This is a list of feats available to all companion subclasses made by me.
Alert
+2 bonus to initiative, You and your companion can't be surprised as long as the companion is conscious.
Other creatures don't get advantage on attack rolls against your companion as a result of being hidden.
Armored
Increase your companion's strength by 1.
Your companion can use medium or heavy barding, providing either a +2 or +3, (with disadvantage to stealth), depending on which armor it dons.
Athlete
Increase your companion's Strenght or Dexterity by 1.
Your companion also gains the following benefits:
When prone, standing up takes no movement.
Making a running long jump or a running high jump requires only moving 5 feet.
Gain proficiency in Athletics.
Charger
When taking the dash action, your companion may make a free attack or shove a creature. If your companion moved at least 10 feet in a straight line before making this attack, you gain +5 to the damage of the attack. If you instead chose to shove, you may push the target up to 10 feet.
Defender
Whenever an ally within 5 feet of your companion is attacked the beast may use its reaction to become the target of the attack. If the ally being hit is you, then the companion does not need to spend a reaction to take the hit.
Grappler, requires Strenght 11 or higher
Your companion has advantage on attack rolls against creatures grappled by it or you.
Creatures that are one size larger than your companion don't automatically succeed on escape checks from its grapple.
When your companion grapples a creature the size of it or smaller, it still moves at full speed, but may not benefit from the dash action.
Load Bearer
Your Companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Mage Slayer
When your companion damages a creature concentrating on a spell, that creature has disadvantage on the saving throws to keep concentration.
When a creature within 5 feet of your companion casts a spell, you can use their reaction to make an attack of opportunity.
Your companion has advantage on saving throws against spells cast by creatures within 5 feet of either you or them.
Mobile
Your companion's speed increases by 10 feet and while taking the Dash action, difficult terrain doesn't cost extra movement.
When your companion makes an attack against a creature, neither you nor the companion trigger attacks of opportunity from that creature, for the rest of the turn. whether you hit or not.
Tough
Your companions hit point maximum increases by double your level, and increases by 2 whenever you gain a level thereafter.
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