Rules Index


Chapter 3: Classes / Animal Companions and Familiars / Animal Companions

Young Animal Companions

Source Core Rulebook pg. 214
The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +3). An animal companion has the same level you do.

Proficiencies

Source Core Rulebook pg. 214
Your animal companion uses your level to determine its proficiency bonuses. It’s trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics. Animal companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.

Ability Modifiers

Source Core Rulebook pg. 214
An animal companion begins with base ability modifiers of Str +2, Dex +2, Con +1, Int –4, Wis +1, Cha +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below.

Hit Points

Source Core Rulebook pg. 214
Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.