A pet can be awarded by a GM when this feat is selected. Pets must be an animal of level 0. A pet has a HP of 2 + half your level, rounded up, a defense equal to 10 + your level and uses 8 + your level for saves. Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check.
Pets act like players and go down before getting killed and need death saving throws.
The pet follows the player's initiative.
Level Your pet's level is equal to yours.
Hit Points
Your pet has its base hitpoint you have chosen +2 per level you have
Modifiers and Defence
Your pet's save modifiers and defence are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
You order your pet to do an action from any of its available actions that the creature has. You must be within 90ft of the pet. The abilities DC, attacks or any modifiers use the
You can attempt to impart simple instructions with your pet and it can attempt to communicate with an animal handling check. If you are able to speak with the animal, you gain a +10 to the check.
DC | |
You understand exactly what the creature is saying and it understands you exactly. | >=30 |
You understand mostly what the creature is saying and it roughly understands what you are saying | 20-29 |
It has no idea what you are saying and neither do you | 10-19 |
You and the creature gain Stun 1, and it has no understand what | 0-9 |
Accompanist: When you roll a performance check, your pet if its within 25ft can assist you. The pet grants you advantage on the performance check
Damage Avoidance Choose one type of save. Your familiar takes no damage when it rolls a success on that type of save; this doesn't prevent effects other than damage.
Second Sense: Your passive perception when your pet is with you increases by 3 and you gain advantage on perception check
Tough Creature: Increase the pet HP by twice your level.
Distraction. Your poet gains the pet distraction action, where it moves to a target within 30ft of it and makes it off guard till the end of the round
Instinctual Understanding. You always roll a 30 for the communicate with pet action and reduce it to 1 action.
Trained Combatant. The pet attack roll are replaced with 5 + your level.
Threatening Presence: When you make an intimidation check when a pet is within 15ft of you, you gain advantage
Duel training: Your pet uses a DC of 14 + your level.
Deadly Synergy: You gain +2 on hit rolls attacking a creature your pet has targeted with any action and vice versa
Instinct: Your pet has a reaction
Masterfull Command: Your pet now has 3 actions when the command pet action is used
Instinctual Command: If the pet is within 5ft of you, the pet can do the exact same action(e.g move here, attack this) as you have
Undying Loyalty: When you are down, on your turn, your pet can move up to 25ft to you and get you up back with 1HP.