Companier (5e Class)

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Companier[edit]

Stunning Knight[edit]

Companiers are always thought of as leaders. That's what they do, they leader into battle and ready those who aren't prepared for the battle field.

Creating a Companier[edit]


Quick Build

You can make a companier quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma or Constitution. Second, choose the soldier, folk hero, guild artisan, noble, or sailor background.

Class Features

As a Companier you gain the following class features.

Hit Points

Hit Dice: 1d10 per Companier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Companier level after 1st

Proficiencies

Armor: Medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: Brewer's supplies, cook's utensils, smith's tools
Saving Throws: Charisma and Strength
Skills: Choose four from Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Persuasion, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One handed weapon and shield or (b) Two handed weapon
  • (a) Plate mail or (b) Breastplate
  • (a) Longbow with 20 arrows or (b) Repeating crossbow with 60 bolts
  • (a) Navigator's tools and cook's utensils or (b) Dungeoneering kit and brewer's supplies

Table: The Companier

Level Proficiency
Bonus
Companion Max Companion Inspiration Features
1st +2 1 Fighting Style, Companion
2nd +2 1 Expertise
3rd +2 2
4th +2 2 1d4 Ability Score Improvement, Companion Inspiration
5th +3 3 1d4 Extra Attack
6th +3 3 1d4 Standing Ground
7th +3 3 1d4
8th +3 4 1d6 Ability Score Improvement, Improved Critical
9th +4 4 1d6
10th +4 4 1d6 Moral Boost
11th +4 4 1d6
12th +4 5 1d8 Ability Score Improvement
13th +5 5 1d8
14th +5 5 1d8 Quick Reflexes
15th +5 5 1d8
16th +5 5 1d8 Ability Score Improvement, Quick Reflexes
17th +6 6 1d10
18th +6 6 1d10 Moral Boost
19th +6 6 1d10 Ability Score Improvement
20th +6 6 1d10 Strong Will

Companion[edit]

At the beginning of the game, you may choose whether or not you want to have a companion to accompany you on your adventures. The companion must be either a humanoid or creature with a Challenge Rating of 1/4 or lower. The companion does not need to be combat oriented, should you so desire. You and your companion share a proficiency bonus and act on your turn, obeying your commands to the best of their abilities. Add your proficiency bonus to the companion's AC, attack rolls, and damage rolls, as well as to any saving throws or skills it is proficient in. It's hit point maximum equals its normal hit point maximum or four times your companier level, whichever is higher. Your companion also gains an ability score increase along with you.

On your turn, you can verbally command the companion where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the companion to take the Attack action.

If the companion dies, you can obtain another one by spending 8 hours bonding with another creature that isn’t hostile to you, either the same type of creature as before or a different one.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Companier Archetype[edit]

At the beginning of the game, you choose an archetype that shows your companion preference; Recruiter or Tamer.

Companion Inspiration[edit]

You can inspire others through stirring words or actions. To do so, you use a bonus action on your turn to choose one companion other than yourself within 60 feet of you who can hear or see you. That creature gains one Companion Inspiration die, a d4.

Once within the next 10 minutes, the companion can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The companion can wait until after it rolls the d20 before deciding to use the Companion Inspiration die but must decide before the DM says whether the roll succeeds or fails. Once the Companion Inspiration die is rolled, it is lost. A companion can have only one Companion Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Companion Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 8th level, a d8 at 12th level, and a d10 at 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you 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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Standing Ground[edit]

At 6th level, you can use your reaction to better defend yourself. If you have a shield equipped, you can deflect a ranged attack, increasing your AC by 2, or parry a melee attack, increasing your AC by 4, provided the attack is nonmagical. If you have no shield equipped you can still do this, but parrying increases it by 2 instead of 4 and to deflect you must roll a Dexterity saving throw equal to the attack roll - your proficiency bonus.

Improved Critical[edit]

Beginning at 8th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Moral Boost[edit]

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Quick Reflexes[edit]

At 14th level, you gain an extra reaction and at 16th level you gain another.

Strong Will[edit]

At 20th level, you gain advantage on saving throws against being frightened or charmed.

Recruiter[edit]

<!-For archetypes, paths, etc. Introduce this class option here->

<!-Class Feature->

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<!-Class Feature->

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Tamer[edit]

<!-Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Companier class, you must meet these prerequisites: Strength 18, Dexterity 17, and Charisma 20

Proficiencies. When you multiclass into the Companier class, you gain the following proficiencies: Animal Handling, martial weapons, shields


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