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Druid Animal Companion Circle
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<blockquote data-quote="Hawk Diesel" data-source="post: 7622637" data-attributes="member: 59848"><p>I guess before I can really comment, I'm curious to know how your player imagines their animal companion would function. Do they want something that will likely stay out of combat but be more of a supporting role, like a familiar? Do they want a more aggressive and combat-capable companion, like the ranger? Knowing that will help define the design goals you are working with, and improve feedback.</p><p></p><p>But, without that information, I do have a couple of thoughts. </p><p></p><p>2nd level - Sounds fine</p><p></p><p>6th level - I feel like needing to spend a spell slot in order to allow the companion to make an attack is too steep a cost. I would instead give the animal it's own attack, count it as magical, and maybe allow the druid to spend a spell slot to enhance the attack in some way. But not require the spell slot to make the attack. I mean, anyone can train an animal and get it to attack on command. We have examples of that in the real world, no magic required. To me, I don't understand the limit being imposed to an animal companion getting an attack, nor can I envision a reason grounded in any fantasy world that would require spells to make an animal attack. Attack better, sure. But not necessary to attack.</p><p></p><p>10th level - I'm not a fan. You are just basically creating one character that shares to hit point pools. Additionally, we need to compare this to other druid abilities. A moon druid can turn into an elemental. Shepherd Druids get free constant healing for any creatures they summon. The ability you propose just changes how your player distributes the damage they take.</p><p></p><p>14th level - Seems logical. </p><p></p><p>Personally, I like standardization. And animal companions break standardization because CR is a poor measure for what is balanced for a PC. So when I design an archetype with a companion, I create a blank slate. The numbers remain the same regardless of the form taken by the companion. But the player can describe the companion however they want. Polar bear, Rhino, Giant Armadillo, Cloned duplicate that is a more feral version of the PC... doesn't matter how the player wants to describe it. The numbers don't change. </p><p></p><p>I've redone the Beast Master Ranger and also created a Barbarian archetype with an animal companion (based around Talenta Halflings in Eberron). I'll PM you with the links so that you might pull ideas from each of them.</p><p></p><p>My biggest thing would be your suggestion for level 6. I would advise against requiring anything more than a bonus action to command the creature to attack. This player could have purchased or trained an attack dog without investing in an archetype specifically for a companion. Especially if they are starting at level 5. Allow the player to make their companion special, even while keeping an eye on balance compared to the rest of the party.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7622637, member: 59848"] I guess before I can really comment, I'm curious to know how your player imagines their animal companion would function. Do they want something that will likely stay out of combat but be more of a supporting role, like a familiar? Do they want a more aggressive and combat-capable companion, like the ranger? Knowing that will help define the design goals you are working with, and improve feedback. But, without that information, I do have a couple of thoughts. 2nd level - Sounds fine 6th level - I feel like needing to spend a spell slot in order to allow the companion to make an attack is too steep a cost. I would instead give the animal it's own attack, count it as magical, and maybe allow the druid to spend a spell slot to enhance the attack in some way. But not require the spell slot to make the attack. I mean, anyone can train an animal and get it to attack on command. We have examples of that in the real world, no magic required. To me, I don't understand the limit being imposed to an animal companion getting an attack, nor can I envision a reason grounded in any fantasy world that would require spells to make an animal attack. Attack better, sure. But not necessary to attack. 10th level - I'm not a fan. You are just basically creating one character that shares to hit point pools. Additionally, we need to compare this to other druid abilities. A moon druid can turn into an elemental. Shepherd Druids get free constant healing for any creatures they summon. The ability you propose just changes how your player distributes the damage they take. 14th level - Seems logical. Personally, I like standardization. And animal companions break standardization because CR is a poor measure for what is balanced for a PC. So when I design an archetype with a companion, I create a blank slate. The numbers remain the same regardless of the form taken by the companion. But the player can describe the companion however they want. Polar bear, Rhino, Giant Armadillo, Cloned duplicate that is a more feral version of the PC... doesn't matter how the player wants to describe it. The numbers don't change. I've redone the Beast Master Ranger and also created a Barbarian archetype with an animal companion (based around Talenta Halflings in Eberron). I'll PM you with the links so that you might pull ideas from each of them. My biggest thing would be your suggestion for level 6. I would advise against requiring anything more than a bonus action to command the creature to attack. This player could have purchased or trained an attack dog without investing in an archetype specifically for a companion. Especially if they are starting at level 5. Allow the player to make their companion special, even while keeping an eye on balance compared to the rest of the party. [/QUOTE]
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