RANGER
companion
                                                                                                                                          10
                                                                                                                                        evasion
                                                                                                                                        Start at 10
                                            COMPANION NAME
                                       Work with the GM to decide what kind of animal you have as your companion. Give them a name and draw or
                                       attach a picture of them in the space above. Then create two Experiences for your companion based on their
                                       training and the history you have together. Finally, describe their method of dealing damage (their standard
                                       attack) and record it in the “Attack & Damage” section. Their damage starts at d6 and their range starts at Melee.
                                       companion Experience
                                       Start with +2 in two Experiences. Whenever you gain a new Experience,         Example Companion Experiences
                                       your companion also gains one. All new Experiences start at +2.
                                                                                                                     Bold Distraction, Expert Climber,
                                                                                                                     Fetch, Friendly, Guardian of the
                                                                                                        2            Forest, Horrifying, Intimidating,
                                                                                                                     Loyal Until the End, Navigation,
                                                                                                        2            Nimble, Nobody Left Behind,
                                                                                                                     On High Alert, Protective,
                                                                                                                     Royal Companion, Scout,
                                                                                                                     Service Animal, Trusted Mount,
                                                                                                                     Vigilant, We Always Find Them,
                                                                                                                     You Can’t Hit What You Can’t Find
                                        Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to
                                        add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their
                                        success, you gain advantage on the roll.
                                               Attack & damage                                                       TRAINING
                                                              Melee                          When your character levels up, choose one available option
                                                                                             for your companion from the following list and mark it here.
                                      Standard Attack         Range
                                          d6         d8         d10        d12                         Intelligent: Your companion gains a permanent +1 bonus to a
                                                                                                       Companion Experience of your choice.
                                      When you command your companion to attack,
                                      they gain any benefits that would normally only                                          Use this as an additional
                                                                                                       Light in the Dark:      Hope slot your character
                                      apply to you (such as the effects of “Ranger’s
                                                                                                                               can mark.
                                      Focus”). On a success, their damage roll uses
                                                                                                       Creature Comfort: Once per rest, when you take time during
                                      your Proficiency and their damage die.
                                                                                                       a quiet moment to give your companion love and attention,
                                                                                                       you can gain a Hope or you can both clear a Stress.
                                                        stress
                                                                                                       Armored: When your companion takes damage, you can
                                                                                                       mark one of your Armor Slots instead of marking one of
                                                                                                       their Stress.
                                       stress:      ■     ■     ■
                                                                                                       Vicious: Increase your companion’s damage dice or range
                                       When your companion would take any amount                       by one step (d6 to d8, Close to Far, etc.).
                                       of damage, they mark a Stress. When they
                                       mark their last Stress, they drop out of the                    Resilient: Your companion gains an additional Stress slot.
                                       scene (by hiding, fleeing, or a similar action).                Bonded: When you mark your last Hit Point, your companion
                                       They remain unavailable until the start of                      rushes to your side to comfort you. Roll a number of d6s
                                       your next long rest, where they return with                     equal to the unmarked Stress slots they have and mark
                                       1 Stress cleared.                                               them. If any roll a 6, your companion helps you up. Clear your
                                                                                                       last Hit Point and return to the scene.
                                       When you choose a downtime move that
                                                                                                       Aware: Your companion gains a permanent +2 bonus to
                                       clears Stress on yourself, your companion
                                                                                                       their Evasion.
Daggerheart © Darrington Press 2025    clears an equal number of Stress.