towards you. 
  3rd Level - Stealthy. You can add your proficiency 
  bonus to Dexterity (Stealth) checks, or twice your 
  proficiency bonus if you would normally add it. 
  7th Level - Cat Nap. When you spend hit dice, you 
  regain twice as many hit points. 
  11th Level - Pounce. When a target fails its save 
  against the cat’s Drag ability, it also takes an 
  additional 1d8 slashing damage from the attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Swarm of Vermin 
  3rd Level - Swarm (1/Turn). When you hit with an 
  attack against a target within 30 feet, you can force 
  the target to make a Dexterity saving throw or the 
  next attack against it before the end of your next 
  turn has advantage. 
  3rd Level - Unnerving. You can add your 
  proficiency bonus to Charisma (Intimidation) 
  checks, or twice your proficiency bonus if you 
  would normally add it. 
  7th Level - One Of Them. Your mind cannot be 
  read, and you have advantage on saving throws 
  against being charmed. 
  11th Level - Biting Swarm. When a target fails its 
  save against the swarm’s Swarm ability, it also 
  takes an additional 1d8 piercing damage from the 
  attack. 
   
  Wolf 
  3rd Level - Trip (1/Turn). When you hit with an 
  attack against a target within 30 feet, you can force 
  the target to make a Strength saving throw or fall 
  prone. 
  3rd Level - Scent. You automatically detect any 
  hidden creature within 5 feet of you if it has a 
  smell, and you have advantage on checks made to 
  track a creature where tracking by scent would be 
  helpful. 
  7th Level - Good Dog, Best Friend. You have 
  advantage on saving throws against being 
  frightened. 
  11th Level - Tear Down. When a target fails its save 
  against the wolf’s Trip ability, it also takes an 
  additional 1d8 piercing damage from the attack. 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, the dragon ampersand, and all other 
  Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA 
  and other countries.  
   
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used 
  with permission under the Community Content Agreement 
  for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 
  by Christopher Ramsley and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild. 
   
  Art by Jeff Preston is licensed under the Creative 
  Commons Attribution 3.0 Unported License. 
  Exceptional Training 
  Starting at 7th level, you have trained extensively 
  with your beast companion. It now provides you all 
  of its category’s 7th level abilities while it is 
  assigned to you. 
   
  Bestial Fury 
  Starting at 11th level, you and your beast 
  companion fight as one. It now provides you all of 
  its category’s 11th level abilities while it is 
  assigned to you. 
   
  Beast Bond 
  Starting at 15th level, because of your incredible 
  bond with your beast companion, it can keep you 
  safe in even the most dire circumstances. This 
  provides the following benefits: 
   
   Whenever you would be critically hit, if your 
  beast companion is assigned to you and you are 
  not incapacitated, the attack is a normal hit 
  instead, but your beast companion still takes an 
  injury. 
   When damage would drop you to 0 hit points, if 
  your beast companion is assigned to you, you 
  can spend your reaction to take only half that 
  damage, but your beast companion still takes an 
  injury. You must finish a short or long rest 
  before you can use this ability again. 
   Your beast companion must take twice as much 
  damage from an area effect to take an injury. 
   Whenever you are magically (or alchemically, 
  etc.) healed, your beast companion benefits 
  from that healing as well, without diverting the 
  effect from you. 
   
   
   
   
   
  Looking for even more Companion System goodness? 
  Check out the Companion System Companion! It's got 36 
  more example companions, plus tons more options and 
  advice. 
  
  Amanita Muscaria 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ] 
   
  Rapport Spores (3/Long Rest). 
  Every living creature with 2 or more 
  Intelligence within 10 feet of you 
  can communicate telepathically 
  with one another for 1 hour while 
  they are within 30 of each other. 
  Distress Spores. By spending its 
  inspiration, Amanita can grant you 
  and your allies within 30 feet 
  advantage on a Dexterity saving 
  throw against one effect. 
  Invigorating Spores (1/Short Rest). If Amanita is loyal, it can 
  produce spores that grant you or an ally within 10 feet temporary hit 
  points equal to 1d4 + your level. 
   
