You empower an Imbued Figurine to become an freestanding statue to serve as your Ancient Companion, temporarily increasing it to normal size. If you are holding the figurine, before it increases in size, you can toss the figurine in an unoccupied space that you can see within range. This Ancient Companion uses the Ancient Companion stat block. When you empower the figurine, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The figurine you choose determines the spirit's appearance.
The Ancient Companion is ally 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 a different 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. This ancient companion regains a number of hit points equal to 10 times the level of the spell slot expended.
The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion, when the spell's duration ends, or when you die. When the companion perishes, the statue reverts to an inert figurine, and the spirit returns to its plane of origin and cannot be recalled until you complete a long rest.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block. Additionally, the Ancient Companion remains active for 1d10 x5 additional minutes when cast at the 3rd level or higher.
ANCIENT COMPANION
Medium Construct
Armor Class 12 + the level of the spell (natural armor)
Hit Points 5 + 5 for each of your levels in the Bard class
Speed 30 ft.
Swim Speed 15 ft., sinks 5 feet every round
Saving Throws Use corresponding stat modifier. CON, INT, & WIS saving throws can add (player's) proficiency bonus
Skills Use corresponding stat modifier. History can add (player's) proficiency bonus. Perception can add 2x (player's) proficiency bonus.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion
Senses passive Perception 12 + (Proficiency Bonus x 2)
Languages speaks and understands the languages you speak
Proficiency Bonus equals your bonus
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.
Actions
Multiattack. The Ancient Companion makes a number of attacks equal to half this spell’s level (rounded down).
Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + Proficiency Bonus 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 + Proficiency Bonus temporary hit points.
Reactions
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.
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