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Übungen

CON

Animal Companion

Stufe Übungsbonus Eigenschaften Wild Features Known Wild Feature Tier
1 + 2 Companion Archetype 1 {@filter Low|optionalfeatures|source=BabyBestiary|feature type=WFl}
2 + 2 Companion Archetype 2 {@filter Low|optionalfeatures|source=BabyBestiary|feature type=WFl}
3 + 2 Companion Archetype 2 {@filter Low|optionalfeatures|source=BabyBestiary|feature type=WFl}
4 + 2 Companion Archetype 2 {@filter Low|optionalfeatures|source=BabyBestiary|feature type=WFl}
5 + 3 Companion Archetype 2 {@filter Low|optionalfeatures|source=BabyBestiary|feature type=WFl}
6 + 3 Companion Archetype 3 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
7 + 3 Companion Archetype 3 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
8 + 3 Companion Archetype 3 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
9 + 4 Companion Archetype 3 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
10 + 4 Companion Archetype 4 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
11 + 4 Companion Archetype 4 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
12 + 4 Companion Archetype 4 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
13 + 5 Companion Archetype 4 {@filter Medium|optionalfeatures|source=BabyBestiary|feature type=WFm}
14 + 5 Companion Archetype 5 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
15 + 5 Companion Archetype 5 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
16 + 5 Companion Archetype 5 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
17 + 6 Companion Archetype 5 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
18 + 6 Companion Archetype 6 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
19 + 6 Companion Archetype 6 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}
20 + 6 Companion Archetype 6 {@filter High|optionalfeatures|source=BabyBestiary|feature type=WFh}

Klasseneigenschaften

Stufe 1

Companion Archetype

Stufe 10

Wild Feature

Stufe 12

Ability Score Improvement

Stufe 14

Wild Feature

Stufe 16

Ability Score Improvement

Stufe 18

Wild Feature

Stufe 19

Ability Score Improvement

Stufe 2

Wild Feature

Stufe 20

Paragon Creature

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Ability Score Improvement

Stufe 8

Ability Score Improvement

Übungen

Skills

Klasseneigenschaften

Companion Archetype (Level 1)

At 1st level, choose your animal companion's archetype. An archetype determines the backbone of your companion and reflects its physical and mental abilities. Artillery, brutes, controllers, defenders, lurkers, and skirmishers are all detailed at the end of the class description.

Wild Feature (Level 2)

Ability Score Improvement (Level 4)

When your animal companion reaches 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack (Level 5)

Beginning at 5th level, your animal companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

Ability Score Improvement (Level 6)

When your animal companion reaches 6th level, and again at 8th, 12th, 16th, and 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ability Score Improvement (Level 8)

When your animal companion reaches 8th level, and again at 12th, 16th, and 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wild Feature (Level 10)

Ability Score Improvement (Level 12)

When your animal companion reaches 12th level, and again at 16th, and 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wild Feature (Level 14)

Ability Score Improvement (Level 16)

When your animal companion reaches 16th level, and again at 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wild Feature (Level 18)

Ability Score Improvement (Level 19)

When your animal companion reaches 19th level, it can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Paragon Creature (Level 20)

Upon reaching 20th level, your animal companion becomes a paragon of its kind. Choose one of the following features.

Paragon of Freedom

Your animal companion cannot be held down. It ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Additionally, it increases the speed of all of its forms of movement by 10 feet.

Paragon of the Hunt

Your animal companion is a peerless hunter. All of its attacks deal an extra 1d6 force damage. Additionally, it gains advantage on all attack rolls against creatures hit by the animal companion's allies since its last turn.

Paragon of the Guard

Your animal companion is a stalwart ally. It gains resistance to all bludgeoning, piercing, and slashing damage.

Additionally, when an attack would hit an ally within 5 feet of the animal companion, the attack instead hits the animal companion as it dives in the way. Once your animal companion uses this feature, it cannot use it again until it completes a long or short rest.

Paragon of Cleverness

Your animal companion is a technical savant. The DC's of its abilities increase by 2. Additionally, it can use the Help action as a bonus action.

