Campaign Companion Pets
Campaign Companion Pets
A collection of pet companions that players can acquire throughout the HamoTech vs Felix Five campaign. Each companion grows stronger as the players level up, with upgrades tied to the campaign’s three chunks (Levels 1-3, 4-6, 7-10).
How Companions Work:
- Players can have ONE primary companion (to avoid overwhelming combat)
- Companions act on their owner’s turn (uses bonus action to command)
- Companions can be upgraded using downtime and gold/resources
- If a companion is killed, it can be repaired/resurrected (constructs are easier, animals require magic)
- Companions have personalities - encourage roleplay!
Table of Contents
Mechanical Companions
Bolt - The Loyal Mechanical Hound
Where Found: Adventure 2 - The Suspicious Shipment (if players save the constructs)
Appearance: A mechanical dog about the size of a retriever, made of brass and steel with glowing blue optical sensors. Originally designed to help deliver medicine to remote villages. Has articulated legs that click when walking and a compartment in his back for carrying small items.
Personality:
- Loyal to a fault
- Curious about everything (sniffs with mechanical nose)
- Protective of “pack” (the party)
- Makes mechanical whirring sounds when happy
- Tilts head when confused
- Loves being petted (purrs with a gentle mechanical hum)
Roleplay Moments:
- Brings random objects to players (usually helpful, sometimes just shiny)
- Growls (grinding gears sound) at Felix Five agents
- “Marks territory” by leaving oil drips
- Dreams (twitches and beeps while in sleep mode)
Bolt’s Stats - Level 1-3 (Chunk 1)
Initial Form: “Bolt, Medical Assistant”
- AC: 13 (metal plating)
- HP: Equal to 5x your level + your proficiency bonus
- Speed: 40 ft.
- Stats: STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 6 (-2), WIS 12 (+1), CHA 8 (-1)
Traits:
- Construct Nature: Doesn’t need to eat, sleep, or breathe. Immune to poison and disease.
- Keen Sensors: Advantage on Perception checks that rely on hearing or smell.
- Medical Training: Carries 2 potions of healing in back compartment (restocks during long rest if you have potions to give him).
Actions:
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage.
- Retrieve (Bonus Action): Fetches an item within 30 feet and brings it to you.
Bolt’s Stats - Level 4-6 (Chunk 2)
Upgraded Form: “Bolt, Guardian Model”
Upgrade Requirements: 200gp worth of parts from HamoTech + 3 days of work by Zephyr or Old Rusty
What Changes: Zephyr upgrades Bolt with better armor plating, stronger servos, and a defensive protocol.
- AC: 15 (reinforced plating)
- HP: Equal to 7x your level + your proficiency bonus
- Speed: 40 ft.
- Stats: STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 6 (-2), WIS 12 (+1), CHA 8 (-1)
New Traits:
- Protective Protocol: Can use reaction to impose disadvantage on attack against ally within 5 feet.
- Enhanced Sensors: Advantage on Perception and Investigation checks. Can detect invisible creatures within 10 feet.
- Integrated Storage: Back compartment now holds 4 potions or 20 lbs of equipment.
Improved Actions:
- Bite: +5 to hit, 1d8+2 piercing damage.
- Pounce: If Bolt moves at least 20 feet straight toward a target and then hits with a bite attack, target must succeed DC 13 Strength save or be knocked prone.
- Emergency Stim (1/day): Uses action to administer healing to adjacent ally, healing 2d8+2 HP.
Bolt’s Stats - Level 7-10 (Chunk 3)
Final Form: “Bolt, Advanced Combat Companion”
Upgrade Requirements: 500gp worth of parts + Dr. Hamilton’s personal attention + 5 days
What Changes: Dr. Hamilton personally oversees installation of combat protocols, arcane shields, and enhanced intelligence matrices.
- AC: 17 (arcane-reinforced plating)
- HP: Equal to 9x your level + your proficiency bonus
- Speed: 50 ft.
- Stats: STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 8 (-1), WIS 14 (+2), CHA 10 (+0)
New Traits:
- Arcane Shield (Recharge 5-6): When Bolt or an ally within 5 feet is hit by an attack, Bolt can activate a shield that grants +3 AC against that attack, potentially causing it to miss.
- Tactical Analysis: Bolt can use Help action as bonus action.
- Advanced Sensors: Darkvision 60 ft., blindsight 10 ft., advantage on Perception/Investigation checks.
- Self-Repair Protocol: Regains 10 HP at the start of your turn if below half HP (1/day).
Improved Actions:
- Multiattack: Bolt makes two bite attacks.
