Animal Companion

Ranger, you are accompanied by a beast, with whom you have bonded deeply and communicate without words. Treat it as a follower.

Your Companion

Name
Damage tags
Max HP
Armor

Set Max HP, Armor and Damage from the type you pick below (see Type).

Type

Pick 1.

(falcon, eagle, owl, buzzard, magpie, )

HP 5; Armor 1 (size); Damage (hand)

Pick 4 more:

(cat, fox, possum, raccoon, weasel, )

HP 5; Armor 1 (size); Damage (hand)

Pick 5 more:

(bear, boar, wolverine, aurochs, drake, )

HP 12; Armor 0; Damage (hand)

Pick 3 more:

(hound, wolf, cougar, drake, )

HP 8; Armor 0; Damage (hand, grabby)

Pick 3 more:

(horse, mule, )

HP 12; Armor 0; Damage (hand, close)

Pick 4 more:

Instinct

Pick 1.

Cost

Pick 1.

Loyalty

Beast of Legend

Each time you take Beast of Legend, pick 1:

Notes

Order Followers

When you direct them to make a move and they do so, roll +1 instead of +STAT if any of their tags apply (or +2 if they're also exceptional). If no tags apply, roll +0. If any of their tags would get in the way, roll with disadvantage.

When they are without orders or they act on their own initiative, the GM says what they do and how it goes.

Strengthen Your Bond

When you pay their cost and you haven't done so recently, they hold +1 Loyalty (max 3).

Spend their Loyalty 1-for-1 to have them:

  • Overcome their fear to do as you say
  • Resist acting on their instinct/tags/traits
  • Do something they don't want to do (as long as it's not abhorrent or suicidal)

Loyal to the End

When your companion is at 0 HP, roll +0, with advantage if it holds Loyalty: on a 10+, it'll be fine once it regains any HP; on a 7-9, it gets the injured tag; on a 6-, it's injured and will die soon unless someone saves it.