   
  Dagnis Monkeypaw 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
   
  Desensitized. Dagnis’s unshakable 
  confidence rubs off on his allies. You 
  have advantage on saving throws 
  against being frightened. 
  Curse. By spending his inspiration, 
  Dagnis can cast the bane spell. The 
  save DC of the spell is 12, increasing 
  to 13 at 5th level, 14 at 11th level, and 
  15 at 17th level. 
  Already Got A Friend. If Dagnis is 
  loyal, you have advantage on saving 
  throws against being charmed. 
   
   
   
  Dedroline 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Ghost Sounds. Dedroline can cast 
  minor illusion, but only to create 
  auditory illusions. 
  Frost Magic. When you hit with an 
  attack, Dedroline can spend her 
  inspiration to chill the target, 
  causing it to suffer disadvantage on 
  its next attack roll, and reducing its 
  movement speed by 10 feet, each 
  until the end of its next turn. 
  Shield (1/Short Rest). If she is loyal, Dedroline can protect you with 
  magic when you would be hit by an attack, increasing your Armor 
  Class by 5 until the start of your next turn. This may cause the attack 
  to miss. 
   
   
   
   
   
   
   
   
   
  Dr. Von Mallus 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Aberration Expert. You have 
  advantage on checks to remember 
  information about aberrations, and 
  you deal an additional 1d6 damage 
  when you hit an aberration with an 
  attack. 
  Apprentice. When you deal damage 
  with a spell, Mallus can spend his 
  inspiration to cause you to deal 2d6 
  additional damage to all damaged 
  targets. 
  Emergency Surgery (1/Short Rest). 
  If Mallus is loyal, before you make a 
  death save, you can instead choose to 
  have a roll of 20, but you gain a level of exhaustion. 
   
   
  Ellinrat Diggle 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Explorer. Ellinrat can quickly lead 
  you across rough and confusing 
  areas. Your group’s  travel speed is 
  not slowed by difficult terrain. 
  Fool’s Luck. Ellinrat can spend her 
  inspiration to allow you to reroll a 
  failed saving throw. 
  Quick. If Ellinrat is loyal, your 
  movement speed is increased by 5 
  feet. 
   
   
   
   
   
  Enlightened, The 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Antidote (1/Encounter). The 
  Enlightened ends the poisoned 
  condition on you or an ally within 
  10 feet of you. 
  Sanctuary. By spending his 
  inspiration, the Enlightened can 
  cast the sanctuary spell on a willing 
  creature within 30 feet of you. The 
  save DC of the spell is 12, 
  increasing to 13 at 5th level, 14 at 
  11th level, and 15 at 17th level. 
  Enlightenment (1/Short Rest). If 
  the Enlightened is loyal, he can cast 
  the augury spell. 
   
   
   
  
  Jacob the Ghost 
  Inspiration [  ]        Loyalty [  ] 
  Art by Jeff Preston 
  Telekinesis. Jacob can cast mage 
  hand, but can’t otherwise interact 
  with the world. 
  Intervention. Jacob can spend his 
  inspiration to intervene in your 
  favor, allowing you to reroll one 
  attack roll or saving throw. 
  Spookiness. If Jacob is loyal, your 
  mind cannot be read, and you have 
  advantage on saving throws against 
  effects that deal psychic damage. 
   
   
   
   
  Jill Razor 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Arms Dealer. Jill grants you 
  advantage on Wisdom and 
  Charisma checks made when 
  negotiating the terms of a deal or 
  price. 
  Death Dealer. Jill can spend her 
  inspiration to allow you to make a 
  single weapon attack. 
  Sharpened Weapons. If Jill is 
  loyal, you have a +1 bonus to 
  weapon attack rolls. 
   