- Bite: +6 to hit, 1d10+3 piercing damage.
- Shock Bite (Recharge 5-6): +6 to hit, 1d10+3 piercing + 2d6 lightning damage. Target must succeed DC 14 Con save or be stunned until end of their next turn.
- Emergency Stim (2/day): Heals adjacent ally for 3d8+4 HP.
Special Moment: When fully upgraded, Dr. Hamilton says: “Bolt was meant to save lives. Now he’ll save yours. Protect each other.”
Cogsworth - The Anxious Scout Drone
Where Found: Can be purchased from HamoTech in Adventure 2+ for 150gp, OR found damaged in a Felix Five facility (free but needs repairs)
Appearance: A spherical drone about the size of a soccer ball, made of polished copper with four articulated arms folded against its body. Has a single large optical sensor that acts as an “eye” and constantly swivels. Hovers using a quiet arcane propulsion system.
Personality:
- Nervous and jittery (optical sensor darts around)
- Wants to please but worries about failing
- Hums anxiously when stressed
- Chirps happily when praised
- Afraid of getting damaged again
- Develops attachment to one player (usually whoever repairs/purchases it)
Roleplay Moments:
- Hides behind players during combat
- Scouts ahead nervously: “Chirp? Chirp chirp!” (reporting findings)
- Spins in happy circles when petted
- Dims its light when embarrassed
Cogsworth’s Stats - Level 1-3 (Chunk 1)
Initial Form: “Scout Drone, Basic Model”
- AC: 14 (small and agile)
- HP: Equal to 4x your level + your proficiency bonus
- Speed: 0 ft., fly 40 ft. (hover)
- Stats: STR 4 (-3), DEX 16 (+3), CON 10 (+0), INT 8 (-1), WIS 14 (+2), CHA 7 (-2)
Traits:
- Construct Nature: Doesn’t need to eat, sleep, or breathe. Immune to poison and disease.
- Flyby: Doesn’t provoke opportunity attacks when flying out of enemy reach.
- Scout’s Eye: Can share what it sees with you telepathically within 100 feet.
Actions:
- Zap: Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d4+3 lightning damage.
- Scout (Bonus Action): Flies up to its movement speed and makes a Perception check, sharing results with you.
Cogsworth’s Stats - Level 4-6 (Chunk 2)
Upgraded Form: “Scout Drone, Surveillance Model”
Upgrade Requirements: 250gp + Zephyr’s tinkering (3 days)
What Changes: Enhanced sensors, better power core, defensive countermeasures installed.
- AC: 16 (improved evasion protocols)
- HP: Equal to 6x your level + your proficiency bonus
- Speed: 0 ft., fly 50 ft. (hover)
- Stats: STR 4 (-3), DEX 18 (+4), CON 12 (+1), INT 10 (+0), WIS 16 (+3), CHA 7 (-2)
New Traits:
- Enhanced Optics: Darkvision 60 ft., can see invisible creatures within 30 feet.
- Evasive Maneuvers: If Cogsworth is subjected to an effect that allows a Dex save for half damage, it takes no damage on success and half on failure.
- Recording Protocol: Can record up to 1 hour of audio/visual and play it back.
Improved Actions:
- Zap: +6 to hit, range 40 ft., 1d6+4 lightning damage.
- Flash (Recharge 5-6): Emits bright light in 20-foot radius. All creatures must succeed DC 13 Con save or be blinded until end of their next turn.
- Scout: As before, but now has advantage on Perception checks.
Cogsworth’s Stats - Level 7-10 (Chunk 3)
Final Form: “Scout Drone, Tactical Coordinator”
Upgrade Requirements: 600gp + Professor Elara adds arcane enhancements (5 days)
What Changes: Professor Elara integrates tactical AI and spell-amplification matrices. Cogsworth gains confidence.
- AC: 18 (arcane deflection field)
- HP: Equal to 8x your level + your proficiency bonus
- Speed: 0 ft., fly 60 ft. (hover)
- Stats: STR 6 (-2), DEX 20 (+5), CON 14 (+2), INT 12 (+1), WIS 18 (+4), CHA 10 (+0)
New Traits:
- Tactical Link: All allies within 30 feet of Cogsworth gain +1 to AC and saving throws (it calculates threats and warns them).
- Advanced Sensors: Darkvision 120 ft., blindsight 30 ft., truesight 10 ft.
- Spell Relay: Once per turn when an ally within 30 feet casts a spell, Cogsworth can extend the range by 30 feet.
- Brave Protocol: No longer anxious! Optical sensor steady and confident.
