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ITEMS FOR pets, minions and companions

Players must have a companion item equipped to equip these items. They are welcome to use as many as what fits in their inventory, as long as the companion summon remains equipped. Otherwise, they will have to swap out the remaining pet items with non-pet items, all of which are found in the Armory.

Items are color coded to match the secondary Set Bonus offerings, not the primary colors!

REQUIRED SUMMON ITEMS

Bag of Treats

Allows the summoning of an Animal-type pet. [ e.g., 'normal' Hunter pets.]​

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Infernal Stone

Allows the summoning of a Demonic-type pet. [ e.g., Warlocks or even Demon Hunters. ]​

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Mana Binding
Allows the summoning of an Arcane Familiar-type pet. [ e.g., Mages. ]

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Skeletal Claw

Allows the summoning of an Undead-type pet. [ e.g., Death Knights, necromancers, etc. ]​

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Branch of Eternal Blooms

Allows the summoning of a Dream-like pet. [ e.g., Druids, Fae, etc. ]​

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Totemic Shard

Allows the summoning of a Elemental-like pet. [ e.g., Shaman, other element users. ]​

COMPANION ITEMS

Collar of Amplification
Allows companions to Taunt like a normal tank. Companions cannot Taunt without this item equipped by their owners.
+1 Constitution

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Blessed Squeak Toy
Allows companions to be revived to full health instead of half health with a revive. Revives take a full round's action to complete.
+0 Constitution

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Acidic Bangle
Once Per Event: Target one enemy in melee range. Burp out an acid bubble that floats to the target and deals 1d4 damage, allowing the next attack made by you to be guaranteed a critical hit. Creative uses of this acid bubble are encouraged.
+1 Constitution

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Warding Gorget
A sigil is traced in the air by a paw, tail or claw. Until the end of the next player phase, the pet or its owner takes 1 less damage from melee or ranged physical damage, down to 0 damage taken. This effect fades at the end of the player phase, regardless of lack of damage taken.
+1 Constitution

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Reverberation Band
Once Per Encounter: Target and attack one enemy within melee range for 1d3. If the target is moved before the end of its next turn, it takes an additional 1d5 damage.

+0 Constitution

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Detached Claw
Once Per Encounter. A skeletal hand is manifested within melee range of the target. Perform your normal attack roll. On a successful hit, the target takes an additional 1d6 damage and cannot regain any health until the following enemy phase. If an undead target is struck, it will also have disadvantage on attack rolls against its target the following enemy phase.

+0 Constitution

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Periapt of Fireflies

Once per event, your companion can create up to three torch-sized lights within melee range, making them appear as though they were torches, lanterns, firefly clusters, jewels or other glistening objects. The lights can also be combined into a glowing form of male Human size. Having the lights active sheds any active Stealth in that range that may be in the area from both enemies and allies.

+1 Constitution

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Jeweled Helm of Minor Illusions

Two uses: The companion can create a sound or image of an object that lasts for the encounter, or until it is dismissed and called on again. If a sound is created, its volume can range from a whisper to a shout. It can be its owner’s voice, someone else’s voice, or any other sound chosen. If the pet creates an image of an object, such as a chair, muddy footprints or a mimicry chest, it can’t be any larger than the size of the pet. Physically interacting with the item reveals it to be an illusion, since things can pass through it.

+1 Constitution

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Choker of Shocking Grasps

Two uses: Lightning springs from the companion's hand, paw or claw to deliver a shock to an enemy. The companion makes a normal attack roll against the enemy; the companion has advantage if their target is wearing metal armor. On a hit, the enemy takes 1d6 damage, is stunned, and cannot defend itself during the next player phase.

+0 Constitution

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Filth-Ridden Bandana of Inundation
A disgusting infestation of insects and other parasites momentarily infest one creature visible within melee range, transferred to or summoned onto a target from your companion. They take 1 damage at first; the enemy must then succeed on a constitution saving throw or take a stacking +1 damage per round (+1, +2, +3) until the save is passed.

+1 Constitution

 

Delivered Missive

The companion turns its head towards the owner and whispers a message. The owner (or the companion's target) and only that target hears the message, and can reply back once in a whisper only the companion can hear. The companion and owner must be visible, but are not required to be in melee range.

+2 Constitution

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Jovial Nature

For the rest of the encounter, the companion has advantage on all charisma checks directed towards one target or enemy of the owner’s choice. If, for whatever reason, the spell ends, the target or enemy realizes it’s been fooled and becomes hostile against both the companion and the owner, doubling all damage dealt against them.

+1 Constitution 

Amulet of Sinister Blasts

Two uses: A ranged spell attack against your target hits for 1d10. If the attack hits for less than 4, add your companion's Cunning to the final damage dealt.

+0 Constitution

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Frostbite Wrap

Two uses: Numbing frost forms on a creature that is struck with a normal attack roll. On a failed save roll by the DM, the enemy takes 1d4 damage and has disadvantage on the next attack roll it makes before the end of its current turn. The frostbite fades following the enemy turn it affects.

+0 Constitution

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Ring of Rumination

The player reaches out and pets or plays with its companion during a player phase. They are then allowed to roll 1d4 and add the number rolled to a non-combat ability check of their choice. They can roll this dice before or after making the roll check. The effect ends after its use.

+2 Constitution

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Enlightening Veil

The companion touches one object that is no larger than ten feet in any direction. For two player phases, the object sheds bright light in a double-melee range radius, negating any Stealth effects from ally or enemy. The light can be colored however the owner or companion deems, and covering the source object blocks the light completely.

+1 Constitution

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Spiked Lash

Once per encounter: the companion creates a violent lash of energy or force that strikes at one target of their choice, visible, but not required to be in melee range. The enemy must succeed on a strength saving throw or be pulled to melee range of the companion and take 2d3 damage.

+1 Constitution

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Salve of Quick Mending

Repair small items or hand-held objects, reversing the damage done, such as two halves of a broken chain, a snapped key, a torn paper or a leaking waterskin.

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Lavaliere of Toxic Bursts

Two uses: A cloud of noxious gas emanates from the companion in addition to a normal attack roll. The enemy must succeed on a Constitution saving throw or take 1d8 poison damage.

+1 Constitution

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Jeweled Cantrip

Two uses: The companion can: create a harmless sensory effect, such as a shower of sparks, puff of wind, faint musical notes or an odd odor; they can light or snuff out a candle, torch or small campfire; they can clean an object no wider than both palms cupped together; they can chill, warm or flavor one item outside of its normal state; or they can make marks, colors, or symbols appear on an object or surface.

+1 Constitution

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Necklace of the Radiant

Your companion blesses an NPC and prevents them from succumbing to wounds, stabilizing them and allowing them to be healed. Only works on non-player characters.

+2 Constitution

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Thunderburst Pendant
Once per encounter. Your companion creates a clap of thunderous sound that can be heard across the battlefield, or roughly 100 feet away. Every other creature - ally and enemy - must make a Constitution saving roll, which is decided by the DM due to circumstance and location. On a failed save, the affected take 1d3 damage.

+1 Constitution

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Bell of the Damned

Once per event: One creature within range is chosen, and the sound of a bell fills the air around it for a moment. The target must succeed on a DM-chosen Will saving throw or take 1d8 necrotic damage. If the target is missing any of its health already, it takes 4+1d3 damage.

+1 Constitution

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Anklet of Scorned Words

Your companion unleashes a string of insults with taunting enchantments imbued on a creature that can be seen within range. If the target can hear your companion - and it does not need to understand - it must pass a Will saving throw or take 1d6 damage and have disadvantage on the next attack it makes during the following enemy phase.
+0 Constitution

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