Base Class: Druid
Everything Can Be A Companion
At 3rd level when you pick this subclass you can pick a companion that can help you on your journey and gain the following benefits depending on what you pick. Companions are considered familiars. Once you pick a companion you can not change what you have
* Ghost - You gain proficiency in Charisma saving throws, and can cast Mirror Image and Hypnotic Pattern spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Psychic Damage.
* Animated Armor - You gain resistance to Psychic damage, and can cast the Sheild and Absorb Elements spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Radiant Damage.
* Gargoyle - You gain a flying speed of 30 feet, but if you can already have a flying speed add 10 feet to it. You can cast the Fireball and Thunderwave spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Force Damage.
If your companion dies, you lose all your subclass features and benefits except the spells you always have prepared based on what your companion was; however you can no longer cast the specified spells without components or spell slots.
Companion Caring
Starting at 6th level you can heal your companion for 1d8 + your Wisdom modifier a number of times per day equal to your proficiency bonus.
Companion Bonuses
Starting at 10th level whenever you succeed an attack roll against a creature; you can choose to add 1d8 to your damage; with the damage type added being determined by your companion.
* Ghost - 1d8 Psychic Damage
* Animated Armor - 1d8 Radiant Damage
* Gargoyle - 1d8 Force Damage
Healthy Companion
Starting at 14th level double the maximum health of your companion and double the current health your companion has when you reach this level.
Level 3: Everything Can Be a Companion
At 3rd level when you pick this subclass you can pick a companion that can help you on your journey and gain the following benefits depending on what you pick. Companions are considered familiars. Once you pick a companion you can not change what you have
* Ghost - You gain proficiency in Charisma saving throws, and can cast Mirror Image and Hypnotic Pattern spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Psychic Damage.
* Animated Armor - You gain resistance to Psychic damage, and can cast the Sheild and Absorb Elements spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Radiant Damage.
* Gargoyle - You gain a flying speed of 30 feet, but if you can already have a flying speed add 10 feet to it. You can cast the Fireball and Thunderwave spells once per day without components or using spell slots; and you always have these spells prepared. However casting the specified spells without using components or spell slots will cause you to take 1d8 Force Damage.
If your companion dies, you lose all your subclass features and benefits except the spells you always have prepared based on what your companion was; however you can no longer cast the specified spells without components or spell slots.
Level 6: Companion Caring
Starting at 6th level you can heal your companion for 1d8 + your Wisdom modifier a number of times per day equal to your proficiency bonus.
Level 10: Companion Bonuses
Starting at 10th level whenever you succeed an attack roll against a creature; you can choose to add 1d8 to your damage; with the damage type added being determined by your companion.
* Ghost - 1d8 Psychic Damage
* Animated Armor - 1d8 Radiant Damage
* Gargoyle - 1d8 Force Damage
Level 14: Healthy Companion
Starting at 14th level double the maximum health of your companion and double the current health your companion has when you reach this level.
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