Improved Actions:
- Precision Zap: +7 to hit, range 60 ft., 2d6+5 lightning damage.
- Targeting Laser (Bonus Action): Marks one creature Cogsworth can see. Next attack against that creature has advantage.
- Flash: DC 15 Con save, affects 30-foot radius.
- Emergency Shield (1/day): Creates a dome of force protecting all allies in 10-foot radius, granting +5 AC for 1 minute or until Cogsworth drops to 0 HP.
Special Moment: When fully upgraded, Cogsworth’s chirps sound confident: “Chirp-CHIRP!” (Translation: “I’m ready!”)
Spark - The Curious Repair Spider
Where Found: Adventure 3 - Found in the Cogsworth village Control Center, was part of Felix Five’s monitoring system but decides to defect to the party
Appearance: Eight-legged spider-like construct the size of a cat, made of brass and crystal. Has multiple articulated tool-arms that fold out of its body. Eight optical sensors glow different colors based on mood (blue=calm, red=alert, green=happy, yellow=curious).
Personality:
- Insatiably curious (investigates everything)
- Loves fixing things (follows party fixing their equipment during rests)
- Playful (does little dances, plays with shiny objects)
- Skittish around large threats but brave when protecting friends
- Communicates through light patterns and clicking sounds
- Literally cannot resist examining broken machinery
Roleplay Moments:
- Crawls over players while they sleep, “fixing” their gear
- Dances when finding something interesting
- Spins celebratory webs made of fine wire after victories
- Shares shiny components it finds (usually useful!)
- Makes happy clicking when praised
Spark’s Stats - Level 1-3 (Chunk 1)
Initial Form: “Repair Spider, Prototype”
- AC: 13 (small and metal)
- HP: Equal to 4x your level + your proficiency bonus
- Speed: 30 ft., climb 30 ft.
- Stats: STR 6 (-2), DEX 16 (+3), CON 10 (+0), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)
Traits:
- Construct Nature: Immune to poison, disease.
- Spider Climb: Can climb difficult surfaces, including upside down on ceilings.
- Repair Protocol: During short rest, can repair one item or restore 1d4 HP to a construct ally.
Actions:
- Tools Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 slashing damage.
- Repair (1/day): Touches construct or mechanical object, restoring 2d6 HP or repairing minor damage.
Spark’s Stats - Level 4-6 (Chunk 2)
Upgraded Form: “Repair Spider, Engineering Model”
Upgrade Requirements: 200gp materials + access to Old Rusty’s workshop (Spark upgrades itself! Takes 4 days)
What Changes: Spark finds blueprints and upgrades itself, emerging with better tools, stronger frame, and web-spinning capability.
- AC: 15 (reinforced chassis)
- HP: Equal to 6x your level + your proficiency bonus
- Speed: 35 ft., climb 35 ft.
- Stats: STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 10 (+0)
New Traits:
- Web Spinner: Can create wire webs. As action, target within 20 feet must succeed DC 13 Dex save or be restrained. DC 15 Strength check or deal 10 slashing damage to break free.
- Advanced Repair: During short rest, can restore 2d8 HP to construct or repair moderate damage to equipment.
- Tool Master: Advantage on checks to repair, pick locks, or disable devices.
Improved Actions:
- Tools Slash: +6 to hit, 1d6+4 slashing damage.
- Repair (2/day): Restores 3d6 HP to construct or mechanical object.
- Deploy Upgrade (1/day): Touches ally’s weapon or armor, granting +1 to attack/AC for 1 hour.
Spark’s Stats - Level 7-10 (Chunk 3)
Final Form: “Repair Spider, Master Artificer”
Upgrade Requirements: 500gp + ancient schematics (found during campaign) + 7 days
What Changes: Using ancient technology, Spark achieves near-sentience, developing personality and advanced problem-solving.
- AC: 17 (masterwork construction)
- HP: Equal to 8x your level + your proficiency bonus
- Speed: 40 ft., climb 40 ft.
- Stats: STR 10 (+0), DEX 20 (+5), CON 14 (+2), INT 14 (+2), WIS 16 (+3), CHA 12 (+1)
New Traits:
- Master Engineer: Expertise in all tool-related checks.
- Spell-Storing Web: Can store one 1st-level spell cast into its web, which triggers when creature touches it.
- Contingency Repair (1/day): If owner drops to 0 HP, Spark automatically uses Repair on them as a reaction.
- Multiple Arms: Can work on multiple things at once, performing two object interactions per turn.
Improved Actions:
- Multiattack: Makes two Tools Slash attacks.
