6/LVL+DEX -STR
Fennec (ratfolk variant) Adventuring Companion, Ranger
Natural Rider.

When riding allies, attacks that miss you also miss the ally rode.

Cheer Up!

Attacks dealt by adjacent allies do +lvl damage.

Each turn, choose 1:
  • Uppies!

    Move 8. Then ride an adjacent ally.

  • Cripling Shot..

    Range 8. When crit, hamper the enemy.

  • Tactical Retreat..

    After hitting, move 4 spaces backwards.

  • What the eyes don't see, the heart doesn't grieve.

    Range 8. Blind an enemy until the end of their next turn.

Dying:

Go Team Go! While dying, Cheer Up! now grants +lvl defense.

WOUNDS:
6/LVL+WIL
Half-Elf Adventuring Companion, Sentinel
Companion.

Can Interpose for friends (bet you didn't expect that!)

Don't Even Think About It!

(1/encounter) After an ally drops to 0 HP, command them to keep going. Set their HP to 3×LVL.

ACTIONS: Each turn, move 6 then choose 1:
  • Trusty Halberd.(Range 2) +LVL.

    Cannot miss.

  • Battle Cry.

    Every ally who hears Kaelin's cry gains +2 on all their rolls until the end of their next turn. +2 every 5 levels.

Dying:

Not Giving Up Yet! (1/ encounter) When Kaelin drops to 0 HP, roll LVLd6 and set your HP to the sum rolled instead.

WOUNDS:
5/LVL+DEX
Small Kenku Adventuring Companion, Alchemist
Companion.

Can Interpose for friends (Tsk got your back!)

Eyeless Snake.

(1/encounter) Crit automatically.

ACTIONS: Each turn, move 6 then choose 1:
  • Crowseye.(Range 8) . On Crit: +LVL.

    ALWAYS rolled with advantage. Crits are Vicious.

  • Drooper's Brew.

    Choose an ally within Reach 6 and roll 1d6. On a 1 it does nothing, on a 2 heals them for 2d4+LVL HP, on a 3 makes them invisible until the end of their next turn, on a 4 grants them resistance to the last type of elemental damage they took for the rest of the encounter, on a 5 gives them +LVL speed for the rest of the encounter, and on a 6 their next attack automatically crits.

Dying:

Alchemist's Gambit. When Tsk drops to 0 HP, immediately use Drooper's Brew on himself for free.

WOUNDS:
8/LVL+STR
Beastfolk Adventuring Companion, Metallurgist
Companion.

Can Interpose for friends (Let me take this one!)

Forge's Heart.

(1/encounter) Give an adjacent ally's weapon +LVL fire damage or an adjacent ally's shield +LVL armor for the rest of the encounter.

ACTIONS: Each turn, move 6 then choose 1:
  • Smelt & Smash (x2).+LVL.

    On Crit: the next attack the target takes ignores armor.

  • Ember Charge.

    Push any creature in your path half the amount of spaces you moved (rounded up). They take LVL fire damage.

Dying:

The Fire Keeps Burning! When Petriko drop to 0 HP, deal 10+Wounds damage to any creatures you choose within 2 spaces. +2 damage every 5 levels.

WOUNDS:
5/LVLDEX+
Human Adventuring Companion, Hunter
Companion.

Can Interpose for friends (“Here when you need me!”).

Decoy.

(1/encounter) The attack against her fails, and she teleports 3 spaces.

Each turn, choose 1:
  • Crossbow..

    +2 every 5 levels. Every even time it is used, it does nothing.

  • Healing Salve.

    Heal herself or an adjacent creature for 1d6.

Dying:

Snare Trap. (1/encounter) Next time an enemy moves adjacent to her, move them back 1 space, they are Restrained until they can escape (DC 10+LVL/2).

WOUNDS:
6/LVLSTR+, DEX-
Human Adventuring Companion, Commander
Companion.

Can Interpose for friends (“Here when you need me!”).

Coordinated Strike.

(1/encounter) Ismark and an ally within 6 spaces both immediately make a weapon attack or cast a cantrip for free.

Each turn, choose 1:
  • Longsword..

    +2 damage every 5 levels.

  • Face Me!

    (Reach 2) Taunt a creature until the beginning of your next turn.

Dying:

I Can do This ALL DAY! (1/encounter) When Ismark would drop to 0 HP, roll LVLd10 and set his HP to that amount instead.

WOUNDS: