TEXT: How To Train Your 
  Companion
  Volume II
  A continued guide for trainers on how to train their 
  companions
  By James John
  
  Thank you
       Thank you for downloading this docu-
  ment. I hope you fi nd this useful and fun to 
  incorporate into your home games as much 
  as I have in over the years. It took some 
  time to compile my game notes and refi ne 
  them with study and research. If you en-
  joy this text please let me know what you 
  would like to see added to this or another 
  creature manual. 
       
  In this expansion I have included the nec-
  essary feats and skills for training your 
  Oozes, Ghosts and Beholders.
       If you would like to contact me of follow 
  one of my social media then follow the links 
  bellow. 
  Contact Info:
  Creator: James John
  Email: plaewud@gmail.com
  Instagram: @DMJJ14
  Twitter: @DMJJ14
  ko-fi .com/jamesjohn
  DUNGEONS &amp; DRAGONS, D&amp;D, Wizards of the Coast, Forgotten Realms, the dragon amper-
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  4 T e Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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  How to Train Your Companion II 
  2
  Table of Contents
  Table of Contents......................................2
  Legal.........................................................2
  Contact information..................................2
  Aberration Trainer...............................3-10
  Beholder Class.......................................4-8
   
  Eye Rays......................................6-8
  Beholder Stats.....................................9-10
  Ghost Trainer....................................11-17
  Ghost Class.......................................12-14
   
  Sublcass: Possession.....................14
   
  Sublcass: Wraith...........................15
   
  Ghost Stats..............................16-17
  Ooze Trainer......................................18-26
  Ooze Class.........................................21-23
   
  Maneuvers...............................22-23
   
  Feats.............................................23
  Ooze Stats.........................................24-26
   
  Arcane Ooze..................................24
   
  Black Pudding...............................25
   
  Gelatinous Cube...........................25
   
  Gray Ooze.....................................26
   
  Ochre Jelly....................................26
  Magical Items....................................27-29
  Additional Creature Stats...................30-35
   
  Awakened Sappling.......................30
   
  Awakened Shrub...........................30
   
  Wood Woad...................................31
   
  Displacer Beast.............................32
   
  Mimics.....................................33-35
  
  Aberrations
       There are a large and eclectic array of 
  Aberrations with little in common with be-
  tween the variations of aberrations; how-
  ever, choosing to train an aberration may 
  prove to be more of a curse or self fulfi lling 
  prophecy of death than an opportunity to 
  power. 
  Aberration Trainer Feat
       Taking this feat allows you to add your 
  profi ciency to your Aberrations AC, to hit 
  rolls, and any profi centy to skills your aber-
  ration may  have. Additionally you can com-
  mand your aberration with a bonus action. 
       This Feat signifi es all the long hours and 
  hard work your character has performed to 
  study the lore, history and physiology of the 
  various aberrations. Taking this feat is no 
  small task as each aberration is a sentient 
  and intelligent creature that does not have 
  to listen to the whims or commands of what 
  it deems as lesser beings to itself. An ab-
  erration may join your party because you 
  are in a foreign land and it thinks that you 
  cannot take care of yourself, may think that 
  you are food and just keeping you around 
  until it is hungry, treats you like a pet but 
  you are unaware, or simply fi nds the an-
  tics of your group fascinating and wants to 
  study the mating habits of humanoids.
  Acquiring an Aberration    
       It is no small task to fi nd and collect an 
  aberration, most are already in their adult 
  forms when they travel to, or fi nd their way 
  to the realm you call home. On very rare oc-
  casions will you fi nd a juvenile or young ab-
  erration that you can steal away and train 
  before it is fully indoctrinated into its home 
  culture and beliefs. 
  Most aberrations will kill a renegade of stray 
  aberration that they fi nd being controlled by 
  humanoids.
  Convincing an Aberration            
       To calculate the DC of convincing an ab-
  erration to join your party or cause is very 
  high, there are some races of aberrations 
  that are easier to convince than others, but 
  it is still possible. You will have to make a 
  series of checks to gain the trust, or fear of 
  most aberrations
  Abberation Trainer
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  3
  
