Beast Master A King's Knight wades through the chaotic fray of battle. The gore drips from their plate armor and greatsword as they swing wildly. Their foot catches a fallen ally, taking them to one knee. An enemy soldier seizes the opportunity to make his strike. Before the assailant can get his sword above his head, an enormous wolf leaps above the knight, knocking the man off his feet. Silently, a hunter stalks their prey. Bow noched with a single, black feathered arrow, they wait. Finding their breathing, they reach out into to the wilderness. A raven caws behind the quary, creating just the distraction needed to strike. A band of Orcs attempt to assail a caravan. As they charge towards their target, a slender figure steps out of the stage coach. The figure pulls a pouch off their belt and scatters it's contents to the air before them. The Orcs stop dead in their tracks and drop their clubs, their thirst for blood momentarily quenched. The caravan seizes the moment and continues on, unmolested. The chaotic sceen of battle emerges in a once peaceful valley. As two armies colide, a murder of crows crests the hill and begins raining fire on the battlefield like so many tiny dragons. A dire wolf jumps across the enemy line and erupts in a ball of fire, scorching the once tranquil countryside. Finding the Connection Beast masters are individuals who have spent their lives around animals. They understand the base queues which all creatures answer too, that all creatures can be manipulated under favorable conditions. Most use this knowledge to build bonds with beasts, finding use of their aid. At a certain point, these individuals realize that the connections they've made with their companions are more than emotional; the connection becomes spiritual. Beast masters tallents come from an innate ability to connect with a creatures very spirit and, together, ascend to greater hights. A Call of Spirit Many beast masters begin as the children of houndmasters or stable keepers. Some were simply raised in the wilds, finding the ability to communicate with the beasts around them paramount to their survival. Most tend to think of their beastial companions as equal, or even superior, to their own kin. Regardless of their origin, beast masters find their ability to connect with their charges as a sixth-sense, extending their conciousness out towards a creature and forming a connection that otherwise wouldn't exist.

The Beast Master Level Proficiency

Bonus Companion

Damage Features 1st +2 1d4 Bestial Affinity, Tethered as One, Binding Discipline 2nd +2 1d4 Binding Discipline Feature 3rd +2 1d4 One Breath 4th +2 1d4 Ability Score Improvement 5th +3 1d6 Binding Discipline Feature 6th +3 1d6 Bound Resilience 7th +3 1d6 Bestial Resolve 8th +3 1d6 Ability Score Improvement 9th +4 1d6 Binding Discipline Feature 10th +4 1d6 Breath as One 11th +4 1d8 Special Assignment 12th +4 1d8 Ability Score Improvement 13th +5 1d8 A Call to Arms and Claws and Maws and Talons 14th +5 1d8 Binding Discipline Feature 15th +5 1d8 One Deep Breath 16th +5 1d8 Ability Score Improvement 17th +6 1d10 Binding Discipline Feature 18th +6 1d10 Post-Natural Vessel 19th +6 1d10 Ability Score Improvement 20th +6 1d10 A Very Special Assignment Creating a Beast Master This class is designed to be fairly complex; offering plenty of room for both flavor and mechanical customization. If you just want a buddy to charge into battle with, the Knight of the Wild beast master offers the most straightforward aproach. If you prefer a style of play where resource management and preperation are important, the Landstrider or Wild Mind beast masters may be for you. Either way, feel free to change anything you like. It's your game! This class is designed to free the animal lovers at my table, and yours, to play the game they want without compromise. When creating a beast master, it's important to consider your relationship to your animal companions. Do you see your companions as a means to an end or a second family. When and how did you discover your connection to these creatures. Did you realize your tallent in taming difficult beasts exceded those around you? Is the beast master skillset an old family secret? Are you the only ones? Perhaps a creature who's beast master passed found you as a child and allowed you to bind spirits with it. Furthermore, why are you adventuring? Is it glory? Gold? Perhaps you're on a holy mission. Or a mission of desperation. Were you forced out into the wild world? Or sent out? Or perhaps out in the wild is all you've known. Quick Build To quickly create a beast master, first choose a subclass. For a close and personal fighter, choose the Knight of the Wild beast master. Put your highest ability score in Strength, followed by Constitution and Wisdom. Choose the Folk Hero background. For a ranged scout, choose the Landstrider beast master. Put your highest ability score in Dexterity, followed by Wisdom and choose the Outlander background. For an Arcane beast master, choose the Wild Mind beast master. Put your highest ability score in Wisdom, followed by Constitution and choose the Hermit background. Class Features All 1st level beast master gain the following class features and several more from their subclass. Hit Points Hit Dice: 1d10 per beast master level