- Tools Slash: +7 to hit, 1d8+5 slashing damage.
- Repair (3/day): Restores 5d6 HP to construct/mechanical object or can revive destroyed construct with 1 HP.
- Web Grenade (Recharge 5-6): Throws web ball at point within 40 feet. 15-foot radius, all creatures make DC 15 Dex save or be restrained.
- Emergency Fabrication (1/day): Creates a simple mechanical tool, trap, or device from scrap materials (DM approval required, generally common items).
Special Moment: When fully upgraded, Spark’s eyes all glow bright green and it patterns out in light: “THANK YOU. FRIENDS.” First words!
Animal Companions
Cinder - The Ember Fox
Where Found: Side quest in chunk 1 - rescue from a burning building (set by Felix Five as distraction). Cinder is a normal fox kit at first, but exposure to a HamoTech experimental fire-suppression crystal changes it.
Appearance: A sleek fox with russet fur that has faint glowing ember-patterns along its back and tail. Eyes glow warm orange. Paws are slightly warm to touch. When excited or threatened, small sparks drift from its fur.
Personality:
- Playful and mischievous
- Loves warmth (sleeps near campfires, curls on warm players)
- Curious about fire (can’t resist investigating flames)
- Loyal but independent
- Yips and barks excitedly
- Brings “gifts” (often charred but useful items)
Roleplay Moments:
- Chases own sparks like a kitten with string
- Curls up on players during cold nights (acts as natural heater)
- Ears perk up when fire magic is used
- Playfully steals small items (returns them eventually)
- Leaves small scorch marks where it sleeps
Cinder’s Stats - Level 1-3 (Chunk 1)
Initial Form: “Ember Fox Kit”
- AC: 12 (nimble)
- HP: Equal to 4x your level + your proficiency bonus
- Speed: 40 ft.
- Stats: STR 6 (-2), DEX 15 (+2), CON 12 (+1), INT 6 (-2), WIS 12 (+1), CHA 12 (+1)
Traits:
- Keen Senses: Advantage on Perception checks.
- Warm Aura: Allies within 5 feet have resistance to cold damage.
- Fire Affinity: Resistance to fire damage.
Actions:
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage plus 1d4 fire damage.
- Ember Burst (Recharge 5-6): Releases sparks in 10-foot cone. Creatures must succeed DC 11 Dex save or take 2d6 fire damage (half on success).
Cinder’s Stats - Level 4-6 (Chunk 2)
Evolved Form: “Flame Fox”
How it Happens: During a dramatic moment (maybe saving party from fire), Cinder’s latent magical power awakens.
What Changes: Cinder grows larger (size of a large dog), ember patterns glow brighter, can now partially ignite itself.
- AC: 14 (fiery aura deflects attacks)
- HP: Equal to 6x your level + your proficiency bonus
- Speed: 50 ft.
- Stats: STR 10 (+0), DEX 17 (+3), CON 14 (+2), INT 6 (-2), WIS 14 (+2), CHA 14 (+2)
New Traits:
- Illumination: Can emit bright light in 20-foot radius, dim light 20 feet beyond.
- Heated Body: Creatures that grapple or hit Cinder with unarmed strike take 1d6 fire damage.
- Fire Immunity: Now immune to fire damage.
Improved Actions:
- Bite: +5 to hit, 1d6+3 piercing + 1d6 fire damage.
- Ember Burst (Recharge 5-6): 15-foot cone, DC 13 Dex save, 3d6 fire damage.
- Flame Dash (1/day): Moves up to 60 feet in a line without provoking opportunity attacks, leaving trail of fire. Creatures in path take 2d6 fire damage (DC 13 Dex save for half).
Cinder’s Stats - Level 7-10 (Chunk 3)
Final Form: “Phoenix Fox”
How it Happens: Cinder “dies” protecting the party (drops to 0 HP in dramatic moment) and is reborn from its own ashes, larger and more powerful.
What Changes: Now size of a wolf, wreathed in flames, small phoenix-like crest of fire, wings of flame let it hover briefly.
- AC: 16 (wreathed in protective flames)
- HP: Equal to 8x your level + your proficiency bonus
- Speed: 60 ft., fly 30 ft. (hover, can only fly for 1 minute before needing to land)
- Stats: STR 12 (+1), DEX 19 (+4), CON 16 (+3), INT 8 (-1), WIS 16 (+3), CHA 16 (+3)
New Traits:
- Rebirth (1/week): If Cinder drops to 0 HP, it erupts in flames (20-foot radius, all creatures take 3d6 fire damage, DC 15 Dex save for half) and is reborn at dawn the next day with full HP.
