Pet System for DnD 5e and Shattered Realms TTRPG
Shattered Realms TTRPG is a system built to work with Dungeon's and Dragons 5th edition 2014. We've built our system to be the power level of the players handbook so that modules can be run without much effort. Enjoy the article below!
5e Pet and Animal Companion System
Ever wanted a pet animal companion in Dungeons and Dragons 5e. Now you can have one! No need to play a Ranger or Tamer. DM's can utilize these rules for other things like Beast Master Ranger, Tamer, and even spells like Find Familiar and Summon Animal.
1. Overview
This Pet System allows any 5e character to acquire and advance a single loyal companion—beast, monstrous, construct, fey, or magical—with all attack rolls, damage, and DCs based on the owner’s Proficiency Bonus (PB). Pets use streamlined mechanics and special bonus‐action abilities unique to their monster type. They function as allies, able to take the Attack , Dodge , or other simple tasks on their owner’s turn. Only one pet may be active at a time.
2. Acquiring a Pet
2.1. Obtaining a Pet
Players may acquire a pet using one of the following methods:
- Roleplay/Side Quest: Spend 2 days and 50–200 gp (depending on rarity) to track, befriend, or purchase.
- Spell/Ritual:
- Find Familiar (PHB): Tiny spectral companion (owl, cat, etc.)—does not advance past level 4.
- Conjure Animals (PHB): Temporary beasts (not permanent unless DM rules otherwise).
- Custom Ritual (DM): 100 gp + rare components, 1–2 weeks downtime to bind a permanent magical companion.
- Gift/Inheritance: NPC patron grants a pet after a quest. Begins with base stats at minimum HD and PB scaling; consider a minor flaw (e.g., “Skittish,” –1 Bond Level until trained).
2.2. Available Pets by Player Level
Players may choose one pet whose CR is approximately half their level (DM approval required). Examples by level:
Player Level | Examples | CR Available |
---|---|---|
1–2 | Wolf (CR 1/2), Baby Owlbear (CR 1/2) | 1/2 |
3–4 | Pseudodragon (CR 1), Panther (CR 1) | 1 |
5–6 | Giant Owl (CR 2), Quasit (CR 2) | 2 |
7–8 | Apprentice Golem (CR 4), Animated Statue (CR 4) | 4 |
9–10 | Celestial Owlbear (CR 5), Minor Elemental (CR 5) | 5 |
11–12 | Dire Wolf (CR 6), Fey Spirit (CR 6) | 6 |
13–14 | Young Dragon (CR 8), Construct Sentinel (CR 8) | 8 |
15–16 | Adult Dragon (CR 10), Greater Elemental (CR 10) | 10 |
17–18 | Ancient Dragon (CR 12), Improved Celestial (CR 12) | 12 |
19–20 | Iconic Monstrosity (CR 14+) | 14+ |
3. Pet Statistics & Scaling
3.1. Proficiency Bonus (PB) & HP Formulas
Use the owner’s PB for all pets:
- Attack Bonus= Ability Modifier (STR, DEX, CHA, INT, or WIS) + PB
- Damage= PB d6 + PB
- Save DC= 8 + appropriate Ability Modifier + PB
- Loyal Bond: Pet adds PB to all saving throws if proficient.
- Hit Points= (d8 × PB) + (CON modifier × owner level)
Example: A wolf at owner level 7 (PB +3, CON +1) has HP = (3d8) + (1 × 7). If rolls total 15 on 3d8, HP = 15 + 7 = 22.
3.2. Ability Score Increases (ASI) & Feats
Pets gain one ASI or feat at owner levels 4, 8, 12, 16, and 20. Each ASI can increase STR, DEX, or CON by +1 (max 20). Monstrous/Fey pets may instead increase WIS or CHA.
4. Bonding & Care
4.1. Bond Chart & Command DC
To command a pet on its turn (Attack, Dodge, etc.), roll DC = 8 + PB + Animal Handling and then apply the Bond adjustment below. If the owner fails this check, the pet either takes the Disengage action and moves to safety or does nothing.
Bond Level | Descriptor | DC Adjustment | Bonus Action Uses per Long Rest |
---|---|---|---|
0 | Fearful / Abused | +6 | 0 |
1 | Cautious | +3 | 1 |
2 | Trusting | +0 | 2 |
3 | Confident | −2 | 3 |
4 | Loyal | −4 | 4 |
5 | Best Friend | −6 | 5 |
Passive Pet Command DC: You have a passive Animal Handling DC which is calculated as your PB + your Animal Handling Modifier. Example, PB +3 and Animal Handling +4 has base DC 8 + 3 + 4 = 15. If your companion's Command DC is below this number there is no need to roll.
Command DC: The pet's base command DC is 14 + Intelligence modifier. This number is reduced based on your bond level.
4.2. Feeding & Care
- Daily Feeding: Spend 5 cp per day or provide one standard ration. Missing a meal grants –1 penalty to Bond checks for that day.
- Grooming: 10 minutes/day brushing or dusting. Neglect for 1 week → –1 Bond Level.
5. Commands & Actions
On the owner’s turn, a pet can take one of the following actions at no extra action cost (unless specified). If the owner uses their action to give the Help command, the pet gains advantage on its next attack or check. Pets cannot act if incapacitated or if they fail the command DC.
