Wearable Companion (3.5e Feat)

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Author: Ganteka Future (talk)
Date Created: 26 July 2011
Status: Tentative Completion
Editing: Clarity edits only please
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Wearable Companion [General] Prerequisites: Minimum ECL 4Benefit: A wearable companion is first obtained for free with this feat in a ritual that takes 8 hours. After the ritual, the wearable companion is called to you and serves as a companion and servant. A wearable companion may be dismissed in another ritual lasting 1 hour, sending it back to where it came from. However, any additional wearable companion calling rituals require 100 gp worth of magical ointments, tinctures, tonics, incenses and trinkets which are used up in the process. You may only have 1 wearable companion called to you at a time.

You may choose the kind of wearable companion you desire. As you advance in levels, so does your wearable companion. A wearable companion may not also serve as an animal companion or familiar.

A wearable companion takes up a magic item body slot of your choice when you wear it.

A wearable companion may be of either of the construct, outsider or undead types. If you desire a creature of a different type, apply the type of your choice to the creature (from the type options) and make any changes required by a change in type.

There are stipulations for your wearable companion of choice. The chosen creature may be of a CR no greater than your ECL −3 (minimum of 1) and in HD no greater than your ECL −3 (minimum of 1). The chosen creature must be at least two sizes smaller than you. However, your wearable companion advances as you advance (gaining HD as its type), always staying the same proportionate number of sizes smaller than you (when worn) and 3 HD less than your ECL (minimum of 1). Your wearable companion enlarges or shrinks to suit when worn. If undonned when size-altered, the wearable companion assumes its normal size.

A wearable companion gains the following abilities:

  • Speech (Ex): A wearable companion speaks all languages known by its master.
  • Intellectual Capacity (Ex): A wearable companion's mental ability scores (Intelligence, Wisdom and Charisma) when first called are at minimum 8.
  • Magic Item (Su): A wearable companion grants only its master an enhancement bonus to one of its master's six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma) when worn. The bonus type is determined when the wearable companion is first called. The amount of the bonus is determined by the master's ECL. For every 3 ECL of the master, the wearable companion grants a +1 bonus (+2 at 6 ECL, +3 at 9 ECL, +4 at 12 ECL, +5 at 15 ECL and so on). When worn on its master, the wearable companion also gains this enhancement bonus.

When worn, the wearable companion counts as part of the master's gear when determining targets.



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Article BalanceHigh +
AuthorGanteka Future +
Identifier3.5e Feat +
PrerequisiteMinimum ECL 4 +
RatingUndiscussed +
SummaryYou gain a wearable companion creature. +
TitleWearable Companion +
TypeGeneral +