   
   
  Liz 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Jumpy. You have a +2 bonus to 
  initiative rolls. 
  Gotcha! Liz can attempt a grapple 
  on your behalf by spending her 
  inspiration. This grapple does not 
  require you to have any free hands, 
  and has a +7 bonus. 
  Slippery. If Liz is loyal, you have 
  advantage on ability checks and 
  saving throws made to avoid or 
  escape a grapple or other restraint. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Moneybags Missie 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Alert. Missie grants you advantage 
  on Wisdom (Perception) checks, or 
  +5 to Passive Perception, to avoid 
  being surprised. 
  Bait And Switch. When an enemy 
  misses you with a melee attack, 
  Missie can spend her inspiration to 
  allow you to make a weapon attack 
  against that enemy as your reaction. 
  Friends In Low Places. If she is 
  loyal, Missie can introduce you to a 
  trusted contact in almost any settlement you travel to. 
   
   
  Nibbles 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Stealthy. When you roll Dexterity 
  (Stealth), your result cannot be 
  lower than 12. This improves to 13 
  at 5th level, 14 at 11th level, and 15 
  at 17th level. 
  Backstab. When you hit a creature 
  within 30 feet with an attack, 
  Nibbles can spend his inspiration to 
  cause your attack to deal 2d4 
  additional piercing damage. This 
  damage improves to 4d4 at 5th 
  level, 6d4 at 11th level, and 8d4 at 17th level. 
  Distract (1/Encounter). If he is loyal, Nibbles can grant you 
  advantage on a single attack roll by acting as a distraction. 
   
   
  Oggle the Wizard 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
   Art by Jeff Preston 
  Misty Step (1/Encounter). You 
  teleport up to 30 feet to an 
  unoccupied space Oggle can see. 
  Lightning Bolt. Oggle can spend 
  his inspiration to cast lightning bolt 
  (DC 16). 
  Evard’s Black Tentacles (1/Long 
  Rest). If he is loyal, Oggle can cast 
  Evard’s black tentacles (DC 16). 
   
   
   
  
  Ol’ Grayhorn 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Wary. Grayhorn is a skilled 
  warrior, ready to pounce at any 
  time. You can take an additional 
  reaction during each round, which 
  can be used only to make an 
  opportunity attack. 
  Crushing Blow. When you roll 
  damage with a melee weapon 
  attack, Grayhorn can spend his 
  inspiration to cause the weapon’s 
  damage dice, and his Skilled 
  Strikes ability if applicable, to deal maximum damage. He can do 
  this even after you roll damage, before applying it. 
  Skilled Strikes (1/Turn). If Grayhorn is loyal, you can deal an 
  additional 1d4 damage when you hit with a melee attack. 
   
   
   
  Sir Bearington 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Way With Animals. Sir Bearington 
  grants you advantage on Wisdom  
  (Animal Handling) checks. 
  Rend. When you hit with a melee 
  attack, Sir Bearington can spend his 
  inspiration to take the opportunity to 
  tear into you foe. Your attack deals 
  an additional 2d6 slashing damage. 
  This damage improves to 4d6 at 5th 
  level, 6d6 at 11th level, and 8d6 at 
  17th level. 
  Beastly Fury. If he is loyal, Sir 
  Bearington’s great strength and sharp 
  claws aid you better in battle. When 
  making a melee weapon attack, you 
  score a critical hit on a 19-20. 
   
   
   
  Talala the Alchemist 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Healing Salves (3/Long Rest). By 
  tending to a creature within 10 feet 
  of you, Talala heals that creature 1d4 
  hit points, plus additional hit points 
  equal to the creature’s maximum 
  number of hit dice. 
  Invigorating Mist. By spending her 
  inspiration, Talala can throw a flask 
  of invigorating substance at the feet 
  of you or an ally within 30 feet, 
  granting them 2d8 temporary hit 
  points that last for 1 minute. 
  Restoration (1/Short Rest). If she is 
  loyal, Talala can produce an effect 
  identical to a lesser restoration spell, though it is nonmagical. 
   
   
   
   
  Tsarra Krislen 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Trap (1/Short Rest). Tsarra sets a 
  hunting trap (PHB p. 152) in a space 
  adjacent to you. 
  Like A Book. When you make a 
  Wisdom (Insight) check, after rolling 
  but before determining the result, Tsarra 
  can spend her inspiration to cause the 
  result to be 25. 
  Sneak Attack (1/Encounter). If Tsarra 
  is loyal, when you hit a creature within 
  30 feet of you with an attack, if the 
  attack had advantage or there is an ally 
  within 5 feet of the target and the attack 
  did not have disadvantage, Tsarra can 
  cause the attack to deal 2d6 additional damage. This damage 
  improves to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. 
   
