Companions & Familiars
Overview
Companions, familiars, mounts, and other allied creatures sit between character rules and table logistics. They can add scouting, mobility, utility, and story texture, but they also need clear limits so they do not slow every turn or replace the player characters.
Keep the controller clear. Before the creature enters a scene, decide who makes its choices, when it acts, and what instructions it can reasonably follow.
Treat extra creatures as table time. Every helper adds decisions, positioning, and bookkeeping. The smoother the rules expectation, the better the scene plays.
Companion Types
Animal Companions
Creature allies tied to class features, spells, or campaign permissions. They work best when their action expectations are explicit.
Familiars
Small magical helpers used for scouting, delivery, senses, and utility. They are useful because they are precise, not because they replace party members.
Mounts & Riding
Mounted play changes movement, reach, exposure, and terrain assumptions. It needs clear handling before initiative becomes crowded.
Useful Next Stops