  D8’s, Large D10’s, Huge D12’s.
  Hit Points at 1st LeveI: 8 + Beholders Con-
  stitution modifi er.
  Hit Points at Higher Level: Hit dice (or av-
  erage) + your Beholders Constitution modi-
  fi er per  Eye Tyrant class level after 1st
  Proficiencies                           
  Armors: None
  Weapons: None
  Tools: None
  Saves: Wisdom
  Skills: Perception 
  Attacks                                         
       Each Turn A Beholder can bake a Bite 
  attack and an eye ray attack on their turn. 
  Eye ray attacks are not chose, but random. 
  As your beholder gains more eye rays, de-
  cide on a proper method for choosing a ran-
  dom eye attack. 
  Eye Rays                                         
     Starting at 1st level, a beholder begins 
  with two eye rays. Each one is random, but 
  cannot be the same as one it already has. 
  Each eye stock counts as a magical attack 
  (Spellcasting modifi er Charisma) and is sub-
  ject to the beholders antimagic cone. Each 
  eye stock has a 120 ft. range and can target 
  one creature. 
  Bite                                                   
     At 1st-level, this beholder can use their 
  attack action to perform a bite attack, 5ft. 
  reach,  dealing 2d6+STR piercing damage. 
  Natural Armors                          
       Each Beholder has natural armor as fol-
  lows.
  Tiny. 10+ DEX
  Small. 11+ DEX
  Medium. 13+DEX
  Large. 15+ DEX
  Huge. 15+DEX (The Size of these Behold-
  ers makes them easier to hit, although their 
  hide is slightly stringer than their smaller 
  counterparts.
  Intelligence
       Prove that you have the required skill to 
  conduct discourse with the aberration 
  Intelligence history, or arcana check against 
  DC = Aberrations Intelligence + 10
  Strength
     Prove that you cannot easily be killed 
  by the aberration with an Intimidation 
  (strength based or charisma) against DC = 
  10+ aberrations Strength modiﬁ er.
  Deception
      Prove your wisdom through the aberra-
  tions deceptions with a Wisdom (perception, 
  or insight) against the DC = 10 + aberra-
  tions wisdom.
  Battle
  If after all of these checks you best of suc-
  ceed at convincing the aberration, it still 
  may try to kill you requiring you to battle 
  the aberration into submission. 
  Beholders
       Beholders are the epitome of xenopho-
  bia and narcissism, each beholder believes 
  that they are the perfection of what it means 
  to be a beholder. Some will, at times, head 
  down the path of Eye Tyrant and enslave 
  creatures into their service to help these be-
  holders with whatever their internal machi-
  nations can fathom. 
       As you accompany a beholder on their 
  quest for domination, power, or control you 
  may fi nd strange occurrences happening 
  around you and your party members. It is 
  important to remember that a beholder is 
  not natural to this realm and causes small 
  disturbances wherever they go. You may 
  see these happen from time to time, slime 
  covering objects, tentacles appearing out of 
  the shadows, time or gravity acting strange, 
  or the intense feeling of being watched. 
  Whatever fate happens between you and 
  your beholder is of your own doing allowing 
  a creature of this kind to follow you in your 
  adventuring party. 
  Eye Tyrant
     A Medium Beholders gain the following 
  benefi ts.
  HIT POINTS                                             
  Hit Dice: d8’s, unless the Beholder is a 
  different size, then its Hit Dice are relative 
  to its size: Tiny d4’s, Small, D6’s, Medium 
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  How to Train Your Companion II 
  4
  
  If your DM allows, you can use the Op� onal or 
  Alternate Eye Ray charts for your Beholder. 
   
  Eye Tyrant Class
  Lv
  Prof
  Abili� es
  1
  +2
  Eye Rays, Bite
  2
  +2
  3
  +2
  Addi� onal Eye Ray
  4
  +2
  Ability Score Increase
  5
  +3
  Extra Eye a� ack (1)
  6
  +3
  Bouyant Body
  7
  +3
  Addi� onal Eye Ray
  8
  +3
  Summon Slime
  9
  +4
  Ability Score Increase
  10
  +4
  Addi� onal Eye Ray
  11
  +4
  An� magic Gaze
  12
  +4
  Tyrants Grasp
  13
  +5
  Addi� onal Eye Ray
  14
  +5
  Ability Score Increase
  15
  +5
  Extra Eye A� ack (2)
  16
  +5
  Addi� onal Eye Ray
  17
  +6
  Ability Score Increase
  18
  +6
  Spacial Eye
  19
  +6
  Addi� onal Eye Ray
  20
  +6
  Eye Tyrant
  Additional Eye ray                  
      Starting at 3rd level the beholder learns 
  how to harness its internal energies to the 
  far realms to learn an additional eye ray 
  ability. Roll on the eye ray table until you 
  roll a new eye ray, and your beholder learns 
  that ability.
       A Beholder Gains additional Eye Rays at 
  7th, 10th, 13th, 16th, and 19th levels. 
  Extra Eye Attack                      
       At 5th-level, a Beholder begins to master 
  the use of their eye ray abilites gaining the 
  abiltiy to make one additional (2) eye ray at-
  tacks on their turn. 
       Beholders Gain this ability again at 
  15th-level, giving them three eye ray attacks 
  on their turn. 
  Boyant Body                                
       At 6th-level, a Beholder can use the spell 
  Feather fall on its self as a reaction.
  Summon Slime                          
       Starting at 8th-level, Your Beholders 
  Connection to the Far realm, has begun to 
  seep through to the material realm. As a bo-
  nus action, at a point your Beholder can see 
  within 120 ft. can summon a 50 ft. by 50 ft. 
  square of slime that covers the ground and 
  wrappes up surfaces and around corners. 
  Your Beholder regains the use of this ability 
  after a long rest. 
       Floors and walls covered in this slime are 
  considered rough terrain.
  Antimagic Gaze                        
       At 11th-level, a beholder’s central eye 
  creates an area of antimagic, as in the anti-
  magic fi eld spell, in a 150-foot cone. At the 
  start of each of its turns, the beholder de-
  cides which way the cone faces and whether 
  the cone is active. The area works against 
  the beholder’s own eye rays.
  Tyrants Grasp                          
      Starting at 12th-level, once per long rest 
  a Beholder can cast Arms or Hadar, as a bo-
  nus action cast at 3rd level, centered on a 
  point it can see within 120 ft.
  Spacial Eye                                    
      At 18th-level, as a bonus action a Be-
  holder can create an eye on any nonmagical 
  surface it can see. This eye acts as one of 
  the Beholders eye stocks for this round, al-
  lowing this eye to use one of the Beholders 
  Eye ray attacks this turn. 
  Eye Tyrant                                 
      At 20th-level, As a bonus action a Behold-
  er can cast Dominate Beast on a creature it 
  can see within range, at 9th level, once per 
  long rest.
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  5
  
