Creature Taming
Vessel Capture Mechanic:
You spend 8 hours crafting a special vessel capable of containing a creature inside. This vessel can be almost anything that would easily fit in the palm of your hand that contains a hollow space inside. You throw your prepared vessel at the creature you want to tame and bond with. You can throw the vessel up to 30 ft. at a creature you can see.
Voluntary Taming:
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Successful Animal Handling checks before capture reduce the creature’s Charisma save by 1 per success, max -5.
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Creature makes a Charisma saving throw against DC = your Spell Save DC or (10 + proficiency bonus + Charisma modifier) whichever is higher.
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If the creature saves: you may retry immediately but the creature will have advantage on the save.
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If it succeeds a second time, it becomes resistant to capture for 24 hours.
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Optional Consent: The DM may allow a creature to willingly bond depending on roleplay, prior interactions, or alignment.
Forced Capture:
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Creature makes a Strength saving throw against DC = your Spell Save DC or (10 + proficiency bonus + Strength modifier) whichever is higher.
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The creature gains -1 to its save per 15% of HP lost, max -5.
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If the creature saves: you may retry immediately but the creature will have advantage on the save.
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If it succeeds a second time, it becomes resistant to capture for 24 hours.
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Optional Consent: The DM may allow a creature to willingly bond even during forced capture, depending on roleplay, prior interactions, or alignment.
Vessel Mechanics
- Bonded creatures lose access to Legendary Resistances, Legendary Actions, Mythic Actions, and Lair Actions.
- Creatures inside their vessel do not suffer from status conditions, those conditions are suspended while inside the vessel and resume when the creature leaves its vessel.
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Bonded creatures cannot act independently they share you're initiative act immediately after you.
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To act, you must issue a command (No Action) to the bound creature to use one of its attacks or abilities. If no command is given it uses the Dodge action.
- Bonded creatures cannot use any features or traits that summon or multiply themselves into more than one creature.
- You can summon or recall a creature to or from its vessel as an Bonus Action. You can summon a creature to an unoccupied space within 10 feet of you and you can recall a creature as long as you can see them. You can have one bound creature summoned at a time.
Companion Stats:
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Bonded creatures Max HP is half of their hit die maximum.
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Attacks are non-magical and count as natural weapons.
- Creatures reduced to 0 hit points make death saving throws the same as Players. If a creature is returned to its vessel while at 0 hit points it is instantly stabilized.
Bonded Training:
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Gain Animal Handling proficiency if you do not have it.
Creature Limit and CR:
Player Level Maximum # Of Bonded Companions Maximum Companion Size Maximum Companion CR
1 1 Small 1/2
2 1 Small 1/2
3 2 Small 1/2
4 2 Small 1
5 2 Medium 1
6 2 Medium 1
7 3 Medium 2
8 3 Medium 2
9 3 Medium 2
10 3 Medium 3
11 4 Large 3
12 4 Large 3
13 4 Large 4
14 4 Large 4
15 5 Large 4
16 5 Large 5
17 5 Huge 5
18 5 Huge 5
19 6 Huge 6
20 6 Huge 6
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