   
  Vartan the Druid 
  Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
   Art by Jeff Preston 
  Animal Messenger (3/Long Rest). 
  Vartan casts animal messenger. 
  Druidcraft. Vartan can cast 
  druidcraft at will. 
  Barkskin. Vartan can spend his 
  inspiration to cast barkskin on you. 
  His concentration cannot be broken. 
  Goodberry. Vartan can spend his 
  inspiration to cast goodberry. 
  Speak With Animals. If he is loyal, 
  you and Vartan can speak with 
  animals as if they shared a language 
  with you. 
   
   
   
  Urdok 
  Inspiration [  ] Loyal [  ] Injuries [  ][  ][  ][  ] 
  Art by Jeff Preston 
  Push Comes To Shove 
  (1/Encounter). When you hit a 
  creature with a melee attack, if the 
  target is Large or smaller, Urdok 
  can push it 10 feet away from you. 
  If he does, the target must make a 
  DC 12 Strength saving throw or fall 
  prone. The DC increases to 13 at 
  5th level, 14 at 11th level, and 15 at 
  17th level. 
  Shield Bearer. Urdok can spend 
  his inspiration to force an enemy to 
  reroll one attack against you or an 
  ally within 10 feet. 
  Guard (1/Encounter). If Urdok is loyal, he can interpose himself in 
  front of an attack that would hit you, taking the hit instead. Urdok 
  takes an injury for every 10 full points of damage the attack would 
  have dealt you. 
   
   
   
  
  Zookeeper, The 
   Inspiration [  ]   Loyal [  ]   Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Net (1/Short Rest). The Zookeeper 
  throws a net (see PHB, p. 148) with a 
  +7 bonus to the attack roll. The attack 
  does not suffer disadvantage due to 
  long range or attacking in melee. 
  Critters. The Zookeeper can spend his 
  inspiration to unleash distracting tiny 
  animals on a creature within 15 feet. 
  The creature suffers disadvantage on 
  its next attack roll before the end of its 
  next turn, and if it is concentrating, it 
  must make a DC 17 Constitution 
  saving throw or lose concentration. 
  Zoo Keeper. If he is loyal, The 
  Zookeeper’s knowledge of dangerous beasts causes opportunity 
  attacks against you to suffer disadvantage. 
   
   
  Basilisk 
  Age [  ][  ]     Injuries [  ][  ] 
  Poison (1/Encounter). When you 
  hit a creature with a melee attack, 
  you can deal an additional 1d6 
  poison damage. If at least one age 
  box is checked, the damage is 2d6 
  instead. 
  Petrifying Gaze (1/Short Rest). If 
  at least one age box is checked, the basilisk can force a creature it can 
  see, that can see it, to make a DC 9 Constitution saving throw. On a 
  failed save, the creature is restrained, and must repeat the save at the 
  end of its next turn, becoming petrified on a failed save, or ending the 
  effect on a success. If two age boxes are checked, the DC is 12. 
   