1d10 per beast master level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per beast master level after 1st. Proficiencies Armor: Light armor

Weapons: Simple weapons

Simple weapons Tools: none

none Saving Throws: none

none Skills: Animal Handling and choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) a longsword or (b) two short swords

(a) a longbow and a quiver of 20 arrows or (b) 10 javalins

An explorer's pack Bestial Affinity Beast masters are individuals who have learned to tap into the laylines which connect all living creatures. Your innate connection to the beasts of the wild has granted you several abilities. Some of these abilities require an attack roll or force a creature to make a saving throw. Your Bestial save DC and attack modifier are calculated as follows:

Bestial save DC = 8 + your proficiency bonus + your Wisdom modifier.

Bestial attack modifier = your proficiency bonus + your Wisdom modifier Innate Sense Beast masters have an innate ability to reach out and feel the presence of beasts around them. You may spend 1 minute to attempt to locate and identify beasts in your immediate vicinity. After one minute in meditation, you learn the exact location, species and size of all beasts within 300 feet of you. Alternatively, you may attempt to locate specific beasts in the general vicinity. Choose one type of beast. After one minute in meditation, you learn of any beasts of the chosen type within a five mile radius of your location as well as their aproximate direction and distance. Conciliate When you encounter a beast in the wild, you can quickly befriend it. As an action, choose a beast within 10 feet of you. That beast must make a Wisdom saving throw against your Bestial save DC. On a failed save, the beast considers you trustworthy and a potential ally. If no creatures visible to the beast have made actions it considers agressive, such as brandishing weapons, it has disadvantage on the saving throw. If you or any of your allies has harmed the target, or if it has an intelligence score higher than 4, it has advantage instead. This effect ends if the beasts is harmed in any way or if you use this ability on another creature. Creatures who have succeeded on their saving throw to resist this effect are immune to it for the next 24 hours. Binding You have the ability to bind any beast which considers you an ally and has an intelligence score of 4 or lower. As part of the binding ritual, the beast chooses to forfeit it's physical body as you produce a vessel for them. The binding ritual takes 10 minutes. You draw a circle 5 feet in diameter, either etched in the earth or from chalk. In the center you place a mundane object, which acts as a tether for the beasts spirit. You pile 5 pounds of unworked terrestrial material to the left of the tether, from which to form the vessel and the beast sits to the right. That material can be earth, gravel, stone, sand or ice. You may bind a number of beasts to you equal to your Wisdom modifier (minimum of 1). If a tether is broken, that beasts vessel is destroyed and its spirit begins it's journey to the Upper Planes. A binding ritual must be completed within 30 minutes or the beasts spirit becomes unretrievable. Vessels The bodies you create for your bound companions reflect your own capabilities. Your companions use your Bestial attack modifier and Bestial save DC for their attacks and abilities. To calculate damage when your bound companions hit a creature with an attack, roll the die indicated on the Companion Damage column on the class table and add your Wisdom modifier. Your bound companions cannot use any actions in their stat block, including the multi-attack feature, or abilities that target a creature or force one to make a saving throw. To calculate your bound companions' hit points and armor class, reference the following table and formulas:

Hit points = hit point modifier x beast master level (rounded down, minimum of 1).

Armor class = 12 + your proficiency bonus +/- AC modifier.



size hit point modifier AC modifier tiny Level x 0.5 +2 small Level x 1.5 +1 medium Level x 3 0 large Level x 3.5 -1 huge Level x 4 -2 gargantuan Level x 5 -4 Restore If a companion is killed, its vessel is destroyed, potentially leaving the material it was made from behind. It's spirit then retracts into it's tether. You can restore a companions vessel or create a new one for it. Using their tether, you may perform a binding ritual to create a new body or reshape the old one if sufficient materials are still available. You may do so for multiple bound companions with one ritual, so long as sufficient materials are within your binding circle. Command A bound companion follows your commands explicitly. As an action, you may issue a simple command to one companion. The companion may then take an action and it's movement as part of your turn. A companion with no issued commands will avoid battle. Your companions may also take a reaction. Doing so uses your reaction.



















