- Aura of Warmth: Allies within 10 feet have resistance to cold and fire damage.
- Phoenix Fire: Cinder’s fire damage ignores fire resistance (but not immunity).
Improved Actions:
- Multiattack: Makes two bite attacks.
- Bite: +6 to hit, 1d8+4 piercing + 2d6 fire damage.
- Phoenix Burst (Recharge 5-6): 30-foot cone, DC 15 Dex save, 5d6 fire damage. Allies in area are healed 2d6 HP instead.
- Flame Dash (2/day): As before but 90 feet and 3d6 fire damage.
- Healing Flames (1/day): Touches an ally, healing them for 4d8+4 HP.
Special Moment: After rebirth, Cinder nuzzles its owner affectionately, eyes glowing brighter than ever before.
Rustle - The Adaptive Moss Creature
Where Found: Found in Adventure 4-6 (chunk 2) in an overgrown HamoTech facility that was abandoned. Rustle is a nature spirit that bonded with HamoTech technology, creating a unique hybrid.
Appearance: A small quadrupedal creature that looks like it’s made of living moss, vines, and small flowers, but has crystal nodes growing from its back and mechanical parts visible beneath the greenery. About the size of a house cat. Eyes are glowing amber crystals. Smells like fresh rain and petrichor.
Personality:
- Peaceful and gentle
- Curious about both nature and technology
- Purrs (sounds like wind through leaves + soft mechanical hum)
- Loves being in sunshine and rain
- Plants small flowers wherever it walks
- Protective of natural spaces
Roleplay Moments:
- Flowers bloom from its back when happy
- Wilts slightly when sad (perks back up with water or affection)
- Crystalline parts chime softly when it moves
- Leaves a trail of small flowers and moss
- Naps in sunbeams
Rustle’s Stats - Level 4-6 (Chunk 2)
Initial Form: “Moss Sprite” (Found at level 4+)
- AC: 13 (natural armor)
- HP: Equal to 6x your level + your proficiency bonus
- Speed: 30 ft., climb 30 ft.
- Stats: STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 16 (+3), CHA 14 (+2)
Traits:
- Plant-Construct Hybrid: Resistant to poison and psychic damage. Needs sunlight and water.
- Photosynthesis: Regains 5 HP when in sunlight for 1 hour.
- Nature’s Growth: Can use action to create difficult terrain (vines and moss) in 10-foot square within 20 feet.
Actions:
- Vine Lash: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1d6+2 bludgeoning damage, target is grappled (escape DC 12).
- Healing Spores (1/day): Releases spores in 10-foot radius. Allies in area regain 2d6 HP.
- Camouflage: As bonus action, becomes invisible while in natural terrain until it moves or attacks.
Rustle’s Stats - Level 7-10 (Chunk 3)
Evolved Form: “Guardian of the Green Circuit”
How it Happens: Exposed to powerful nature magic AND HamoTech energy simultaneously, Rustle fully integrates both aspects.
What Changes: Grows to size of a large dog, more flowers bloom, crystal nodes glow brighter, can now channel spells.
- AC: 16 (bark-like armor with crystal reinforcement)
- HP: Equal to 8x your level + your proficiency bonus
- Speed: 40 ft., climb 40 ft.
- Stats: STR 12 (+1), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
New Traits:
- Regeneration: Regains 10 HP at start of your turn if in sunlight or touching earth.
- Arcane Photosynthesis: Can absorb magic. When spell targets Rustle, can use reaction to absorb it, gaining temporary HP equal to 5x spell level.
- Living Garden: 10-foot radius around Rustle is difficult terrain for enemies, normal terrain for allies, and grants allies +1 AC.
Improved Actions:
- Multiattack: Makes two vine lash attacks.
- Vine Lash: +5 to hit, reach 15 ft., 1d8+3 bludgeoning damage, grapple DC 14.
- Healing Spores (2/day): 20-foot radius, allies regain 3d8 HP, enemies make DC 15 Con save or be poisoned 1 minute.
- Entangle (Recharge 5-6): As the spell, DC 15.
- Nature’s Wrath (1/day): Channels combined nature and arcane energy in 30-foot line. Creatures make DC 15 Dex save, taking 4d8 force damage + 4d8 poison damage (half on save).
Special Moment: When evolved, Rustle blooms with magnificent flowers and its crystals shine like stars: “A perfect harmony of nature and innovation,” Dr. Hamilton observes.
