PREREQUISITE: A HIGHLY TRAINED ANIMAL COMPANION
You are particularly skilled in training of your animal companions. Whenever you obtain a Highly Trained animal companion you may choose three of the outlined commands below to train it in. Once these commands are taught to a companion they cannot be changed.
Administer. Your companion has been trained to administer certain potions at your command. As an action, you can order your companion to deliver a consumable item of your choice, the companion will then use its action to administer a potion to a willing creature. If you choose, it could also instead use its action to throw a vial of poison, acid, or similar object at a target within 20 feet that it can see. The companion must make a ranged attack using its dexterity modifier and adding your proficiency bonus. (Animals with opposable thumbs can un-stopper vials and such, whereas animals without must first have the stopper removed.)
Attack. You can use a bonus to designate a target for your creature. Your companion will then use its action to make one melee attack against the target each turn until the target drops to 0 hit points, or until you give it a new command. It may add your proficiency bonus to its attack rolls.
Attune. You spend 1 hour helping your animal companion attune to a single magical item. Benefits of the item, unless specified otherwise, affect only your companion. A companion can only be attuned to only one item at a time.
Deliver. You have taught your companion how to navigate and travel long distances on its own. As an action, you can command the companion to travel to a location on the current plane of existence if it has spent more than 1 hour in the target’s location. The companion will then travel to the location using a route it knows. If it can find its way there, it can deliver any object or creature up to its carrying capacity.
Find. As a bonus action, you can command your companion to use its senses to aid you in seeking out a target. The companion will then use it’s action to make a wisdom (Perception) or an Intelligence (Investigation) check. If you choose, it can instead use its action to grant advantage on another creature’s Wisdom (perception) or Intelligence (Investigation) check this turn.
Maul. As a bonus action, you can command your companion to harry a target it can see. The companion will then use its action to attempt a disarm, shove, or grapple a creature within 5 feet of it. If you choose, it could instead use it’s action to grant advantage on another creature’s attempt to disarm, shove, or grapple this turn.
Perform. As an action, you command the companion to perform an amusing trick, dance, or act of some kind that lasts for at least 1 minute. The companion will then make a Charisma (performance) check. If you choose, it can instead grant advantage to another creature’s Charisma (performance) check
Protect. As a bonus action, you can command your companion to protect a single target. Until commanded otherwise, when a creature that your companion can see attacks the target, your companion can use it’s reaction to impose disadvantage on the attack roll. It must be within 5 feet of the target to use its reaction.
Retrieve. As a bonus action, you command your creature to retrieve an object it can see that is no larger than half its own size, and an item that it is capable of carrying or dragging. Until commanded otherwise, on each of its turns it will as close to the object as it can, taking the Dash action if necessary. Once it has the object, it will spend each of its turns moving towards you until it has delivered the item.
Sneak. As a bonus action, you can use gestures to command your companion to be stealthier. The companion will use it’s action to make a Dexterity (stealth) check with advantage to attempt to hide as long as it remains within 60 feet of you.
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