Outside of combat, you may use your action to issue ongoing commands to one or all of your companions. Examples of such commands are 'follow me', 'keep a distance' or 'stay there and caw if you see anyone'. Binding Discipline At 1st level, choose how your Beast Master develops bonds with their animal companions. Choose between the class archetypes available later in this classes description. Your chosen path grants you features at 1st level and additional features at 2nd, 5th, 9th and 17th levels. One Breath Beginning at 3rd level, you can quickly return your fallen companions to the fight. As an action, you can restore any companions who have fallen to 0 hit points within 120 feet of you. Those companions are restored with 1 hit point. You may do so for a number of companions equal to double your Wisdom modifier. You regain all expended uses on a long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Empowered Bond Beginning at 6th level, the attacks of your bound companions are considered magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage. Bound Resilience Also beginning at 6th level, your bound companions grow with your experience. Companions within 10 feet of you can add your proficiency bonus to their skill checks and saving throws. Otherwise, they may add half your proficiency bonus, rounded down. Bestial Resolve Starting at 7th level, your focus of spirit gives you unequalled resolve. You have advantage on saving throws to resist effects that would frighten or charm you and your companions are immune to the frightened and charmed conditions. Breath as One Starting at 10th level, your connection to your companions deepens. You regain all expended uses of your One Breath ability on a short rest. Bestial Voice Also starting at 10th level, you learn to extend your voice through your companions. While a companion is within 300 feet of you, when you speak you may speak as if your voice originated from one or more of them. You can choose whether or not you also speak as normal while you do this. If you have the ability to cast spells, you cannot use this ability to bypass any verbal components. Special Assignment Beginning at 11th level, you can teach your allies a limited command over your bound companions. When you complete a short or long rest, you may assign one of your companions to an ally. That companion takes its turn as part of the assigned ally's turn. As a bonus action, that ally can command the assigned companion. When commanded in this way, the companion is limited to the help, dash, disengage and dodge actions. A Call to Arms and Claws and Maws and Talons Starting at 13th level, your battle companions can invigorate you and your allies in combat. When a bound companion hits a creature, you may choose up to five creatures who can see it. Those creatures gain temporary hit points equal to double your Wisdom modifier. You may use this ability once per day. One Deep Breath Starting at 15th level, when you use your Breath as One feature, you may restore each of your companions with a number of hit points equal to your beast master level. Post-Natural Vessel Beginning at 18th level, you learn to look past the machinations of society to the nature which still exists within them. You can create or restore a companion's vessel from metal, worked stone or wood. When you create a companion's vessel from these materials, their AC is increased by 2.

A Very Special Assignment At 20th level, when you use your Special Assignment feature, you may assign each of your companions to an ally. Additionally, when an ally commands their assigned companion, that companion is no longer limited to the help, dash, disengage or dodge actions. Binding Disciplines Three known binding disciplines exist. The tecniques can be learned scholastically but are more often developed as the bond between beast and beast master grows. For this reason, the techniques of each beast master may differ wildly. Knight of the Wild Knights of the Wild are beast masters with formal combat training. They learn quickly that allies bound by spirit are far more reliable than those bound by cause. On the battlefield, they are often solitary warriors who plunge into the heart of enemy lines rather than rely on the safety of their own. Bonus Proficiencies When you choose this discipline at 1st level, you gain additional proficiencies: Armor: Medium armor, heavy armor, shields

