As a DM I gave our dwarf cleric a bear cub as a companion, what can I do?

So I’m with 2 PCs, playing D&D essentials kit. Most of the time we follow the plot, add some extra things there and here and of course doing some improve. I try to stick to some of the rules but not always, to make it more fun.

The PCs recently encountered a big brown bear and killed it. A bear cub appeared and they managed to persuade the cub to go with them and they have it now. I applied wolf stats to it (didn’t give them the card yet, should I?). So now I’m thinking what this bear could do. I do not want to mobilize it as a fighting companion but make it more passive in battles and just help them with it’s perception and some other goodies.

I was thinking:

  1. Make the bear cub not grow with time, but rather give them an item to make the bear stronger in terms of constitution.

  2. It mostly follows them and will not run away on it’s own unless it’s in life threatening danger.

Edit: Question: Do my two points make sense and what stats should I include any other mechanics that would work with this relationship between dwarf and bear? Should I allow mounting of the bear once it grows?

edit2: what stats and info can i reveal to my PC?

Can the Revised Ranger’s Beast Companion be an independent mount?

The mounted combat rules say that you can either control a mount, making it move on your turn — but its action can only be Dash, Disengage, or Dodge — or have it be independent, meaning it can do its actions but you have no control over it.

Now, if a ranger uses their Beast Companion as a mount, could they direct it as they usually do when unmounted and still have its full array of actions, since the beast still acts on their own initiative?

Would this Owlbear Cub be balanced as a Beast Master Ranger’s Companion?

The players in my campaign just hit third level and the Ranger is planning on taking the Beast Master path. She wanted a baby Owlbear as her companion, but of course there are 2 hurdles. There aren’t official stats, and technically it’s a Monstrosity, not a Beast. I’m okay w/ ignoring the second problem since it’s a home game, and these stats I compared the Wolf, Boar and Panther and am hoping this is a reasonable approximation.

My understanding is that the Beast Master path is generally considered to be under powered, and I also wanted to emphasize some of the aspect of Owlbears (aggression and ferocity for example) to that end there are the two Reactions/Statuses the cub can be in. While Training it’ll follow commands as normal and I suspect this might be a little strong at L3-4, but kind of to counter balance it, when it gets injured (Temper) it will temporarily forget training (with the Ranger having a chance to keep it under control) and it will stop behaving like a companion to murder whatever hurt it. I think this will still be generally helpful (it is trying to murder an enemy) but could be problematic if the enemy flees or tries to surrender.

So yeah, does this seem balanced? Is it too strong? Is there some issue w/ Temper I haven’t thought of that will make it a problem?

Prettier formatting on Homebrewery

NOTE: I have included the proficiency bonus of 2 added to: AC, Attack & Damage rolls. It’s not proficient in any skills or saves Maybe it should be?

Owlbear Cublet

Tiny monstrosity, unaligned


  • Armor Class 15
  • Hit Points 22 (2d10 + 2)
  • Speed 25 ft.

STR 12 (+1) | DEX 16 (+3) | CON 13 (+1) | INT 3 (-4) | WIS 12 (+1) | CHA 4 (-3)


  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Keen Sight and Smell: The cub has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 5 slashing damage.

Reactions

Training: When the cub sees its master make an attack, the cub makes one beak attack against the same target.

Temper: When reduced to 1/2 HP the cub is likely to forget it’s training. It’s master may make DC 13 Animal Handling check as a reaction to maintain control; otherwise it forgets Training and relentlessly attacks the last creature to injure it until one of them is dead. While in Temper it acts before it’s master’s turn and multi-attacks with both it’s Claws and Beak. It suffers a -2 Rage penalty to hit.

Handling the Ranger’s proficiency bonus with multi-component Beast Companion attacks

In D&D 5e. the Ranger’s beast companion has a lot of special benefits, one of which is:

Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

A Ranger could choose a beast for their companion that has an attack that deals damage in multiple components. For example, a flying snake, whose attacks deal 1 piercing damage + 3d4 poison damage. Would the proficiency bonus be added to the piercing damage, the poison damage, or both?

How can an undead companion naturally recover Hit Points? [duplicate]

Here is the background. So, I am playing in a campaign where I have a homebrew spell with allows me a Zombie-like companion (basically a Zombie with additional HPs).