   
  Wyrmling, Red 
  Age [  ][  ]     Injuries [  ][  ] 
  Bite (1/Encounter). When you hit 
  a creature with a melee attack, you 
  can deal an additional 1d6 piercing 
  damage. If at least one age box is 
  checked, you also deal an 
  additional 1d6 fire damage.  
  Fire Breath (1/Encounter). If it 
  has at least one age box checked, 
  the wyrmling exhales fire in a 15-
  foot cone. Each creature in that 
  area must make a DC 12 Dexterity 
  saving throw, taking 4d6 fire damage on a failed save, or half as 
  much damage on a successful one. If two age boxes are checked, the 
  DC is 13 and the damage is 7d6. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wyrmling, Silver 
  Age [  ][  ]     Injuries [  ][  ] 
  Bite (1/Encounter). When you hit 
  a creature with a melee attack, you 
  can deal an additional 1d6 piercing 
  damage. If at least one age box is 
  checked, you also deal an 
  additional 1d6 cold damage. 
  Breath Weapon (1/Encounter). If 
  it has at least one age box checked, 
  the wyrmling exhales cold in a 15-
  foot cone. Each creature in that 
  area must make a DC 12 
  Constitution saving throw, taking 3d8 cold damage on a failed save, 
  or half as much damage on a successful one. 
  If two age boxes are checked, the DC is 13 and the damage is 
  4d8, or the wyrmling can choose to instead exhale paralyzing gas. 
  Each creature in that area must instead succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
  Lotaena Deepfeet 
  Inspiration [  ]        Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Scoutmaster. Your movement 
  speed is increased by 5 feet. 
  Honed Reflexes. When you roll 
  initiative, Lotaena can spend her 
  inspiration to allow you to reroll, 
  taking the better result. If she does 
  and you are surprised, you are no 
  longer surprised. 
  Longshot (1/Turn). When you hit 
  with a ranged attack, you deal an 
  additional 1d8 piercing damage. 
   
   
   
   
  Maestro 
  Inspiration [  ]         Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Magic Missile. Maestro casts magic 
  missile, firing only one missile. 
  Time Stop (1/Long Rest). Maestro can 
  spend his inspiration to cast time stop. 
  You and your assigned companions can 
  act during the spell. 
  Counterspell (1/Encounter). Maestro 
  casts counterspell as a 5th level spell 
  (+5 spellcasting ability bonus). 
   
   
  
  Ricket 
  Inspiration [  ]      Injuries [  ][  ][  ][  ][  ] 
  Art by Jeff Preston 
  Knight’s Blade (1/Turn). When 
  you hit with a melee attack, you deal 
  an additional 1d8 slashing damage. 
  Knight’s Shield. When you take 
  damage from an attack, Ricket can 
  spend his inspiration to take the hit 
  instead. Ricket takes an injury for 
  every full 10 points of damage the 
  attack would have dealt you  
  Knight’s Armor. Ricket provides 
  you a +1 bonus to armor class. 
   
   
   
   
  Seloue the Quick 
  Inspiration [  ]       Injuries [  ][  ][  ][  ] 
  Art by Jeff Preston 
  Hammer of War. Seloue strikes in time 
  with your attacks. You have +1 to melee 
  attack and damage rolls. 
  Lay on Hands. Seloue can spend her 
  inspiration to heal you or an ally within 
  10 feet by 40 hit points. 
  Aura of Protection. You have a +2 
  bonus to all saving throws. 
   
   
   
   
   
   
   
  Spymaster Nara 
  Inspiration [  ]       Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Spymaster. You have advantage on 
  Dexterity (Stealth) and Charisma 
  (Deception) checks. 
  Uncanny Dodge. When you are hit 
  by an attack, Nara can spend her 
  inspiration to cause you to take 
  only half damage. 
  Sneak Attack (1/Turn). When you 
  hit a creature within 30 feet of you 
  with an attack, if the attack had 
  advantage or there is an ally within 
  5 feet of the target and the attack 
  did not have disadvantage, Nara 
  can cause the attack to deal 2d6 additional damage. 
   
   
   
   
   
   
   
   
   
   
   
  Velatha Thetris  
  Inspiration [  ]        Injuries [  ][  ][  ] 
  Art by Jeff Preston 
  Evasion. If you are subjected to an 
  effect that allows you to make a 
  Dexterity save to take half damage, 
  you take no damage on a successful 
  save, and half damage on a failure. 
  Vanish. Velatha can spend her 
  inspiration to cause you to turn 
  invisible until the end of your next 
  turn, or until you attack or cast a 
  spell. 
  Assassinate (1/Encounter). When 
  you hit a creature within 30 feet of 
  you with an attack, Velatha can 
  cause the attack to become a critical 
  hit. 
   