Medium armor, heavy armor, shields Weapons: Martial weapons

Martial weapons Saving Throws: Strength, Wisdom Fighting Style Also at 1st level, you may choose one of the following fighting styles. You may only choose an option once, even if you are later allowed to choose additional fighting styles.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Battle Companion Also starting at 1st level, you learn to prepare one companion for battle. You can issue quick commands to your battle companion with simple queues like a whistle, clap or shout. When you finish a long rest you may designate one bounded companion as your battle companion. As a bonus action, you can command your battle companion so long as they can see or hear you. When commanded in this way, that companion is limited to the dash, disengage, dodge and help actions. Additionally, you can use your Strength or Dexterity in place of Wisdom when calculating your Bestial attack modifier, Bestial save DC and damage modifier. Their hit point modifier is increased by 2 and their AC modifier is increased by 1. Bond of Battle Starting at 2nd level, while you and your battle companion are within 5 feet of one and other, either can use your reaction to impose disadvantage on attacks against the other. Coordinated Strike Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. You may have your battle companion use their action to make any number of those attacks instead. Additionally, once per turn when your battle companion hits with an attack, you may roll an additional Companion Damage diee when rolling damage. When you reach 17th level your battle companion can double their die twice per turn. One Quick Breath Also starting at 5th level, when you use your One Breath ability to restore only your battle companion, you may do so as a bonus action. You can choose to restore them in an unoccupied space within 10 feet of you. They can then use their action to make one attack. Bestial Presence Starting at 9th level, your battle companion can draw attention to itself. As a bonus action, choose a creature within 5 feet of your battle companion. For 1 minute, you have advantage on attacks against that creature. Additionally, that creature must make a Wisdom saving throw against your Bestial save DC. On a failure, while within 30 feet of your companion, that creature has disadvantage on attacks against all other creatures. Your companion cannot take an action while maintaining this effect. Once you use this feature, you must finish a long rest before you can use it again. Bestial Taunt Starting at 14th level, when a creature fails it's saving throw against your Bestial Presence feature, you may choose an ally. While you have advantage on attacks against the affected creature, so does that ally. Bestial Rage Starting at 17th level, when you fall in battle, your battle companion will do anything to defend you. Your battle companion continues to act on your initiative count. While you are dead, incapacitated or unconscious; your battle companion will always end it's turn in your space. Additionally, when it takes the attack action it makes two attacks and has advantage on both.

Landstrider Landstrider beast masters are prolific hunters and outlanders, capable of thriving in most wilderness environments. Many trained with rangers but found their affinity for the land and beast unmatched. Additional Proficiencies When you choose this discipline at 1st level, you gain additional proficiencies: Armor: Medium armor

Medium armor Weapons: Martial weapons

Martial weapons Tools: Poisoner's Kit

Poisoner's Kit Saving Throws: Dexterity, Inteligence

Dexterity, Inteligence Skills: You gain expertise in two of the following, provided you are already proficient: Nature, Stealth, Survival or your Poisoner's Kit. Fighting Style Also at 1st level, you may choose one of the following fighting styles. You may only choose an option once, even if you are later allowed to choose additional fighting styles.

Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Natural Predators Starting at 1st level, you learn to tap into your bound companions' senses. As an action, you can perceive through the senses of any companion within 300 feet of you. While doing so, you are considered blinded and deafened with relation to your own senses. You can then issue commands to those companions telepathically. Your companions gain Darkvision out to a range of 60 feet. In addition, your bound companions may replace their Dexterity(Stealth) modifier and their Wisdom(Perception) modifier with yours. Those companions may still benefit from any feature which affects those ability checks. Innate Tracker Starting at 2nd level, you learn to locate any creature you've tracked and slain. If you've made a successful Survival check to locate a creature and engaged it in combat, you can use your Innate Sense feature locate creatures of that same type in the future. When using your Innate Sense to look for a specific type of creature which is not a beast, you can either learn their general distance and direction in your immediate vicinity or learn of their presence in your general vicinity.

Bag of Tricks Starting at 5th level, you learn to manipulate the primitive similarities in all creatures. You can prepare toxins which affect a creatures mind or body. They can be prepared in two delivery methods: salves for weapon applications or powders for an arosolized delivery. Preparing Toxin Doses When you complete a long rest, you may prepare a number of doses equal to your beast master level. Your ability to produce more than one type of toxin or delivery method is determined by your proficiency with your poisoner's kit. Make a Wisdom (poisoner's kit) check. The table below determines how many different toxins you can prepare and whether or not you can prepare them in both delivery methods. roll types of

toxins produced delivery

methods produced 0-5 1 one 5-9 1 both 10-14 2 one per toxin 15-20 3 one per toxin 20-24 4 in any combination 25+ 5 in any combination Delivering a Salve As an action, a salve can be applied to a weapon. If the weapon has the ammunition property, you may make a ranged attack as part of the same action. For 10 minutes, the next time you hit a creature with that weapon, that creature must make a saving throw to resist the Toxin's effect. Delivering a Powder As an action, you may toss a single application of a prepared powder at an enemy within 10 feet of you. That creature must make a saving throw to resist the Toxin's effect. Toxins Each toxin you prepare produces one effect. When you prepare your toxins, select which effect they produce from the list below: Ghost Juice: The creature must make a Wisdom saving throw. On a failure, the creature is frightened of you for 1 minute. They may repeat this saving throw at the end of their turns and each time they are damaged.

The creature must make a Wisdom saving throw. On a failure, the creature is frightened of you for 1 minute. They may repeat this saving throw at the end of their turns and each time they are damaged. The Yes Man: The creature must make a Wisdom saving throw. On a failure it is charmed by you and you may issue a single word command to it which it must carry out on it's subsequent turn.

The creature must make a Wisdom saving throw. On a failure it is charmed by you and you may issue a single word command to it which it must carry out on it's subsequent turn. Slice and Dice: The creature must make a Constitution saving throw. On a failure, the creature perceives it's own allies as hostile enemies until the end of it's next turn.

The creature must make a Constitution saving throw. On a failure, the creature perceives it's own allies as hostile enemies until the end of it's next turn. The Viper's Kiss: The creature must make a Constitution saving throw. On a failure, the creature is poisoned for 1 minute. They can repeat this saving throw at the end of each of their turns. Trusted Steed Also at 5th level, you learn to train your bound companions as capable steeds. You may mount any companion that is at least one size larger than you. While mounting a companion, you may use your bonus action to command it. Otherwise, you may use it's movement in place of yours, as per the standard rules for mounted combat. Fang of Tricks Starting at 9th level, you learn to infuse your companions' attacks with a prepared salve. When you finish a short or long rest, you may choose any number of your companions. Spend one dose, per companion chosen, of a prepared salve to apply it to those companions' fangs, claws or talons. The first time each of those companions hit a creature with a melee attack, that creature must make a saving throw to resist the effects of the applied toxin, and the toxins application is spent. As a bonus action, you may command a companion which has a toxin applied. When you do, that companion must use it's action to make a melee attack. Poison Laced Toxins Starting at 14th level, you learn to strengthen your toxins. When a creature fails it's saving throw against the effects of your toxins, they take additional damage equal to 2 Companion Damage dice. On a success they take half that damage. Additionaly, when applying a toxin to a weapon, you may expend any number of additional doses to add an additional damage die per dose. Planar Predator Also starting at 14th level, your connection with your companions develops to a point where distance becomes irrelevant. The range of your Natural Predator and Bestial Voice features is extended. You may now use those features so long as you and that companion are on the same plane of existence. Advanced Toxin Preparation Starting at 17th level, you gain 4 new options when preparing toxins: Two for Tuesdays: This toxin causes a creature to see double. They must make an Intelligence saving throw. On a failure, the creature suffers disadvantage on all attacks that require sight for 1 minute. The creature can repeat this saving throw at the end of each of it's turns.

This toxin causes a creature to see double. They must make an Intelligence saving throw. On a failure, the creature suffers disadvantage on all attacks that require sight for 1 minute. The creature can repeat this saving throw at the end of each of it's turns. P.L.U.R.: This toxin causes a creatures to temporarily fail to comprehend distinguishing features. The creature must make an Intelligence saving throw. On a faliure, the creature can no longer differentiate between creatures. It can neither distinguish between it's allies and enemies, nor remember where each stood before the toxin's effects began. When damaged, the creature can recognize the creature who damaged it. The creature can repeat this saving throw at the end of each of it's turns.(A particularly violent or unintelligent creature may attack regardless. Your DM can roll to see who the creature would attack. Roll the closest sized die to the number of available targets, assigning one number to each.)

Love Potion: This toxin taps into the parental instinct in every creature. The creature must make a Charisma saving throw. On a failure, the creature considers you the most important person on the battlefield. For 1 minute, it will move to defend you at all costs. On their turn, the creature holds the dash action to intercede on an attack made against you. When an attack is made against you, the affected creature uses it's reaction to move into your space, becoming the target of that attack instead. The creature makes an additional saving throw each time it takes damage.

This toxin taps into the parental instinct in every creature. The creature must make a Charisma saving throw. On a failure, the creature considers you the most important person on the battlefield. For 1 minute, it will move to defend you at all costs. On their turn, the creature holds the dash action to intercede on an attack made against you. When an attack is made against you, the affected creature uses it's reaction to move into your space, becoming the target of that attack instead. The creature makes an additional saving throw each time it takes damage. The Goodnight Kiss: This toxin puts the target to sleep. The creature must make a Charisma saving throw. On a failure, the creature falls unconscious. Any damage to the creature ends the effect. Another creature can use it's action to shake them awake. Wild Mind Wild mind beast masters spend their formative years in nature, meditating on their abilities. Their conciseness journeys across the laylines which connect all living beings. Often accidentally, they draw their conciseness along the boundaries of The Weave itself. They find tricks to bind their spirits along certain points, allowing them to empower themselves and their bound companions to incredible effect.