Hybrid Companions
Glitch - The Reformed Felix Five Experiment
Where Found: Adventure 3 or later - A small construct that Felix Five was experimenting on, trying to create loyal soldiers. Glitch developed independence and escapes/is rescued. Initially scared of everyone.
Appearance: Child-sized humanoid construct (3 feet tall) made of mismatched parts - clearly cobbled together from different sources. Has one blue eye and one red eye. Moves jerkily. Body shows signs of damage and repair. Felix Five marks visible but partially scratched off.
Personality:
- Anxious about being “bad” (was told it was defective)
- Eager to prove itself useful
- Jumpy around loud noises
- Desperately wants to belong
- Speaks in short, choppy sentences
- Learns and adapts quickly
Roleplay Moments:
- Flinches at first when approached, slowly becomes more trusting
- Asks “Did I do good?” after helping
- Mimics party members’ gestures
- Draws pictures for party members (adorably crude)
- Has nightmares (system errors) about Felix Five labs
- Protective of other “outcasts”
Character Arc: Glitch represents redemption and the party proving that Felix Five is wrong - beings deserve freedom and choice.
Glitch’s Stats - Level 2-3 (Chunk 1)
Initial Form: “Defective Combat Unit”
- AC: 13 (patchwork armor)
- HP: Equal to 5x your level + your proficiency bonus
- Speed: 25 ft.
- Stats: STR 12 (+1), DEX 10 (+0), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 6 (-2)
Traits:
- Construct Nature: Immune to poison, disease.
- Glitching: At start of each turn, roll d20. On 1, Glitch is stunned until end of turn (malfunctioning). As Glitch levels/heals emotionally, this stops.
- Learning Protocol: After seeing an ability or skill check performed, gains +1 to similar checks for next 24 hours (max +3).
Actions:
- Improvised Strike: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage.
- Defensive Posture (Reaction): When ally within 5 feet is attacked, Glitch can impose disadvantage on that attack.
DM Note: Glitching trait should stop once Glitch feels safe (after a few sessions of kindness).
Glitch’s Stats - Level 4-6 (Chunk 2)
Rebuilt Form: “Liberated Construct”
How it Happens: HamoTech offers to repair Glitch properly. Petra personally oversees the reconstruction, removing Felix Five programming and damaged parts.
What Changes: Glitch gets proper repairs, matching parts, better coordination. More confident. No longer glitching!
- AC: 15 (proper armor plating)
- HP: Equal to 7x your level + your proficiency bonus
- Speed: 30 ft.
- Stats: STR 14 (+2), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)
New Traits:
- Adaptive Combat: No longer glitching! After seeing combat tactic, can replicate it.
- Loyal Guardian: Advantage on saving throws while within 10 feet of an ally.
- Quick Learner: Proficiency in two skills of owner’s choice (represents learning from party).
Improved Actions:
- Integrated Blade: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage.
- Protective Intervention: Reaction, when ally within 5 feet is hit, Glitch can take the damage instead.
- Helping Hand (Bonus Action): Grants ally advantage on next ability check or attack roll.
Personality Change: More confident, speaks in full sentences, calls party “my family.”
Glitch’s Stats - Level 7-10 (Chunk 3)
Final Form: “Hero of Their Own Story”
How it Happens: Glitch’s bravery and growth earns Dr. Hamilton’s respect. He offers Glitch a complete rebuild with top-tier HamoTech components - but only if Glitch wants it. “You deserve to choose who you become.”
What Changes: Glitch accepts and becomes a beautiful, unique construct - still shows their history but now proud of it.
- AC: 17 (masterwork armor with meaningful dents kept as reminders)
- HP: Equal to 9x your level + your proficiency bonus
- Speed: 35 ft.
- Stats: STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 12 (+1), WIS 14 (+2), CHA 14 (+2)
New Traits:
- Unshakeable Loyalty: Immune to being charmed or frightened. Advantage on saves against being controlled.
- Inspiring Presence: Allies within 10 feet gain +1 to attack rolls and saving throws.
- Adaptive Evolution: Can use Help action as bonus action. Additionally, can grant ally within 30 feet advantage on save (Recharge 5-6).
- Heroic Resolve (1/day): If Glitch would drop to 0 HP, instead drops to 1 HP and gains temporary HP equal to your level.
Improved Actions:
- Multiattack: Makes two Integrated Blade attacks.
- Integrated Blade: +5 to hit, 2d6+3 slashing damage.
- Protective Barrier (Recharge 5-6): Creates 20-foot radius energy shield. Allies inside gain +3 AC and resistance to all damage until start of Glitch’s next turn.