- Attack. Pet makes a single attack (e.g., Bite): Attack Bonus = 2 + PB; Damage = PB d6 + PB.
- Dodge.+2 to AC and advantage on DEX saves until its next turn.
- Help. Distracts a creature within 5 ft. of owner’s target—owner’s next attack against that target has advantage.
- Disengage. Pet moves without provoking opportunity attacks.
- Dash. Pet moves up to its speed again.
- Bonus‐Action Ability. Each pet type has one unique ability usable once per combat (see Section 7).
6. Sample Pet Stat Block
Below is a single sample: the Wolf Companion at Owner Level 7 (PB +3, CON +1), Bond Level 3.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 12 (+1) | 3 (–4) | 13 (+1) | 6 (–2) |
- Keen Hearing and Smell. Advantage on WIS (Perception) checks that rely on hearing or smell.
- Pack Tactics. Has advantage on attack rolls if an ally is within 5 ft. of target.
- Loyal Bond.+3 to saving throws.
- Bite. Melee Weapon Attack: +5 to hit (2 + PB), reach 5 ft., one target. Hit: 3d6 + 3 piercing damage (PB d6 + PB).
- Pack Rally (Bonus Action): Howls to rally allies. All allies within 10 ft. gain +PB to their first attack roll this turn. (Uses per combat based on Bond Level: see Section 4.1.)
7. Bonus Action Abilities by Monster Type
Each monster category has a unique bonus‐action ability usable once per combat. Save DCs use 8 + appropriate Ability Modifier + PB.
Monster Type | Ability Name | Effect |
---|---|---|
Aberration | Mental Shriek | Utter a psychic screech. All hostile creatures within 10 ft. must succeed on an Intelligence save (DC 8 + Wisdom modifier + PB) or take PB number of d4 psychic damage and have disadvantage on attack rolls until the end of their next turn. |
Beast | Pack Rally | Howl or roar. All allies within 10 ft. gain +PB to their first attack roll this turn. |
Celestial | Healing Light | Radiate a gentle glow. You or an ally within 15 ft. regains PB number of d6 + Charisma (minimum of 1) hit points. |
Construct | Mechanical Shield | Deploy a metal brace. You and each ally within 10 ft. gain +PB to AC until the start of your next turn. |
Dragon | Draconic Roar | Unleash a fearsome roar. All hostile creatures within 30 ft. must make a Wisdom save (DC 8 + Constitution modifier + PB) or be frightened until the end of their next turn. |
Elemental | Elemental Surge | Channel elemental energy. Choose a damage type based on your elemental, each creature within 10 ft. takes PB number of d6 elemental damage (no save). |
Fey | Ethereal Whisper | Whisper a mystical word. An ally within 30 ft. gains +PB number of d4 to one skill check or saving throw of their choice. |
Fiend | Hellish Grasp | Extend a shadowy claw. One target within 10 ft. must succeed on a Dexterity save (DC 8 + Strength modifier + PB) or be restrained by infernal chains until the end of their next turn; on a success, nothing happens. |
Giant | Thunderous Stomp | Stomp the ground. All creatures within 10 ft. must succeed on a DEX save (DC 8 + Strength modifier + PB) or take PB number of d6 bludgeoning damage and be knocked prone; half damage on a success. |
Humanoid | Battle Cry | Shout to inspire. Allies within 15 ft. gain temporary hit points equal to PB number of d6 and add PB to their next attack roll or saving throw for 1 minute. |
Monstrosity | Brutal Charge | Dash up to half movement and make one attack with advantage. On a hit, target takes PB number of d6 extra force damage. |
Ooze | Corrosive Splash | Splash a glob of acid. Each creature within 5 ft. must succeed on a Dexterity save (DC 8 + Constitution modifier + PB) or take PB number of d6 acid damage and be unable to regain hit points until the start of its next turn. |
Plant | Entangling Vines | Animate vines to lash out. One creature within 15 ft. must succeed on a Strength save (DC 8 + Strength modifier + PB) or be restrained until the end of its next turn; on a success, it takes half PB bludgeoning damage. |
Undead | Grim Wail | Emit a chilling wail. All enemies within 10 ft. must succeed on a Wisdom save (DC 8 + Charisma modifier + PB) or be frightened for one round; on a success, they take PB necrotic damage. |
8. Pet Safety & Ethics
- Avoid Traps & Hazardous Tasks: If a pet takes damage from a trap, its Bond Level immediately drops to 0 ( Fearful/Abused ).
- No Bait Tactics: Using a pet as bait imposes a Bond Check (DC = 8 + PB + Animal Handling). Failure → –1 Bond Level and pet is unwilling for 1 hour.
- Abuse Consequences: Physical cruelty or withholding food/water drops Bond Level by 2 (minimum 0). Pet refuses most commands until owner performs an “Apology Ritual” (8 hours feeding, grooming, and calm interaction to earn trust back).
- Positive Reinforcement: Praising or feeding after successful tasks grants +1 Bond Check (up to Bond Level 5).
- Rescue & Care: If a pet is reduced to 0 HP, the owner can use a reaction to drag it to safety. If owner fails, pet is incapacitated and Bond Level drops by 1.