This subclass alters the rules of spellcasting in a significant way and outright breaks one of them at higher levels. It also pretty significant alters your action economy beginning at 5th level. These changes may not be game breaking but they can create problems for your DM. Consult your DM, and make sure they are very aware of these abilities, before you choose this subclass.

Bonus Proficiencies When you choose this discipline at 1st level, you gain additional proficiencies: Saving Throws: Wisdom, Inteligence

Wisdom, Inteligence Skills: Choose one from Arcana, History, Religion and Medicine

Bestial Spells Wild mind beast masters learn to thread theirs and their companion's spirits into The Weave itself. At 1st level, you learn two Druid cantrips and three 1st level spells from the Druid spell list. You learn two additional spells from the Druid spell list at each level. When you do so, you may learn only spells of a spell slot level you can cast. You may also replace one spell you've learned each time you gain a level in this class. Spellcasting Yours and your companions' spellcasting is tied directly to the quality of your binding. These spells use your Bestial save DC and your Bestial attack modifer. You can only cast one spell of first level or higher on your turn, regardless of whether they originate from you or your companions; excluding spells cast as a reaction. Preparing Spells You cast spells innately by tapping directly into The Weave. To prepare a spell, you must thread your spirit to The Weave in a manner appropriate to that spell. When you finish a long rest, you can thread a number of spells of 1st level or higher to yourself equal to your beast master level. In addition, you may thread one spell or cantrip to each of your companions. Your binding tethers act as your spell casting focuses. Spell Slots This subclass is a full caster and has a number of spell slots per level consistent with such classes. Consult the table at the end of this class list for your total spell slots, spells known and cantrips known at each level. Companion Spells When you use your action to command a companion, that companion can use it's action to cast its threaded spell. Companion spells opperate differently in the following ways: Spells with a range greater than 0ft have a range of touch.

Spells with a range of self or touch, which would affect only one target, can affect both the companion and a creature it is touching.

If your companion casts a concentration spell with a range of touch, they must maintain contact with the affected creature to maintain the spell.

Your companions cannot concentrate on spells. If your companion casts a concentration spell, you are considered to be concentrating on that spell for them.

Any spell that your companion could use on a subsequent turn with a bonus action uses your bonus action.

A companion can choose to be immune to all effects of any spell they cast.

For the purposes of casting cantrips, your companions are 1st level spell casters. Intercede Starting at 2nd level, your companions act to defend you. When a creature who can issue commands to a companion is hit by an attack within 5 feet of that companion, as a reaction the companion can choose to be hit by that attack instead. Elemental Mind At 5th level, when you choose new spells, you may choose those spells from any spell list. If you do, those spells must deal acid, cold, fire, lightning or poison damage and must be of a level you can cast. Wild Control Starting at 5th level, when you use an action to command a bounded companion you can command 2 instead. This increases to 3 at 11th level, 4 at 17th level and 5 at 20th level. One Simple Breath Also starting at 5th level, when you use your One Breath ability, you may command one restored companion as part of the same action. Elemental Bond Starting at 9th level, you can imbue one of your bound companions with elemental energy. When you complete a long rest, you may choose one companion and one damage type from acid, cold, fire, lightning or poison. Any creature that starts it's turn within 5 feet of that companion takes damage of the chosen type equal to your Companion Damage die. In addition, that companions melee attacks deal an additionl Companion Damage die worth of damage of the chosen type. Arcane Inspiration When you reach 14th level, your fluency with The Weave becomes unimpeachable. You learn 2 new cantrips. You may choose those cantrips from any spell list. The two spells you learn at this level can also be chosen from any class's spell list. Expanded Mind Starting at 17th level, by entering a meditative state, you learn to employ your companions' minds in your spellcasting. When you are concentrating on one spell and cast a different concentration spell, you may choose to maintain concentration on both. At least one of those spells must be cast by a companion. As part of casting the second spell, you drop prone. While concentrating on two spells your speed is zero and cannot be increased by any means. You also become blind and deaf with relation to your own senses. If you take any damage, you immediately lose concentration on the second spell and must make a concentration check to maintain the other, as you normally would.