Unterklassen

Unterklassen-Eigenschaften

Artillery

Artillery (Level 1)

Artillery animal companions specialize in ranged combat. They fire quills, spines, fireballs, or bolts of energy from a safe distance. They typically possess the cunning required to pick off vulnerable targets but aren't usually capable of advanced intellectual thought.

Attributes: Strength: 10, Dexterity: 14, Constitution: 8, Intelligence: 6, Wisdom: 10, Charisma: 12

Hit Die: d6

Armor Class: 10 + Dexterity modifier

Saving Throws: Dexterity, Charisma

Speed: 30 ft.

Pot Shot: Ranged Weapon Attack:

Dexterity + Proficiency modifier to hit, range 50/100 ft., one target.

Hit: d8 + Dexterity modifier piercing damage.

Brute

Brute (Level 1)

Brute animal companions are melee focused juggernauts on the battlefield. They are usually quite large creatures that are exceptionally tough. However, they aren't difficult to strike. They can simply take more of a beating than most other creatures. They aren't very mobile and tend to plant their heels in combat before ravaging their target.

Attributes: Strength: 14, Dexterity: 6, Constitution: 12, Intelligence: 8, Wisdom: 10, Charisma: 10

Bonus Attribute Points: 2

Hit Die: d12

Armor Class: 9 + Constitution modifier

Saving Throws: Strength, Constitution

Speed: 25 ft.

Slam: Melee Weapon Attack:

Strength + Proficiency modifier to hit, reach 5 ft., one target.

Hit: d6 + Strength modifier bludgeoning damage.

Controller

Controller (Level 1)

Controller animal companions specialize in manipulating their enemies and exploiting the battlefield they find themselves in. They limit the options of their enemies, aid their allies in setting up and executing plans, or bend the minds of their foes. They are almost always highly magical creatures rather than more mundane ones.

Attributes: Strength: 8, Dexterity: 10, Constitution: 6, Intelligence: 14, Wisdom: 12, Charisma: 10

Bonus Attribute Points: 2

Hit Die: d6

Armor Class: 10 + Intelligence modifier.

Saving Throws: Intelligence, Wisdom

Speed: 30 ft.

Magical Bolt: Ranged Spell Attack:

Intelligence + Proficiency modifier to hit, range 30 ft., one target.

Hit: d4 + Intelligence modifier elemental damage (chosen at creation) and the target is pushed 5 ft. or knocked prone.

Defender

Defender (Level 1)

Defenders protect their masters, packs, and allies with a dangerous fervor. They are typically larger and well protected creatures with the ability to both evade attacks and the fortitude to survive the blows it must endure.

Attributes: Strength: 12, Dexterity: 10, Constitution: 14, Intelligence: 10, Wisdom: 6, Charisma: 8

Bonus Attribute Points: 2

Hit Die: d10

Armor Class: 12 + Constitution modifier

Saving Throws: Constitution, Charisma

Speed: 25 ft.

attack: Melee Weapon Attack:

Strength + Proficiency modifier to hit, reach 5 ft., one target.

Hit: d6 + Strength modifier slashing damage.

Protective: When a creature your animal companion can see attacks a target other than you that is within 5 feet of it, it can use its reaction to impose disadvantage on the attack roll.

Lurker

Skirmisher

Skirmisher (Level 1)

Skirmisher animal companions are highly mobile creatures that are well-rounded creatures. They dart in and out of combat with a flurry of gnashing teeth or rending claws. Not particularly durable but difficult to hit, they prefer to strike their prey and escape before they can retaliate.

Attributes: Strength: 12, Dexterity: 14, Constitution: 8, Intelligence: 10, Wisdom: 10, Charisma: 6

Bonus Attribute Points: 2

Hit Die: d8

Armor Class: 11 + Dexterity modifier

Saving Throws: Strength, Dexterity

Speed: 35 ft.

Claw: Melee Weapon Attack

Dexterity + Proficiency modifier to hit, reach 5 ft., one target

Hit: d8 + Dexterity modifier bludgeoning damage.

Claw: The animal companion can take the Disengage action as a bonus action on each of its turns.