~ Player Specific Rules ~

Animal Companions


BEFORE READING FURTHER! Please note that in real life, animals generally do not think in human terms nor do animals see humans as anything other than a potential meal. Even a friendly, playful animal can easily kill a human in a moment. If you really love animals then keep your distance from them, animals generally thrive when far from humans. Consider donating to a wildlife charity to really help animals in the wild. Do NOT attempt anything here in real life!

With that said, in a fantasy game of Dungeons & Dragons, players want the damnedest of things, so here are the rules for pets and animal companions. :-)


A quick note on the rules below. Some of it is necessarily vague, since no ruleset is going to cover EVERY possible animal. In all cases these rules are a guide, and subject to DM "on-the-spot" ruling.

As the term implies, animal companions are basically animals that accompany one of the party members on their quests. The animal in question can be anything, within reason. Dragons and beholders may be off-limits, at least during lower levels, but that still leaves a good selection of creatures to choose from: birds, mammals, reptiles, amphibians, and insects are all valid choices.

An animal companion can be a great way to develop a character. A brash, fire-tempered character known for their foul mouth might have a softer side that becomes clearer from the affection they show their animal companion. They can also be a good way to provide comic relief during social encounters.

Animal companions do not have to be purely aesthetic, as they can also have a variety of practical uses. For example, a small bird or squirrel can get into small spaces or higher levels that might be inaccessible to the rest of the party. They can watch enemies without drawing attention, especially in a setting where their species is commonly found, making them easy to dismiss even if they are seen.

On the other hand, a large bear can provide valuable backup in a difficult fight. Some larger animals can also act as mounts, allowing party members to move more quickly.

Additionally, it is a good idea to consider what type of setting the game uses. While DMs are flexible, there are instances where a particular creature may not work due to the environment; for instance, a fish is probably not the best companion for a game set in a desert, but it might make a good companion for a seafaring campaign where players occasionally have to go underwater. A frog or turtle might be harder to manage if most of the game takes place in a frozen tundra but might make great companions for an adventure in a swamp or tropical forest.

It's assumed, with the following guidelines, that your animal companion is weaker than a DMPC or sidekick character would be and that you don’t really want anything to happen to them. Can they be under threat or in danger? Absolutely. Is it fun for them to die or almost die? Probably not!

Unless circumstances do not permit it, the animal behaves toward you in a friendly manner and follows you curiously. If you treat it well for one week, it draws closer to you, faithfully accompanying you and obeying your instructions like a very well trained dog.

Your contact with your animal companion makes it better, increasing its Intelligence to 4 if it was lower, or by 1 if it was initially lower.

In combat, the animal follows your instructions (provided they remain simple and understandable for a highly intelligent animal) and has its own initiative. As long as you are conscious, you can see it, and it can see you, you can direct your animal companion, however it always acts in the manner most appropriate to its nature and to the circumstances. Since it must dedicate part of its attention to your commands, it cannot make more than one attack on its game turn (ie., only claw-claw-bite with no special results).

You cannot have more than one animal companion at the same time. If your animal companion dies or runs away because you treat it poorly or stop paying attention to it, you can start the bonding process again with another suitable animal.

While your companion does not understand any language, it will follow simple commands and you are able to instruct it to perform simple tasks. Your companion is generally loyal to you and will do it's best to be helpful as possible.

Training "tricks"

RAW: See PHB, Animal Training check to teach a trick to the animal.

Animal Immunity

Animal companions do not have to roll saving throws on damage-dealing area effects. The PC rolls with disadvantage to spare the animal companion from needing to roll. RP-wise, the PC is moving to save their animal from, say, a fireball, so they’re taking the brunt of the damage.

Leveling Up

For every other level the PC gains, the animal companion gains hit points and possibly a special ability. This keeps the animal more in line with how they might appear apart from an adventuring party and allows for their special abilities to shine without the player having a near-PC-strength animal companion.

Companion Class Table

LevelHit PointsBonus*Class Features
1st-+2Animal Companion
2nd1d4+2Natural Talent
3rd1d4+2Companion Tactics
4th1d4+2THACO reduced by 1
5th1d4+3True Ally
6th1d4+3Unwavering Loyalty
7th1d4+3Defensive Tactics
8th1d4+3Offensive Tactics
9th1d4+4THACO reduced by 1
10th1+4Extra Attacks

* Bonus: Proficiency Bonus applied to the Companion

Animal Companion: As a Companion, your animal companion gains the following class features: The companion is proficient in the use of all barding armor, and all applicable Natural Weapons. Hit points remain the same as pre-generated.

Natural Talent: A natural talent has emerged from your companion; the player can choose from the following list.

  1. Natural Armor: Your Companion gains +1 AC.
  2. Tough: Your Companion gains an additional 1 hp for each level it has.
  3. Precise: Your Companion's attacks have +2 to hit
  4. Ferocious: Your companion's attacks have +2 to damage rolls

Companion Tactics: Through training, your companion has developed one of the following tactics.

  1. Protective: When a creature your companion can see attacks an ally that is within 5 feet of them, they can impose disadvantage on the Attack roll.
  2. Agile: Your companion can Disengage from combat without penalty.
  3. Sneaky: Your Companion can Hide from enemies.
  4. Fast: Your Companion's movement speed increases by 10 feet.
  5. Charge: When your companion moves 20 ft before attacking a target, they have advantage on their next attack roll.
  6. Territorial: Other creatures provoke an extra attack from your companion when they enter your companion's reach (Once per round).
  7. Punishing: When your companion is the target of a melee attack they can make an attack against that target (Once per round).

True Ally: If you fall unconscious, your companion can stabilize you, and your companion can stabilize allies, by making a Survival Check; save vs the allies CON or 10, whichever is better. How your companion specifically stabilizes a creature is up to the DM. As examples, your companion may lick your wounds or attempt to move a contorted unconscious body into a more natural position.

Unwavering Loyalty: You have mastered your bond with your companion. As long as they can see you, your companion has advantage on saving throws against fear and being charmed.

Defensive Tactics: Your companion gains one of the following defensive features.

  1. Relentless: Your companion can keep you fighting despite grievous wounds. If reduced to 0hp by an attack, they instead are reduced to 1hp.
  2. Evasion: When your companion is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
  3. Uncanny Dodge: When an attacker that your companion can see hits them with an Attack, they can choose to halve the attack’s damage against them (Once per round).
  4. Enduring: Your companion gains +1 AC and +1 HP per companion level.

Offensive Tactics: Your companion gains the following to improve attacks.

  1. Brutal: Your companion's attacks deal an extra 1d4 damage and deal a critical hit on an attack roll of 19 or 20.

Extra Attacks: Your companion is no longer restricted to one attack and may now use natural special abilities available to that creature.

Equip them with armor!

How much cuter is your black bear going to be in specially fitted barding? This doesn’t have to be elaborate, but even adding leather armor to the animal’s regular AC is going to make it 5% less likely that they’ll be hit by an enemy’s attack; such armour can even be magical.

Barding armor is described in the Equipment Section of the PHB. Barding for medium and small creatures costs twice as much as normal armor and weighs the same amount.

Magic Items

While magic items for animal companions are somewhat more rare, they are not unheard of. In general, magical armor is fairly easy to convert into barding armor, although it will require the work of an experienced blacksmith. While traditional magic weapons such as swords and bows are not something companions are equipped to handle, there are other ways to magically enhance their attacks, such as wraps, gauntlets, claw extenders etc.


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