BR:Conclave of Companions

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Conclave of Companions

Those who join the Conclave of Companions have spent their lives building strong connections with the beasts of the wilds. These wardens have created a unique bond with a specific beast companion while also embodying a resolute, undying accord with animals throughout Tamriel.

Conclave of Companions Features
Level Feature
2nd Beast Companion, Speech of the Woods
6th Companion's Mark
10th Spirit Companion
14th Shared Spells

Beast Companion

2nd-Level Conclave of Companions feature

You learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 200 septims worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion from any beast with a CR of ½ or lower, such as an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your GM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would be logically present in the area.

At the end of 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 100 septims worth of rare herbs and fine food you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

If you gain a new animal companion at higher levels, you can choose from any beast with a CR as shown on the Beast Companions At Higher Levels table.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses it's Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to areas where it normally uses its proficiency bonus to its AC and to its damage rolls.

Your animal companions gain proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 2nd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Attribute Score Improvement class feature, your companion's attributes also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The warden who travels with me is a beloved companion for whom I would gladly give my life.”

Companion Bond
d6 Bond
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends' needs before my own in all things.
Companion Flaw
d6 Flaw
1 If there's food left unattended, I'll eat it.
2 I growl at strangers, and all people except my warden are strangers to me.
3 Any time is a good time for a belly rub.
4 I'm deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.
Beast Companions at Higher Levels
Level Max CR Example
2nd 1/2 Black bear
4th 1 Dire wolf
8th 2 Saber-tooth tiger
11th 3 Giant scropion
13th 4 Elphant
15th 5 Giant crocodile
17th 6 Mammoth
19th 7 Giant ape

Speech of the Woods

2nd-Level Conclave of Companions feature

You gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Companion's Mark

6th-Level Conclave of Companions feature

When any creature is marked by your Mark of Balance, your companion is also marked as an Ally.

In addition, when your companion attacks a creature marked as an Enemy, it deals additional damage equal to your Willpower modifier.

Spirit Companion

10th-Level Conclave of Companions feature

You call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. It counts as neither a creature or a an object, though it has the spectral appearance of a creature it represents.

Your spirit companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A spirit companion can't attack, but it can take other actions as normal.

While the spirit is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effects of the spirit companion depends on the type of spirit you summon from the options below.

Falcon. You summon the spirit of a falcon. While you are within 60 feet of the spirit, you and your beast companion's speed increases by 10 feet. Additionally, when you see through the falcon spirit's eyes, you gaining advantage on Willpower (Perception) checks that rely on sight.

Mastiff. You summon the spirit of a mastiff. While you are within 30 feet of the spirit, you and your beast companion gain advantage on Willpower (Perception) checks that rely on smell.

Mountain Lion. You summon the spirit of a mountain lion. While you are within 30 feet of the spirit, you and your beast companion ignore difficult terrain, and when you or your beast companion make a running long jump, the distance you can cover increases by a number of feet equal to your Willpower modifier.

Mouse. You summon the spirit of a mouse. When you are within 30 feet of the spirit, you and your beast companion's size is considered one size smaller when moving through tight spaces and you can occupy the same space as a creature that is your size or smaller.

Shared Spells

14th-Level Conclave of Companions feature

When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.