If I cast the spell every 8 hours for 8 days, I get to keep it as a permanent companion. However, I’m trying to work out how I can restore or increase its HPs, so that it doesn’t die (lol) on me.

Would a Zombie companion (un)naturally recover HPs each day?

This is not a question about “healing” an undead creature such as a zombie.

Will a mature animal companion with Haste get 2 actions when not commanded?

Will a mature animal companion with Haste get 2 actions when not commanded?

I tried to do this in a game, but the GM said I couldn’t and became irate when I asked why. He gave me an explanation that I didn’t think made sense. But instead of saying after the game we’ll figure it out, he became irate. Anyone have specific rules backing him up or why he is wrong?

Does the UA class variant Ranger Companion Options gain the Rangers proficiency bonus as per the PHB Ranger’s Companion?

It is unclear to me how to reconcile the UA enhanced class variant Ranger Companion Option with the Beast Master Ranger’s Companion feature rules in the PHB.

Specifically, in the case of a 5th level ranger who chooses a Beast of the Air, would the Ranger add her proficiency bonus (3) to the beasts AC, attack rolls, damage rolls, saves, skills?

If yes, then what would the resulting stat-block look like for a Beast of the Air companion for a 5th level Beast Master Ranger.

Calculating HP for UA beast master animal companion

I am a very new DM in DnD 5e, and one of my players is a ranger. As I was browsing through posts here and there we decided to use the UA, as everyone is saying the RAW ranger is lackluster. She obtained her wolf in a little side story, and I would like to set up the stats for her companion. I read through the UA, and it states:

For each level you gain after 3rd, your animal
companion gains an additional hit die and increases its hit points accordingly.

Now this confuses me a lot, and upon further looking into how HP is calculated, I don’t even understand the stats of the simple Wolf enemy.

So in the Monster Manual the HP of the wolf is 11 (2d8+2).

First question: How is this calculated? The average of 2d8 should be 10. 10+2 is 12.

Second question: What is the hit die of a wolf? If its 1d8, than in case the wolf is “level 1”, its HP should be 10 (max hit die + con modifier). If it is considered to be level 2, its HP should be 17 (Max hit die + avg hit die + con modifier). What am I missing?

Third question: I found a post on a DnD reddit site where someone calculates the stats of a wolf in case the ranger is level 7. It goes like this:

Wolf

Medium beast, your alignment

Armor Class 17

Hit Points 35 (6d8+6)

Speed 40 ft.

STR 12 (+1)

DEX 17 (+3)

CON 12 (+1)

INT 3 (-4)

WIS 12 (+1)

CHA 6 (-2)

Proficiency Bonus +3

Skills: Perception +4, Stealth +6, Skill of Choice, Skill of Choice

Saving Throws: Str +4, Dex +6, Con +4, Int -1, Wis +4, Cha +1

Senses: passive Perception 14

Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

I think I was able to figure out everything, except the HP.

My first assumption was to start with the given base 11 HP as a level 3 companion. Than at level 4, it gains an additional 7 (5 hit die +con modifier). And the same thing goes on for level 5, 6 and 7, to a total of 11+4*7 totaling 39.

If I start from the 2d8+2, and just add a hit die each time the ranger levels up, I can understand the 6d8 mentioned in the post, but I don’t get the +6 modifier. Shouldn’t it be +10? +2 base modifier at level 3, and +2 for each 4 levels totaling at +10. And now the problem is that averaging this value leads to 40, not 39, this problem is coming from my first question.

I am completely lost here.

One last question. The Bite attack says +6 to hit. I can explain this as the DEX modifier became +3, and the proficiency bonus also became +3, however I dont understand the reason why DEX modifier is used for the Bite attack instead of STR.

Thanks a lot for the answer!

How many times does a Mature Animal Companion attack per encounter without orders?

The Mature Animal Companion feat for Rangers (CRB p173) is really ambigious:

If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey.
(emphasis mine)

It makes a lot more sense with use instead of have, otherwise I might not even have a Prey for it to Strike.
But in that case, next round, when the Prey is still alive, will my Animal Companion just stand around?