Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.
Sage’s Counsel (Sage Only). While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage.
Healer’s Light (Healer Only). The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + PB temporary hit points.
Warrior’s Protection (Warrior Only). When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.
Description
You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle.
Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature’s game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places.
When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance. The ancient companion is friendly to you and your companions and obeys your commands.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended. The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object.
Previous Versions
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Coming Soon
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Posted Jun 28, 2023how did you make this stat block? I am wanting to make to use it as a base to make heroic Sprits from the Fate/ series