Animal Companion (Druid Spell) and Familiar Bond (Wizard Spell) (DnD 5e)

Animal Companion

2nd-Level Enchantment (Ritual)

  • Casting Time: 1 Day
  • Range: 20 Feet
  • Components: V, S, M (100sp of Charcoal, Herbs, and Incense that must be consumed in a fire)
  • Duration: Instantaneous

The Druid gains the companionship of a Beast of no more than CR½ that is present during the course of the ritual, popular animal choices include, but are not limited to, Black Bears, Boars, Deer, Hawks, Owls, Panthers, Ravens, and Wolves. A Druid of 11th level of greater may gain the companionship of a Beast up to CR1.

The Druid may speak with their animal companion at all times in a way similar to the Speak with Animals spell (q.v.)

The animal companion acts independently of the Druid and is a “boon companion” rather than a familiar or other similar spirit aide. In combat it rolls its own initiative and takes its own actions. The animal companion gains hit dice such that it always has the same number of hit dice as their Druid companion, and they are allowed either Ability Score Improvements or Feats at the same time as their Druids gain the same improvement. Their proficiency score is always equal to that of their Druid, and they may use the Druid’s Intelligence and Wisdom saves instead of their own

The animal companion remains with the Druid until death or until it is released – while amazingly hale and hearty it’s lifespan is not greater than that of its wilder brethren. Released companions often stay near to Druidic places of Power and act as guardians as the Druids take care of them in their final years. Additionally, nothing prevents a Druid from Awakening (q.v.) an Animal Companion – often making these guardians quite dangerous.

A Druid may only have one Animal Companion at a time.

 

Familiar Bond

2nd-Level Enchantment (Ritual)

  • Casting Time: 8 Hours
  • Range: 10 Feet
  • Components: V, S, M (30sp of Charcoal, Herbs, and Incense that must be consumed in a fire in a brazier)
  • Duration: Instantaneous

Unlike the 1st-Level Find Familiar (q.v.) which summons a spiritual “Fetch” to aid the magic user, the spell Familiar Bond creates an oath-bound alliance between the Wizard and an allied creature. Often performed with infant animals (or possibly with the animals parents in some cases), the spell creates an intense bond that cannot be broken save by either the violation of the agreement by the Wizard – these creatures rarely exceed CR½. In exceedingly rare cases, bonds may even be formed with Fey, Celestials, or Fiends if the Wizard can contact appropriately powerful entities from the appropriate Court to negotiate with – these creatures can be CR1 or possibly even higher if the oath’s are worthy of it.

The Familiar rolls its own initiative and takes its own actions. The hit dice of the Familiar is always at least equal to their Wizard, and the Familiar may always use the Wizards proficiency bonus as well. If the Wizards saves are better the Familiar may also substitute those saves for their own. The Familiar also gains Ability Score improvements and Feats at the same time as their Wizard.

The Wizard may communicate telepathically with the Familiar if they within 100 feet of each other, and they may also, as an Action, “ride along” with one or more senses of their Familiar (being oblivious to their own matching sense at while doing so).

The Familiar can maintain Concentration for one spell that the Wizard has cast as long as they are within 100 feet of the caster. The Familiar may act as the “point of origin” for purposes of range for the Wizard as long as they are within 100 feet.

If the Familiar takes damage, the Wizard takes an equal amount of Psychic damage (that bypasses any Resistance or Immunity). The Wizard is also Stunned for one round (Charisma Save, DC15, for no effect). If the Familiar is reduced to zero hit points then the Wizard immediately takes Psychic damage equal to the Familiar’s Hit Points (Charisma Save, DC15, Half Damage, other bypassing any Resistance or Immunity). They are also automatically Stunned for one round. Both Wizard and Familiar have Advantage on Death Saves while the other is still alive. If the Familiar is slain, the Wizard is affected as if by a Feeblemind spell (DC10+ Familiar’s Hit Dice).

A Wizard may only have one Familiar at a time, though they may also have a Fetch as summoned by the 1st-Level Find Familiar spell.

 

NOTE: Yes, a multi-classed Druid/Warlock/Wizard could have an Animal Companion, a Pact of the Chain Familiar, a Fetch, and a Familiar. If they were also a Ranger with the Beast Master Archtype they could also have Ranger’s Companion as well.

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Categories: Game Design, House Rules, Magic Spell, Uncategorized | Tags: , , , , , | Leave a comment

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