Bond level: 12
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Clever. Clever companions are always looking to learn, and greatly enjoy the company of wizards and other casters. Quick studies, these companions can be taught skills and knowledge that others wouldn’t be able to handle. However, their passion for learning leads to them neglecting their physique, and many clever creatures are weaker than others. Clever companions gain the following features:
• Their Intelligence score increases by 1, to a maximum of 20.
• They gain a +1 bonus to Insight.
• They have disadvantage on Constitution saving throws.
• Their Strength score decreases by 1, to a minimum of 2.
On the Lookout With a Bond Strength of 4 or higher, your companion is comfortable sharing information about what it notices. While within 5 feet of your companion, you can replace your Wisdom modifier with theirs when making Perception checks.
Sharing is Caring With a Bond Strength of 6 or higher, your companion is comfortable sharing some food it finds with you. Every 1d6 days, your companion can find food and fresh water for themself and one other creature, provided that the land offers berries, small game, water, and so forth.
Interesting Alliance With a Bond Strength of 8 or higher, your companion is willing to back you up in social situations. While within 10 feet of your companion, you gain a +1 bonus on Charisma (Persuasion) checks made against creatures with the same alignment as the companion.
Small Sentinel With a Bond Strength of 10 or higher your companion is happy to take up a night shift. When taking a long rest, your companion can take one shift to keep watch for trouble. During this time, double their Ability modifier on Wisdom (Perception) checks.
Tricks. If the fox’s Bond Strength is 14 or higher, it can be taught a trick. Over the course of an hour, you can teach them to come, fetch, play dead, or sic. Once per short or long rest, you can use an action to command the fox to perform the trick. You can teach the fox a different trick on a short rest, but the fox cannot remember more than one trick at a time.
Come. The fox uses its reaction to move 30 feet toward you.
Fetch. Choose an item within 15 feet of the fox that is not being worn or carried. The fox uses its reaction to retrieve the item.
Play Dead. The fox uses its reaction to fake death. Until the end of its next turn, its condition is indistinguishable from death.
Sic. Choose a target within 15 feet of the fox. It uses its reaction to charge the target and make one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 piercing damage.
Description
The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas.