Stibble Codex of Companions
Stibble Codex of Companions
Stibble Codex of Companions
0 - Bonding Mechanics
Feedback
Please leave us your valuable feedback!
Found an error?
Please let us know if you see any blatant errors!
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, illustrations, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission
2
Animated Headwear
Taking on the form of hats, masks or other headdress,
these tiny constructs are a common companion to ec-
centric wizards or deviant druids. These constructs have
been known to fetch a high price in magic pawn shops,
because their personalities slowly adapt to suit their
wearers.
Allies of the Studious. Most often, these hats and
masks are happiest when worn during rituals, incanta-
tions, or long hours of research. Some of the older, well
kept items even continue reciting spells after their mas-
ters are silenced.
Mental Connection. Animated headwear has the
strange ability to psychically connect to its wearer, and
“siphon” their power of speech. Because of this, some
have been used when studying languages.
Animated Headwear
Tiny Construct, Neutral
12 (+1) 6 (-2) 14 (+2) 16 (+3) 4 (-3) 10 (+0) False Appearance. While the headwear remains motionless
and isn’t flying, it is indistinguishable from a
normal hat.
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned, Prone Speech Siphon. While being worn by a creature that can
Skills Arcana +3, History +2 speak at least one language, the headwear gains the
Senses Blindsight 60 ft. (blind beyond this radius), ability to speak all languages known by its wearer.
Passive Perception 7
Languages -- Actions
Challenge 1/8 (25 XP)
Smother. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Rarity: Rare one Medium or smaller creature. Hit: The creature is
Environment: Rural, Ruins grappled (escape DC 11). Until this grapple ends, the
Diet: -- target is blinded and at risk of suffocating, and the hat
Taming Difficulty: Easy can’t smother another target. In addition, at the start
Starting Bond Points: 6 of each of the target’s turns, the target takes 2 (1d4)
Suggested Personality: Clever, Proud bludgeoning damage.
3
Chorden
Chorden
Chorden are fiendish creatures that derive incredible
Small Fiend, Chaotic Evil
delight from imprisoning and torturing others. Evil sor-
cerers and large cities alike have been known to employ a Armor Class 13 (natural armor)
handful of them to watch over prisoners guilty of heinous Hit Points 9 (2d4 + 4)
crimes… or the undeserving. But a chorden knows no Speed 25 ft.
morals, only the scraping of their hooked chains and the
joys of subjugation. STR DEX CON INT WIS CHA
Under Lock, Key, and Chain. The care of a chorden 15 (+2) 6 (-2) 15 (+2) 11 (+0) 13 (+1) 13 (+1)
is notoriously difficult to escape. A normal guard would
have to wear a key on their belt, but the body of a
chorden serves as a portal to a small demiplane that Skills Perception +3
holds hundreds or thousands of keys: all of which only Senses Darkvision 60 ft., Passive Perception 13
they know the true locations of. In this same space, they Languages Common, Infernal
contain an endless network of metal chains they use Challenge 1/8 (25 XP)
to wrap and bludgeon their prisoners with. Few have
Rarity: Very Rare
claimed to escaped the care of chordens by coaxing them
Environment: Arctic, Mountain, Ruins, Underground,
with meat or the promise of torture on a greater scale.
Urban
Death Will Not Come For You. A strange complica-
Diet: Meat
tion limits the abilities of a chorden: they are unable to
Taming Difficulty: Very Hard
mortally wound anything. Some would see this as a sav-
Starting Bond Points: 2
ing grace, but those who have felt the nearly
Suggested Personality: Aggressive, Cruel
endless pain allowed by this ability would
say otherwise. Because of this, a chorden Pacify, Never Kill. The chorden is unable to deal
will never watch over an undead: they lethal damage.
often choose to simply run away at the Natural Warden. A chorden with a Bond Strength of 13
sight of one. or higher can be commanded to watch over prisoners.
During this time, it has advantage on perception checks
made to observe the prisoners.
Actions
Multiattack. The chorden makes two attacks: one with its
meathook and one with its chain slam
Meathook. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Chain Wrap. Melee Weapon Attack: +4 to hit, reach 15 ft.,
one target. Hit: The target takes 4 (1d4 + 2) bludgeoning
damage and becomes grappled (escape DC 12).
4
Hydra Puck
Hydra Puck The hydra puck is a strange creature, spawned from the
Small Dragon, Unaligned blood of an ancient hydra who is said to have grown too
Armor Class 13 (natural armor) large for the world. Slain by a nameless hero, its count-
Hit Points 9 (2d4 + 4) less heads fell to the ground, and out of each severed
Speed 25 ft. throat crawled a diminutive beast who shared their cre-
ators hateful hunger.
STR DEX CON INT WIS CHA Solitary Hunters. Hydra pucks make their homes
near ponds, grottos, and wide rivers.Here, they prowl for
14 (+2) 11 (+0) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
any ounce of meat they can cram into one of their several
maws. Far from social, these creatures will fight to the
Skills Perception +2 death against anything that would intrude on their ter-
Senses Darkvision 60 ft., Passive Perception 12 ritory. Aside from their preferred isolation, adventurers
Languages -- have noted similarities between hydra pucks and angry
Challenge 1/4 (50 XP) geese.
Bickering Heads. As dragons who loathe company,
Rarity: Uncommon
their ironic nature leads to unique interactions when they
Environment: Coastal, Forest, Mountain, River, Swamp
grow one too many heads. More heads may mean greater
Diet: Meat
strength, and the few who enjoy having all six heads are
Taming Difficulty: Very Hard
remarkably deadly. However, hydra pucks are known to
Starting Bond Points: 1
battle with themselves and occasionally rip off their own
Suggested Personality: Grumpy, Hardy
heads for food.
Hold Breath. The hydra puck can hold its breath
for 1 hour.
Multiple Heads. The hydra puck has two heads. While it
has more than one head, the hydra has advantage on
saving throws against being blinded and deafened.
Whenever the hydra takes 2 or more damage in a single
turn, one of its heads dies. If all its heads die, the
hydra dies.
At the end of its turn, it grows two heads for each of
its heads that died since its last turn. The hydra puck
regains 1 hit point for each head regrown in this way.
The hydra puck can have up to 6 heads.
Wakeful. While the hydra puck sleeps, at least one of its
heads is awake.
Actions
Multiattack. The hydra puck makes as many attacks as it
has heads.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
5
Knucker
Tiny Dragon, Unaligned
Armor Class 12
Hit Points 4 (1d4 + 2)
Speed 15 ft., Swim 30 ft.
Skills Perception +4
Senses Passive Perception 14
Languages Understands Draconic but can’t speak it
Challenge 0 (10 XP)
Rarity: Common
Environment: Coastal, River
Diet: Fish, Crustaceans, Cephalopods
Taming Difficulty: Average
Starting Bond Points: 5
Suggested Personality: Quiet, Energetic
Actions
Boiling Water Breath (Recharge 4-6). The knucker spews a
line of boiling water that is 20 feet long and 1 foot wide.
Each creature in that line must make a DC 12 Dexterity
saving throw or take 2 (1d4) fire damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Knucker
The knucker is a small, simpleminded saltwater drag-
on that spends its time hunting for fish and treasure
alike. Fascinated by reflective objects, their hoards are
networks of delicately placed valuables that shine like
beacons at the bottom of coral reefs.
Fisherman’s Nightmare. Sailors and fishermen
alike share a healthy hatred for knuckers. They trail be-
hind fishing boats, wait for a full net, then spew boil-
ing water to break the rope and make off with a stolen
feast. Dealing with a single knucker is no more than a
nuisance, but larger boats have told tales of swarming
dragons that nearly boil the waters to a tower of steam.
Talented Salvagers. In contrast with sailors,
humanoids who live underwater will sometimes raise
knuckers to help them find sunken treasure. Their un-
canny knack for locating shiny objects usually leads one
to valuables the knucker might not care for.
6
Flying Emperor Monkey
These strange, bearded monkeys bear themselves aloft on
magnificent wings. Proud and paranoid, they guard their
territories fiercely and tolerate no rivals.
Territorial. Flying emperor monkeys consider
themselves the lords of all they survey—and of all they
defile. A single flying emperor monkey will mark its
territory by flying as high as it can, and hurling its feces
Graybeards. Flying emperor monkeys cultivate
in every direction. Where the droppings fall marks the
white beards throughout their lives. The monkey with
edge of the emperor monkey’s domain.Flying emper-
the longest beard commands the respect of all the oth-
or monkeys are jealous of their territory, even if they
er emperor monkeys. Other emperor monkeys in the
never venture into parts of it. If they spot anyone else in
territory gather fruit and other tribute for the chief
territory they have claimed, they will attack, whether the
monkey, whose time is entirely consumed with receiving
interloper is another monkey or any other sort of crea-
these gifts. Of course, the monkeys all plot in secret to
ture they consider a potential rival. They will only permit
dethrone the chief monkey. As much as every emperor
their close kin to come close.
monkey aspires to be the chief, such chiefs have quite a
Flying emperor monkeys will not relax their territoriality
short life expectancy. Naturally each monkey considers
even for purposes of finding a mate. As a result, emper-
itself stronger and more cunning than the others, and so
or monkey communities tend to be small, insular, and
each one expects to be the exception.
inbred.
Armor Class 12
Hit Points 9 (2d8)
Speed 25 ft. Climb 25 ft., Fly 30 ft.
Skills Acrobatics +4
Senses Passive Perception 12
Languages Understands Common but can’t speak it
Challenge 1/8 (25 XP)
Rarity: Uncommon
Environment: Forest, Swamp
Diet: Fruit, Insects, Meat
Taming Difficulty: Average
Starting Bond Points: 5
Suggested Personality: Proud, Moody
Actions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Throw Feces (Recharge 3-6). Ranged Weapon Attack:
+4 to hit, range 15/30 ft., one target. Hit: 3 (1d6)
poison damage.
7
Bond Strength Grooming and Cleaning
As you take the time to become closer with your Most companions, after a handful of days in the adven-
companion, the bond between you becomes stronger. turing lifestyle or on their own, get dirty. Some handle
The more time you dedicate to this friendship, you’ll find this problem on their own, and others are either unaf-
your companion not only grows in power, but also gains fected or unable to gather filth. But the many that strug-
unique abilities that will help you on your adventures. gle to groom themselves, or don’t care enough, need you
This section details how you can strengthen as their ally to help.
your bond, the benefits of Bond Strength, and the Each week you must spend at least 1 hour, a
dangers of losing your bond. Note that your maximum square foot of water and 1gp worth of materials to wash
Bond Strength is limited by your level, shown on the the filth off of your companion. The first time you do this
table below. each week your Bond Strength increases by 1. Neglecting
to do so for a full week decreases your Bond Strength by
Having Multiple Companions 1.
You might find yourself wanting more than one little
buddy to take care of. This is possible, but it becomes
Dueling
much more difficult to manage and leads to weaker Another great way to strengthen your bond with your
bonds. companion is winning a duel. Every victory brings you
You can only have up to 3 companions at a time. closer together, and every failure shows you have room to
With 2 companions, your Bond Strength with them improve. Dueling is not featured in this playtest, but will
cannot exceed 15. If you have 3 companions, your Bond be a large portion of the final product!
Strength with them is limited to 12.
The Bond Strength Table
Playing with your companion
Every companion enjoys playing its own way. Some Player Level
enjoy a game of catch, others enjoy hide-and-seek, and Bond Strength Features Requirement
the more intelligent companions even enjoy card games. 1 Fragile Friendship 1
Whatever mode of play they choose, it’s important to
2 1
keep them entertained.
During a short rest, work with the GM to describe 3 1
the type of game you and your companion play togeth- 4 On the Lookout 1
er. Once you’ve done this 3 times, your Bond Strength 5 1
increases by 1.
6 Sharing is Caring 1
Studying your companion 7 1
Your companion is just as committed to teaching you as 8 Interesting Alliance 1
you are to it. If a companion is unhappy with a course of 9 1
action, your behavior, or its diet, it will subtly communi-
10 Small Sentinel 1
cate these things.
If your companion seems unhappy or concerned, 11 Bonus Hit Die 2
you can spend 10 minutes and make a Wisdom (Insight) 12 Bonus Hit Die,
2
check to study them. The DC of this check is equal to 12 Bond Boon
- your companions Intelligence modifier. On a success, 13 Helping Hand 2
you get a good understanding of what worries them. If
14 Bonus Hit Die 3
you are able to rectify the problem, your Bond Strength
increases by 1. 15 Bond Boon 3
16 4
Gifts and Treats
17 Bonus Hit Die 4
Just as you enjoy being rewarded after a long quest, your
18 A Neat Trick 5
companion greatly appreciates rewards for good deeds.
When a companion does something that would normally 19 Bond Boon 5
earn a player Inspiration, you can reward them with an 20 Bonus Hit Die,
6
item worth at least 10gp. Once the companion has either Friends Till the End
eaten the reward, or possessed it for longer than 8 hours,
your Bond Strength increases by 1.
8
Fragile Friendship Friends Till the End
With a fragile friendship, your companion is estranged to At this point, your bond with your companion is as
you. They will only take actions to defend themselves in strong as it gets. They feel as though you are a part of
combat, and will not use their abilities when you com- them, and would do anything within their power to pro-
mand. During each long rest, there is a 5% chance your tect you.
companion will leave your party. This chance increases When you are about to take lethal damage, and
every night by an additional 5%. Your companion loses you are within range of your companions movement
this feature when your Bond Strength is 2 or higher. speed, it will instantly dash to you and become the target
of the attack. If the attack is an AOE, you both take half
On the Lookout of the damage.
While within 5 feet of your companion, you can replace
your Wisdom modifier with theirs when making Percep-
Losing Bond Strength
tion checks. Certain conditions can cause you to weaken the bond be-
tween you and your companion. Other situations that can
Sharing is Caring damage your friendship are detailed in their own sec-
Every 1d6 days, your companion can find food and fresh tions, like inconsistent grooming or too much training.
water for themself and one other creature, provided that When your Bond Strength decreases, you lose any
the land offers berries, small game, water, and so forth. feature your strength no longer reaches other than Bonus
Hit Die.
Interesting Alliance The most common ways to lose Bond Strength are de-
tailed in the section below. In addition, your GM can
While within 10 feet of your companion, you gain a +1
deem situations worthy of damaging your bond.
bonus on Charisma (Persuasion) checks made against
creatures with the same alignment as the companion. Spending Time Apart
Small Sentinel The passage of time affects all friendships, and time
shared together is always valuable. But time spent apart
When taking a long rest, your companion can take one
will inevitably lead you to grow apart. Every week you
shift to keep watch for trouble. During this time, double
spend without interacting with your companion causes
their Ability modifier on Wisdom (Perception) checks.
your Bond Strength to decrease by 1.
Bonus Hit Die Starving
Starting at Bond Strength 11 and again at Bond Strength
One of the worst things you can do to a living companion
12, 14, 17, and 20, your companions hitpoint maximum
is starve them. If a companion goes more than 3 days
increases. To do so, roll a single hit die equal to your
without eating food from its diet, your Bond Strength
companions starting hit dice and add its constitution
decreases by 2.
modifier to the result. Your companions hitpoint maxi-
mum increases by the total. Falling in Battle
Helping Hand If a companion is reduced to 0 hit points, and your party
fails to heal them within 1 hour, your Bond Strength
Your companion becomes comfortable enough to help you
decreases by 1.
in troubling times, without needing guidance. Once per
short or long rest, they can use the help action to grant
you advantage on an ability check or attack roll.
A Neat Trick
You’ve spent enough time with your companion to teach
them a combat trick. As a bonus action, your companion
can perform one of the following actions: Dash, Disen-
gage, Dodge.
9
Breaking the Bond Bond boons
Sometimes companionships reach their natural end. If A strong friendship can inspire your companion to unlock
you and your companion don’t get along, if they feel or learn new abilities. With enough motivation, compan-
neglected, or one of you finds a better life, the bond will ions can accomplish feats previously thought impossible.
break. Any point your Bond Strength Score falls below 1, At Bond Strength 12, 15 and 19 you choose a
you irreversibly lose your bond with the related compan- unique benefit from the list below. As long as your bond
ion. does not drop below the required strength, your compan-
In most cases, companions or adventurers simply ion benefits from each boon you choose. If your com-
leave the other behind when the Bond Strength drops panion no longer possesses the required prerequisite of
below 1. Certain companions who were starved, or are in- a Bond Boon after acquiring it, it may not use any of the
herently aggressive, are likely to turn on the players and Boons features until it has regained the prerequisite.
attack at an opportune time.
For companions with an Intelligence score of 10 Alien Armor
or higher will likely attempt a dialogue with the player Prerequisite: Must be an aberration
before leaving. However, some sentient evil companions Your bond with your companion has unlocked faint,
will plot to see the parties demise if they felt neglected or reality warping abilities that naturally protect them from
abused. this world. As a reaction when they are hit by an attack,
they can phase out of reality for a moment, causing the
Second Chances (variant rule) attack to miss. Your companion can use this ability once
At the GMs discretion, you can be given a second chance per short or long rest.
to repair the friendship, and reset their Bond Strength
back to 1 with a lost companion. Ancient Attunement
To do this, you must spend 1 hour with the companion Prerequisite: Must be a dragon
and make a Wisdom (Animal Handling) check at disad-
Your bond with your companion has expanded their
vantage. The DC of this check is the same as their Tam-
attunement to the world, allowing them even greater de-
ing Difficulty DC.
fense against the elements. Choose an element: acid, fire,
lightning, cold or poison. Your companion gains resis-
Building a Bond with a Familiar (variant rule) tance to that element. In addition, they also gain a +1 to
Although these beings are magically summoned to serve their armor class.
their masters, certain casters may still desire a strong
bond with their familiar. Blink Jump
At the GMs discretion, you may be allowed to
Your companion learns how to shift their position using
bond with your familiar, using the following alterations:
an innate magic called “Blink”. Once per short or long
Your Bond Strength Score can never fall below 10.
rest, your companion can instantly teleport up to 30 feet
Your familiar counts as a companion, so you may not
to an unoccupied space they can see.
have one familiar and three other companions.
You cannot teach your familiar bond boons that deal Bulked up Beastie
damage. Prerequisite: Strength 18 or higher
10
Deadly Duelist can cast disguise self. The effects of this spell instead last
for 8 hours, and the ability resets at midnight.
Your companion has spent much of its time fighting in
one-on-one duels, and has become a dangerous creature Getting Angry
to challenge. It has advantage on Dexterity rolls made to
Your companion learns how to fuel their attacks with the
determine initiative in duels, and has a +1 to attack and
rage that follows being injured. As an action, they can
damage rolls during duels.
open themselves up to an attack, granting the next ene-
Doubled Durability my advantage on an attack roll made against them.
Prerequisite: Constitution 18 or higher If the attack hits, your companion can use its reaction
to make one melee attack with advantage. If this attack
Your companions’ training has paid off, and the strength
hits, it deals an additional 1d4 damage.
of your bond grants them the following benefits:
Your companion’s hit die count is doubled Holy Healing Burst
Your companion has advantage on Constitution saving Prerequisite: Must be a celestial
throws
Your celestial companion gains authority over divine
Earthen Awareness healing energy, and is able to share it with others in
Prerequisite: Wisdom 18 or higher small bursts. Once per long rest, your companion can use
its action to restore 2d6 hit points to all friendly crea-
Your companions’ training has paid off, and the strength
tures within 10 feet of it.
of your bond grants them the following benefits:
Your companion gains tremorsense out to 60 feet. If your
companion already has tremorsense, its range is doubled I Go, I Stay
Your companion cannot be surprised as long as it isn’t Prerequisite: Must be a construct
incapacitated
Your companions’ arcane presence and dedication has
Elemental Expansion overcome their mechanical bodies. If they are killed in
Prerequisite: Must be an elemental a way that their body isn’t outright destroyed or irrep-
arably damaged, they can reassemble themself over the
Your companion has strengthened its ties to this world,
course of 1d4 days. During this time, any separate body
and has become strong enough to summon other el-
parts gain a movement speed of 5 feet and can only use
emental spirits to aid itself. Once per long rest, your
their actions to move towards the rest of the construct.
companion can use an action to create 1d4 additional
Once fully assembled, the construct gains 1 hit point and
elementals. These elementals have the same statistics as
regains consciousness.
your companion, and disappear after being reduced to 0
hit points or after 1 hour has passed.
Inspiring Attitude
Fancy Footwork
Prerequisite: Dexterity 16 or higher Prerequisite: Charisma 18 or higher
When your companion is subjected to an effect that al- Your companions’ personality has become so magnet-
lows them to make a Dexterity saving throw to take only ic that they gain the ability to encourage those around
half damage, they instead take no damage if they succeed them. As a bonus action, the companion can choose one
on the saving throw, and only half damage if they fail. creature other than itself within 60 feet of it that it can
see. For the next 10 minutes, the creature can roll a d10
Focused Senses and add the number rolled to one ability check, attack
Prerequisite: Must be a beast roll, or saving throw it makes. The creature can add this
die to after the d20 is rolled, but before success is deter-
Your companions’ bestial instincts have further devel-
mined.
oped, allowing them to hone their skills for a short time.
Once per long rest, as an action, your companion can
It Can Talk?
double its movement speed for 1 minute. During this
Prerequisite: Intelligence 16 or higher
time, it gains advantage on perception checks.
Your companion has learned more than you thought pos-
Faerie Tricks sible, and is now capable of mimicking speech patterns
Prerequisite: Must be a fey after spending so much time with you. They gain the
ability to speak one language of your choice, provided you
Your fey companion unlocks inherent magic that grants
are also able to speak that language.
it power over how others perceive it. Once per day, they
11
Lucky Brawler Spectral Security
Prerequisite: Must be an undead
Your companions’ combat intuition has become more
focused as your bond has grown. When your companion Your bond with your companion has inspired their un-
makes an attack roll, they can use this ability to reroll dying spirit to persist with greater strength. When your
the die before the outcome is determined. They can use companion takes damage that would reduce it to 0 hit
this ability once per short or long rest. points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant
Magically Inspired or from a critical hit. On a success, your companion drops
to 1 hit point instead.
Through truly fantastical means, your companion gains
a modicum of control over the arcane. They learn one Sticky Mitosis
cantrip from the wizard spell list. Prerequisite: Must be an ooze