Sometimes your adventures will present you with a creature that tugs at your heartstrings, with eyes so big and round you can’t say no. If you can’t bring yourself to leave them behind, you can always take the time to bond with them and teach them new tricks. Bonding with your companion is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 15. Over the course of a week, you must make three DC 9 Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Animal Handling|Animal Handling]]) Tests. This may take the form of play or a game of roughhousing, or it may include showing care and attention towards your companion. On a success, you learn to interpret their feelings and behaviours, which reveals their hidden talents and uses, as shown in the Companion Perks table. Once you have successfully spent a Downtime Activity bonding, you do not need to repeat this action unless you unexpectedly lose the trust of your pet or companion. If this is the case, it will be up to you to make things right again. On a failure, your companion absorbs some of your training. You may put your accumulated successes towards completing this Downtime Activity if you attempt it again. ANIMAL COMPANION PERKS | Creature Type | Perk | | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Aberration | Your companion allows you to detect and track the use of magic easily, alerting you with growls or whimpers to silent or hidden spells when within 15 feet of them. | | Beast | Their enhanced senses can help with scent-tracking and listening out for approaching dangers within 30 feet. If provided with a scent sample, they can alert you when a specific target is within 60 feet, pointing to their general direction. | | Fey | Their inherent magical skill helps you better identify magical objects and intuit the best way to use them. When beside you, they increase the range of spells designed to detect the presence or nature of magic by 15 feet. Once per Long Rest, you may attune to an object instantly. | | Monstrocity | Your companion has a voracious appetite. Once per Long Rest, your monstrous companion can undertake the [[Hunt]] Campcraft Activity, automatically succeeding. They can also smell food within 15 feet. | | Ooze | You can use an ooze’s acidic solutions in small doses to clean and shine equipment, removing impurities and minor damage. Once per Long Rest, your companion can grant a melee weapon of your choice +4 damage to its next successful attack. This does not stack, and if not used after one day, the effect fades. | | Plant | They possess tendrils, pollen, or another organic means of purification, allowing them to purify food and drink. Your companion can detect the presence of poison within 15 feet, alerting you with a rustle, growl, or other means. | #detectMagic #enhancedSenses #enhancedDetectMagic #attunement #hunt #damageBonus #purify #detectPoison