CC:Companions

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Playtest Material

This version of the companion rules (v1.0) are currently being reviewed and it is subject to change before it’s final release.

Companions

On your adventures, you sometimes meet a townsperson, an animal, or another creature and forge a special relationship with them. That creature might even join you on your adventures, which usually sparks this question: how does this companion get better as you gain levels? As you become more powerful, the foes you face are likely to become too dangerous for Yolda the guard, Mittens the sabre-cat, or another companion you befriended in the early days of your adventuring career. This article answers the question, giving your companion a clear path of advancement.

Companion Stats

In these rules, a companion is a creature who is your friend and who accompanies you on adventures. It’s essentially a second character you play. (The GM might decide to play it instead, or you could co-play it with other players at the table.)

The companion can be any type of creature with a stat block in the Enemies of Elsweyr, Monsters of Murkmire or another Delvebound book, but it must meet these prerequisites:

  • Its challenge rating must be 1/2 or lower.
  • The two of you must be friends.

Using a Companion

You decide who plays the companion. Here are some options:

  • A player plays the companion as their second character - ideal when you only have one or two players.
  • A player plays the companion as their only character - ideal for a player who wants a character who's simpler than a typical player character.
  • The players jointly play the companion
  • You (the GM) play the companion

There's no limit on the number of companions in a group, but having more than one player character can noticeably slow down the game. And when estimating the difficulty of an upcoming encounter, count each companion as a character.

Gaining a Companion

When your companion joins you, it gains a companion class. Choose which class it will have for the rest of its career: brute, minstrel, spellblade, or wayfarer. These companion classes are detailed below. They are reminiscent of the classes available to player characters but are simpler.

Starting Level

The starting level of a companion is the same as the average level of the group. For example, if a 1st level group starts with a companion, that companion is also 1st level. But if a 10th level group invites a companion to join them, that companion starts at 10th level.

Leveling Up a Companion

Whenever you gain a level, your companion also gains a level. It doesn’t matter how much of your recent adventures the companion experienced; the companion levels up because of a combination of the adventures it shares with you and its own training.

Hit Points

Whenever the companion gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the companion’s stat block), and add its Endurance modifier. It gains a minimum of 1 hit point per level.

Proficiency Bonus

Once your ally has a companion class, the companion’s proficiency bonus is determined by its level in that class, as shown in the class’s table.

Whenever the companion’s proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.

Attribute Score Increases

Whenever the companion gains the Attribute Score Improvement class feature, remember to adjust anything in its stat block that relies on an attribute modifier that you increase with the feature. For example, if the companion has an attack that uses Strength, increase the attack’s modifiers to hit and damage if the companion’s Strength modifier increases.

If it’s unclear whether a melee attack in the stat block uses Strength or Agility, the attack can use either.

Companion Classes

Traveling through Tamriel can be dangerous, especially if you are alone. With previous Elder Scrolls games, companions were important additions to your adventuring party, like in Skyrim and Elder Scrolls Online. Companion rules were first presented in the Core 5E Rules, and this expands on the companion types by including the Brute, Minstrel, Spellblade, and Wayfarer. These additions round out the options of characters who are closer to the Barbarian, Bard, Ranger, and Spellsword classes.

A brute companion lives a life far flung from civilization and grows in feral might as it fights by your side. It might be an outlander, a tribal warrior, a bear, or any other creature with a taste for furious battle.

A companion gains the following class features as it gains levels in this class, as summarized on the Brute table.

A minstrel companion grows in its artful majesty as it fights by your side (from afar). It might be a mime, a musician, a dancing monkey, or any other creature capable of inspiration and amusement.

A companion gains the following class features as it gains levels in this class, as summarized on the Minstrel table.

A spellblade companion hails from lands rife with magical study, and grows in its arcane and martial might as it fights by your side. It might be a soldier, a hedge wizard, a failed scholar, or any other creature capable of casting spells.

To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.

The companion gains the following class features as it gains levels, as summarized on the Spellblade table.

A wayfarer companion grows in its survivalist capabilities as it fights by your side. It might be a forester, a scout, a woodland beast, or any other creature capable of tracking and hunting.

A companion gains the following class features as it gains levels in this class, as summarized on the Wayfarer table.