   
  Allied Warriors 
  Injuries [  ][  ][  ][  ][  ] 
  Multiple Assignment. The allied 
  warriors are assigned to the whole 
  party at once. They take injuries only 
  from their Protection ability. 
  Protection (1/Round). When a party 
  member would be hit by an attack, the 
  allied warriors can protect them, 
  taking the hit instead. If they do, they 
  take an injury. 
  Loss of Soldiers. The warriors cannot 
  recover from injuries. 
   
   
   
   
   
  Artillery Support 
  Multiple Assignment. The artillery 
  support is assigned to the whole 
  party at once. 
  Artillery. When you hit with an 
  attack, you deal an additional 2 
  points of damage.  
   
   
   
   
  
  Friendly Forces 
  Assistance (1/Long Rest). The 
  friendly forces help you out, 
  allowing you to reroll one attack 
  roll or saving throw. 
   
   
   
   
   
   
   
   
   
   
   
  Guards 
  Injuries [  ][  ][  ] 
  Support. When you hit with an attack, 
  you deal an additional 2 points of 
  damage. This bonus is reduced to 1 if 
  the guards have two injuries. 
  Block (1/Encounter). The guards can 
  interpose themselves in front of an 
  attack that would hit you, taking the hit 
  instead. If the attack deals 10 or more 
  damage, the guards take an injury. 
  Loss of Soldiers. The guards cannot 
  recover from injuries. 
   
   
   
   
   
  Scouts 
  Injuries [  ][  ][  ] 
  Spotters. You have advantage on 
  Wisdom (Perception) checks, 
  which grants you +5 to your 
  passive Perception. 
  Fire At Will (1/Encounter). When 
  you hit with an attack, you deal an 
  additional 2d8 piercing damage. 
  This bonus damage is reduced to 
  1d8 if the scouts have two injuries. 
  Loss of Soldiers. The scouts 
  cannot recover from injuries. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spies 
  Injuries [  ][  ][  ] 
  Stealthy. When you roll Dexterity 
  (Stealth), your result cannot be 
  lower than 15. 
  Sneak Attack (1/Encounter). 
  When you hit a creature within 30 
  feet of you with an attack, if the 
  attack had advantage or there is an 
  ally within 5 feet of the target and 
  the attack did not have 
  disadvantage, you can cause the 
  attack to deal 3d6 additional 
  damage. This bonus damage is 
  reduced to 2d6 if the spies have an 
  injury, and to 1d6 if they have two 
  injuries. 
  Loss of Soldiers. The spies cannot recover from injuries. 
   
   
  Veteran Squad 
  Injuries [  ][  ][  ][  ] 
  Assault. When you hit with an 
  attack, you deal an additional 3 
  points of damage. This bonus is 
  reduced to 2 if the squad  has two 
  or more injuries. 
  Phalanx (1/Encounter). The 
  veterans form a defensive 
  perimeter. Attacks against you 
  have disadvantage until the start of 
  your next turn. 
  Loss of Soldiers. The squad cannot 
  recover from injuries. 
   
   
   
   
  Songblade 
  Inspiration  [  ]   Loyal  [  ] 
  Magic Item. Songblade is an 
  intelligent +2 longsword and can 
  be used as such. It can only be 
  assigned to whoever is attuned to 
  it. 
  Quickstrike. Songblade can spend 
  its inspiration to allow its wielder 
  to make an attack with it as a bonus 
  action. 
  Shriek (1/Short Rest). If it is 
  loyal, Songblade can cast the 
  shatter spell, with a save DC of 16. 
   
   
   
  
  Shield Guardian 
  Injuries [  ][  ][  ][  ][  ][  ] 
  Amulet. The shield guardian can 
  only be assigned to a creature 
  attuned to its amulet. 
  Shield (1/Round). When you are 
  attacked, after the roll but before 
  the effects are applied, the shield 
  guardian can grant you a +2 bonus 
  to AC against that attack, possibly 
  causing it to miss. 
  Bound (1/Encounter). When you 
  take damage, the shield guardian 
  can cause you to take half of that 
  damage instead. The shield guardian takes an injury for every full 10 
  points of damage the attack would have dealt you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Chris Goober Ramsley - Companion System.pdf