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Ranger Companion

The document outlines the creation and management of a Ranger's animal companion in a role-playing game. Players are instructed to name their companion, define their experiences, and establish their attack methods. Additionally, it details how companions gain experiences, manage stress, and level up through various training options.

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Alexandre Maciel
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0% found this document useful (0 votes)
71 views1 page

Ranger Companion

The document outlines the creation and management of a Ranger's animal companion in a role-playing game. Players are instructed to name their companion, define their experiences, and establish their attack methods. Additionally, it details how companions gain experiences, manage stress, and level up through various training options.

Uploaded by

Alexandre Maciel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

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