- Rallying Cry (1/day): All allies within 30 feet gain temporary HP equal to Glitch’s level + 10 and advantage on next attack roll.
Special Moment: Glitch’s eyes both turn bright blue (matching Petra’s). “I am not defective. I am Glitch. I am free. I am hero!”
Mysterious Companions
Whisper - The Phase Cat
Where Found: Simply appears one day, following the party. No one knows why. Whisper chooses the party, not the other way around.
Appearance: A sleek black cat with silver markings that shift like liquid mercury. Sometimes partially transparent. Eyes are solid silver with no pupils. Doesn’t always fully exist in this plane - occasionally phases through solid objects accidentally.
Personality:
- Aloof and mysterious
- Acts like a cat: does what it wants
- Seems to know things it shouldn’t
- Affectionate on its own terms
- Appears and disappears at will
- Definitely judging everyone
- May or may not be a powerful entity slumming it
Roleplay Moments:
- Walks through walls casually
- Sits on the most important documents
- Knocks things over just to watch them fall
- Purrs only for specific party members (its favorites)
- Sometimes phases out mid-pet
- Brings “gifts” from other planes (weird but valuable)
Mystery: Whisper is never fully explained. Is it a familiar? A planar being? A god’s pet? An ancient guardian? Let players speculate!
Whisper’s Stats - Level 1-3 (Chunk 1)
Initial Form: “Phase Cat”
- AC: 14 (partially incorporeal)
- HP: Equal to 4x your level + your proficiency bonus
- Speed: 40 ft.
- Stats: STR 6 (-2), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)
Traits:
- Incorporeal Movement: Can move through creatures and objects as if difficult terrain. Takes 1d10 force damage if ends turn inside object.
- Phase Shift (Recharge 5-6): As bonus action, becomes fully incorporeal until end of turn. Can’t be hit by attacks, passes through everything.
- Mysterious Nature: Can’t be targeted by divination spells.
Actions:
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 slashing damage plus 1d6 force damage (phases through armor).
- Vanish: As bonus action, becomes invisible until end of next turn or until it attacks.
Whisper’s Stats - Level 4-6 (Chunk 2)
Evolved Form: “Astral Stalker”
What Changes: Whisper becomes more solid as its bond with the party strengthens, but gains more planar abilities.
- AC: 16 (phased armor)
- HP: Equal to 6x your level + your proficiency bonus
- Speed: 50 ft., can walk on walls and ceilings
- Stats: STR 8 (-1), DEX 20 (+5), CON 14 (+2), INT 14 (+2), WIS 18 (+4), CHA 16 (+3)
New Traits:
- Planar Awareness: Can detect creatures within 60 feet, including invisible and ethereal ones.
- Nine Lives (Resets after long rest): When Whisper would drop to 0 HP, instead drops to 1 HP. Can happen 3 times per long rest.
- Phase Through: Can take an ally with it when using Incorporeal Movement (ally becomes incorporeal too while holding Whisper).
Improved Actions:
- Claw: +7 to hit, 1d6+5 slashing + 1d8 force damage.
- Phase Strike (Recharge 5-6): Teleports up to 30 feet and makes claw attack with advantage. If hits, target is stunned until end of their next turn.
- Astral Jaunt (1/day): Whisper and up to 4 willing creatures it touches become ethereal for 1 minute, moving through objects and avoiding attacks.
Whisper’s Stats - Level 7-10 (Chunk 3)
Final Form: “Guardian Between Worlds”
What Changes: Whisper reveals its true nature (somewhat) - an ancient guardian that was waiting for worthy allies. Still acts like a cat though.
- AC: 18 (phased between planes)
- HP: Equal to 8x your level + your proficiency bonus
- Speed: 60 ft., fly 30 ft. (hovering), can walk on any surface
- Stats: STR 10 (+0), DEX 22 (+6), CON 16 (+3), INT 16 (+3), WIS 20 (+5), CHA 18 (+4)
New Traits:
- Planar Anchor: Allies within 30 feet can’t be banished, teleported unwillingly, or pulled to other planes without Whisper’s permission.
- Legendary Resistance (1/day): Can choose to succeed on a failed save.
- True Sight: Can see in darkness, see invisible creatures, detect illusions, and see into the Ethereal Plane (60 feet).
- Nine Lives: Can trigger up to 5 times per long rest.
Improved Actions:
- Multiattack: Makes three claw attacks.
- Claw: +8 to hit, 1d8+6 slashing + 2d8 force damage.
- Reality Tear (Recharge 5-6): Creates a rift in space. 20-foot line, creatures must succeed DC 16 Dex save or take 4d10 force damage and be teleported to random space within 30 feet.
