In our system, there are two kinds of creatures that can be brought into battle. These are not to be confused with familiars which will have their own ruleset and guide. To differentiate these creatures from familiars, they require an action or bonus action to introduce into battle.
These creatures are brought into battle with the usage of a spell. In order to maintain their presence, the caster (can be full- or half-) must maintain concentration to keep.
They cannot be commanded and only have a set "reaction" once spawned.
These creatures are also brought into battle with the usage of a spell. However, their presence is not maintained by their handler (any class) through concentration.
They can be commanded and have a limited moveset that the handler can choose from.
With that, please read the separated guides provided for the specific creature! If you have any questions, don't be afraid to reach out in our #help channel!
Depending on the reaction effect of the creature, they may either be summoned with a spell using an ACTION or BONUS ACTION. If the creature is identified as strong, then an ACTION will be needed to summon them as a trade off for their strength. If the creature is neutral, then a BONUS ACTION is only needed to summon them.
Since a spell is required to summon the creature, they will last a duration of 1d8 rounds or turns, again depending on the strength of the creature. For the most, they will be rounds. The duration will only be turns if the creature is deemed strong and needs to be counter-balanced with a shorter duration.
In addition to this, the casteor needs to maintain concentration to keep their summon in the battle.
The summon is dispelled if the caster casts another spell that requires concentration. No rolls needed.
You can only choose to concentrate on one thing at a time unless you have a trait that allows otherwise.
The summon is dispelled if the caster takes damage. Constitution rolls are needed.
The DC is equal to 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you roll a separate saving throw for each source of damage.
The summon is dispelled if the caster is incapacitated or dead. No rolls needed.
You're literally unconscious. Your brain isn't braining to maintain concentration.
A summon does not have a separate HP pool. Instead, the caster shares their HP pool with the summon in a way. If the caster dies, so does the summon.
Depending on what you would like, a summon can have a variety of effects. However, note that because you cannot command these creatures, the effect they have is static and works automatically and simultaneously. In addition to that, the strength of the effect may be counterbalanced as mentioned before.
As to what they can do? They can do any of the following and more depending on what you'd like summons to do. Note that you aren't limited by these options! They're merely suggestions. You're always free to get creative and the mods will do our best to work with you to fit it into our homebrew system!
Attack with your traveler.
They can follow up your traveler's attack with their own attack, adding bonus damage on top of your traveler's.
Assist your traveler's attacks.
When your traveler attacks, they can help your traveler strike with advantage.
Defend your traveler.
They can attack as a repercussion to anyone daring to strike your traveler.
And more! More examples can be added as our players get creative. :)
The provided examples below are ideas of how the spells can be formulated. However, depending on when you are viewing these spells, they may be outdated as our homebrew is constantly being improved on. Only use these spells as inspiration and we can help you during the application process!
Foxfire (Single Target / 1d6 / Ranged)
[ACTION] Summons a small fox spirit made of fire that hovers around Kayleigh, for the duration of the spell each successful attack preformed by Kayleigh will prompt the fox to follow up and attack the same target, dealing 1d6+spellcast stat damage.
Hellfire Spirit (Type: Support | 1d8)
[BONUS] With the blood of hellhounds running through your veins, you are able to call the spirit of a hellhound to come to your aid. Rolling a 1d8 decides how many rounds the hellhound can sustain its fiery form. If the spell caster is to reach 0 HP, the spirit dissipates regardless of how many turns it had left. Hagan’s spawn is named Adoria.
When spawned, the spirit defensively circles Hagan and is able to assist him with his attacks, making his attacks roll with advantage. Any creature making a physical and/or close-ranged attacks (max 10 ft distance) made against Hagan will be burned by the spirit and will receive 1d6 fire damage.
All companions require an ACTION to be brought into battle. The method of introduction can vary between travelers. They can always be present with your traveler and then brought to battle through a commanded action. Alternatively, they could be teleported in through the usage of a magical item. The how is up to you!
One of the key differences, however, is that it takes a BONUS ACTION to command your companion to act.
Companions do not have a set duration in battle. Instead, it takes an ACTION to bring them into combat (by any way preferred) and a BONUS ACTION afterwards to command them. Their duration in combat ends either when you dismiss them with a BONUS ACTION or until they drop to zero health. They act on the same turn as the handler.
A companion has their own separate HP pool. The companion's health is calculated as: the handler's HP + their spell-casting modifier.
Once a companion drops to zero HP, they are removed from combat. Healing items may be used to recover their HP and when their handler takes a short or long rest, the companion shares that rest.
All companions will have a starting amount of three abilities/traits. The number of things a companion can do can be increased if the handler chooses to use their spell/ability upgrade description on the ability associated with the companion. Unlike travelers, companions do not have separated passive or active abilities. It is just collective. Companions do not act unless commanded through a BONUS ACTION and do not have reactions.
As to what your companion is able to do, it is up to you. However, note that whatever you want to do MUST be stated with the ability associated with the companion. The DMs will not allow the companion to go above and beyond past their stated description. The list below provides suggestions as to what they can do, but in a TL;DR description, think of them as Pokemon! The suggestions are bare-bones so flavor them to your companion and don't let this list limit you! You're always free to ask the DMs for what's allowed.
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combat
fighting - your companion can fight
impose advantage / disadvantage - your companion can aid their handler's attacks
support
healing - your companion can heal
riding - you can mount your companion and double your movement
traits
armor - your companion can have something that gives them a higher AC
flight / swimming - if they're capable of it, you're going to have to write it
Unless stated otherwise in their description, all companions have these traits. Since this is a new feature, this list may grow as questions are asked and we figure out the system.
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armor class
flat 10 AC
movement
free action included with their commanded action
on their own, 30 ft.; mounted, 40 ft.
unless stated in their list of traits/abilities, all creatures can move on normal terrain; an ability needs to mention if they are capable of flight, swimming, climbing, etc.
no abilities will be granted based on implications
modifiers
the companion shares the same stats as their handlers, but the numbers are rearranged
there is no separate allocation of the 72 points to determine their stats