Key Stats: DEX, WIL

Hit Die: 1d8

Starting HP: 13

Saves: DEX+, INT-

Armor: Leather Armor

Weapons: DEX Weapons

Starting Gear: Shortbow, Cheap Hides, Dagger

| Level 1 | Beast Bond. You form a bond with a young beast companion. Beast Speech. You can communicate simple thoughts or questions with your companion and all other beasts. | | --- | --- | | Level 2 | Primal Concord. Choose 2 Primal Concord abilities. You can use your actions to activate concord abilities with an action cost. Your companion does not have actions.

Soul bond. 1 action. Touch your companion and expend any number of hit dice one at a time (roll them and add your WIL to each) to heal your companion.

Bond Training. Whenever you spend some time with your companion during a safe rest, you may choose different Beastblade options available to you. | | Level 3 | Subclass. Choose a Beastblade subclass

Ascendant Form. Choose 1 option from the Ascendant Form table. You can pick the same option multiple times. | | Level 4 | Key Stat Increase. +1 DEX or WIL

Primal Concord (2). Pick a third Primal Concord ability.

Beast sense. You can add your beast’s companion die to any skill check that could benefit from your beast’s skills. | | Level 5 | Not on my watch. (1/turn) You may interpose for your companion for free.

Go for the throat. (1/turn) 1 action. Command your companion to attack a bloodied target for 2dC |

Beast Companion

Beast companions work similarly to adventuring companions, but they are under the control of a single hero. Rather than having a fixed attack value, they have a Companion Die (dC). Companions move for free on the hero’s turn, and always have these basic abilities:

Unless stated otherwise, the companion die is used up whenever you roll it, but you regain it at the end of your turn.

When a companion gets reduced to 0 HP, they gain a wound and flee the encounter until they can be calmed down. When a companion receives 4 wounds, they die. Companions recover from a wound during a safe rest, just like player characters do.

During a field rest, the companion may recover HP equal to the PCs WIL score.

In general, companions should be able to do whatever the base beast can do. A hawk can fly, a spider can climb, and a wolf can pick up a scent. If the companion attempts anything where the outcome is uncertain, companions add the WIL score of the hero to add to their ability checks.

Mounting. You may mount your companion if it’s one size larger than you. If the companion can fly, it must be 2 sizes larger than you to carry you while flying. While mounted, you move at your companions speed.