As with the Essassin, I like some of the concept and mechanics of
the previewed Druid, but
not that it presents an option incompatible with the
normal Druid. In addition, having the animal companion tied to a build that uses
weapons is... nothing like the Druid class I've come to know and love.
So, because of that, here's my attempt at converting / creating the animal companion concept into something that actually
meshes with the existing 4th edition Druid.
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New Class Features
The Animal Companion class feature is available to any druid who wishes to gain a quasi-mystical animal companion. To select this class feature, you must give up the Balance of Nature and Wild Shape class features.
Animal Companion
Animal Companion: You gain an animal companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider or wolf*. Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your companion fights at your command, sharing your actions. You spend the required action and your beast companion completes it. For example, the companion's animal attack requires a standard action, so you can spend a standard action to order your companion to use that attack. An exception to this is move actions - when you spend a move action, both you and your companion can each take a move action. The actions taken by each of you need not be the same.
Your animal companion's level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears. You can summon your animal companion by either of the following means:
- Minor Action: You take a minor action and lose a healing surge. Your companion appears in the nearest unoccupied space, with hit points equal to your healing surge value.
- Short or Extended Rest: You lose a healing surge at the end of the rest. Your companion appears in the nearest unoccupied space, with full hit points.
Nature's Companion: You can know powers with the beast form keyword, and can use them through your animal companion. When using a power with the beast form keyword you may make the attack through your animal companion. Use your attack roll, and damage for the power. But The animal companion is the origin of the attack, and any affects of the power that would normally apply to you as the one using the power apply to the animal companion instead.
Animal Companion Stat Blocks
Show
Bear Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 13, Fortitude 15, Reflex 11, Will 15 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 6
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d12 + your Wisdom modifier + your Constitution modifier damage.
Level 11: 1d12 + 3 + your Wisdom modifier + your Constitution modifier damage.
Level 21: 2d12 + 5 + your Wisdom modifier + your Constitution modifier damage.
Str 20 Dex 12 Wis 16
Con 17 Int 2 Cha 6
Boar Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 13, Fortitude 15, Reflex 11, Will 15 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 6
Traits
Charging Boar
When charging, the boar gains a +2 bonus to speed, and a +2 bonus to damage rolls.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage.
Level 11: 1d8 + 3 + your Wisdom modifier + your Constitution modifier damage.
Level 21: 2d8 + 5 + your Wisdom modifier + your Constitution modifier damage.
Str 20 Dex 14 Wis 14
Con 17 Int 2 Cha 6
Cat Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 13, Fortitude 13, Reflex 15, Will 13 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 7
Traits
Pouncing Hunter
When charging, the cat gains a +1 bonus to its attack roll.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 11: 1d8 + 2 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 21: 2d8 + 4 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Str 14 Dex 20 Wis 15
Con 16 Int 2 Cha 6
Lizard Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 15, Fortitude 14, Reflex 14, Will 11 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 6
Traits
Reflexive Predator
When making an opportunity attack, the lizard gains a +2 bonus to the attack roll.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitutionor Dexterity modifier damage.
Level 11: 1d8 + 2 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 21: 2d8 + 4 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Str 16 Dex 16 Wis 14
Con 17 Int 2 Cha 6
Raptor Animal Companion
Small natural beast
HP your bloodied value Initiative equal to yours
AC 15, Fortitude 11, Reflex 15, Will 13 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 2 (clumsy), fly 7 (hover)
Traits
Airborne Hunter
When charging while flying, the raptor gains a +1 bonus to speed, and a +1 bonus to the attack roll.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d6 + your Wisdom modifier + your Dexterity modifier damage.
Level 11: 1d6 + 2 + your Wisdom modifier + your Dexterity modifier damage.
Level 21: 2d6 + 4 + your Wisdom modifier + your Dexterity modifier damage.
Str 12 Dex 20 Wis 14
Con 12 Int 2 Cha 6
Serpent Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 13, Fortitude 15, Reflex 15, Will 11 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 5, swim 5
Traits
Coiling Strike
When it hits with any melee attack, the serpent can choose to deal no damage with the attack. If it does so, it grabs the target.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d6 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 11: 1d6 + 2 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 21: 2d6 + 4 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Str 16 Dex 18 Wis 12
Con 17 Int 2 Cha 6
Spider Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 15, Fortitude 13, Reflex 15, Will 11 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 6, climb 6 (spider climb)
Traits
Stinging Bite
When it hits with any melee attack, the target takes a -1 penalty on attack rolls until the end of its next turn.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Dexterity modifier damage.
Level 11: 1d8 + 2 + your Wisdom modifier + your Dexterity modifier damage.
Level 21: 2d8 + 4 + your Wisdom modifier + your Dexterity modifier damage.
Str 12 Dex 20 Wis 14
Con 17 Int 2 Cha 6
Wolf Animal Companion
Medium natural beast
HP your bloodied value Initiative equal to yours
AC 15, Fortitude 13, Reflex 13, Will 13 Perception equal to yours + 2
(add your level to each defense) Low-light vision
Speed 8
Traits
Pack Hunter
When flanking a target, the wolf gains an additional +1 bonus to its attack rolls against that target.
Standard Actions
Animal Attack ♦ At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 11: 1d8 + 2 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Level 21: 2d8 + 4 + your Wisdom modifier + your Constitution or Dexterity modifier damage.
Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6 Sidebar - Animal Companion Types and You* These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature's relevant details - its species, physical details, and so forth - making sure they are appropriate for its category and the campaign.
For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a character from a different region might be a giant monitor lizard or a drake. An animal companion's species doesn't affect its game statistics, which are based on its category and level.
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* The list of companion types, and the text in the sidebar (but not the title) are taken from the Beastmaster Ranger in
Martial Power.
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I like the formatting for the Druid's companion's better than the Ranger's - I may simply use these as the basis of the
Ranger's companion as well, and try my hand at revising all of
that mess.
Generally though, I really like this approach - this allows me to use existing powers for my animal companion Druid.
The only real "oops" at the moment is that all of the
animal attack attacks add Constitution to damage, leaning them heavily toward Guardian druids. I think if I wanted to put more work into this, I might make a Primal Aspect option called
Primal Sentinel, and split the con-bonus-to-damage aspect out into
that. Though dropping the con-to-AC feature may be a
bit harsh for such a build. Or maybe I can just modify all of the attacks to be:
Hit: 1dX + your Wisdom modifier + your Constitution or your Dexterity modifier damage.
I kind of prefer
that approach.
Anywho: Thoughts, comments, feedback?