- Planar Aegis (1/day): Creates a shimmering barrier around all allies within 30 feet. For 1 minute, allies have resistance to all damage and advantage on all saves.
- Between Worlds (1/day): Teleports self and up to 6 allies up to 1 mile to a location Whisper has seen before.
Special Moment: When fully evolved, Whisper finally speaks (telepathically): “You were worth the wait.” Then immediately demands food. Still a cat.
Upgrade System
How Upgrades Work
Method 1: Level-Based (Automatic)
- Companions automatically upgrade when party reaches new level tier
- No cost, just narrative moment
- “As you grow stronger, so does your bond with [companion]”
Method 2: Quest-Based
- Find special materials/schematics during adventures
- Take companion to specialist NPC (costs gold + time)
- More involved but more rewarding
Method 3: Hybrid (Recommended)
- First upgrade: Automatic (bond strengthens)
- Second upgrade: Quest + Resources (meaningful investment)
Upgrade Costs Summary
Level 1-3 → Level 4-6:
- Mechanical: 200-250gp + 3-4 days
- Animal/Hybrid: Quest-based or 150gp + special item
- Mysterious: Automatic (narrative)
Level 4-6 → Level 7-10:
- Mechanical: 500-600gp + 5-7 days + rare component
- Animal/Hybrid: Major quest or 400gp + very rare component
- Mysterious: Automatic with dramatic story beat
NPCs Who Can Help Upgrade
- Zephyr (HamoTech): Mechanical companions, fast worker
- Old Rusty: Any construct, knows ancient techniques
- Dr. Hamilton: Final tier upgrades, personal attention
- Professor Elara: Magical/hybrid companions
- Echo: Constructs with spiritual aspect
- Petra: Can bless companions, grant defensive upgrades
Companion Death & Revival
If a Companion Dies
Mechanical Companions:
- Can be repaired if body is recovered
- Cost: 50% of upgrade cost
- Time: 3 days
- Memories/personality intact if core is undamaged
Animal Companions:
- Require resurrection magic (Revivify, Raise Dead, etc.)
- OR can find a nature spirit to help (quest)
- More expensive/difficult than constructs
Hybrid/Mysterious:
- Varies by type
- Glitch: Repairable like construct
- Rustle: Regrows from seeds over 7 days
- Whisper: Has nine lives, then… returns anyway mysteriously
DM Note: Don’t make companion death meaningless, but also don’t punish players too harshly. Companions are beloved!
Mixing Companions
“Can I have Bolt AND Cogsworth?”
Option 1 - One Primary:
- One companion is “active” (full stats, acts in combat)
- Others are “inactive” (provide narrative benefits only)
- Can switch during long rest
Option 2 - Shared Power:
- Can have multiple but they share HP pool
- Divide HP among all active companions
- Reduces power but more options
Option 3 - Support Only:
- One combat companion (full stats)
- Others are support (can use Help action, provide skills, but don’t fight)
Recommended: One primary combat companion + one support companion max. Keeps combat manageable.
Using Companions in Roleplay
During Adventures
- Companions can scout, carry items, provide comic relief
- NPCs react to them (some love Bolt, others fear Whisper)
- Can be used for stealth, distraction, or social encounters
- Felix Five agents recognize and target HamoTech constructs
During Downtime
- Need care and maintenance
- Can train, learn tricks, develop personalities
- Build relationships with NPCs
- Provide comfort and companionship
Story Integration
- Companions have preferences and opinions
- React to Felix Five (fear, anger, protective)
- Bond with party members individually
- Can be targets or motivations for plots
Quick Reference Table
| Companion | Type | Best For | Starting Level | Personality |
|---|---|---|---|---|
| Bolt | Mechanical | Support/Healing | 1-3 | Loyal, Helpful |
| Cogsworth | Mechanical | Scouting/Utility | 1-3 | Anxious, Eager |
| Spark | Mechanical | Repair/Control | 1-3 | Curious, Playful |
| Cinder | Animal/Magic | Damage/Fire | 1-3 | Mischievous, Warm |
| Rustle | Hybrid | Healing/Control | 4-6 | Peaceful, Protective |
| Glitch | Hybrid | Tank/Support | 2-3 | Anxious→Brave |
| Whisper | Mysterious | Damage/Utility | 1-3 | Aloof, Mysterious |
Remember: Companions should enhance the fun, not complicate it. Adjust stats as needed to keep things balanced and enjoyable!
Most Important: Let players love and bond with their companions. That emotional investment makes your campaign unforgettable!