  Paralyzing Ray. The targeted creature 
  must succeed on a Constitution saving 
  throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the 
  end of each of its turns, ending the effect 
  on itself on a success.
  Death Ray. The targeted creature must 
  succeed on a Dexterity saving throw or 
  take a number of d10’s equal to half the 
  beholders level (rounded down, minimum 
  1) in necrotic damage. The target dies if the 
  ray reduces it to 0 hit points.
  Enervation Ray. The targeted creature 
  must make a Constitution saving throw, 
  taking a number of d8’s equal to half the 
  beholders level (rounded down, minimum 
  1) in necrotic damage on a failed save, or 
  half as much damage on a successful one. 
  Sleep Ray. The targeted creature must 
  succeed on a Wisdom saving throw or fall 
  asleep and remain unconscious for 1 min-
  ute. The target awakens if it takes dam-
  age or another creature takes an action 
  to wake it. This ray has no effect on con-
  structs and undead.
  Petriﬁ cation Ray. The targeted creature 
  must make a Dexterity saving throw. On a 
  failed save, the creature begins to turn to 
  stone and is restrained. It must repeat the 
  saving throw at the end of its next turn. 
  On a success, the effect ends. On a failure, 
  the creature is petrifi ed until freed by the 
  greater restoration spell or other magic.
  Disintegration Ray. If the target is a crea-
  ture, it must succeed on a Dexterity sav-
  ing throw or take a number of d8’s equal 
  to half the beholders level (rounded down, 
  minimum 1) in force damage. If this dam-
  age reduces the creature to 0 hit points, 
  its body becomes a pile of fi ne gray dust.
  If the target is a Large or smaller nonmag-
  ical object or creation of magical force, it is 
  disintegrated without a saving throw. If the 
  target is a Huge or larger object or creation 
  of magical force, this ray disintegrates a 
  10-foot cube of it.
  Eye Rays
  Fear Ray. The targeted creature must 
  succeed on a Wisdom saving throw or be 
  frightened for 1 minute. The target can 
  repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a 
  success.
  Slowing Ray. The targeted creature must 
  succeed on a Dexterity saving throw. On a 
  failed save, the target’s speed is halved for 
  1 minute. In addition, the creature can’t 
  take reactions, and it can take either an 
  action or a bonus action on its turn, not 
  both. The creature can repeat the saving 
  throw at the end of each of its turns, end-
  ing the effect on itself on a success.
  Telekinetic Ray. If the target is a crea-
  ture, it must succeed on a Strength saving 
  throw or the beholder moves it up to 30 
  ft. in any direction. It is restrained by the 
  ray’s telekinetic grip until the start of the 
  beholder’s next turn or until the beholder 
  is incapacitated.
  If the target is an object weighing 300 
  pounds or less that isn’t being worn or 
  carried, it is moved up to 30 ft. in any 
  direction. The beholder can also exert fi ne 
  control on objects with this ray, such as 
  manipulating a simple tool or opening a 
  door or a container.
  Charm Ray. The targeted creature must 
  succeed on a Wisdom saving throw or be 
  charmed by the beholder for 1 hour, or un-
  til the beholder harms the creature.
  Standard Eye Rays
  D10
  Eye Ray
  1
  Fear
  2
  Slowing
  3
  Telekine� c
  4
  Charm
  5
  Paralyzing
  6
  Death
  7
  Enerva� on
  8
  Sleep
  9
  Petriﬁ ca� on
  10
  Disinigra� on
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  How to Train Your Companion II 
  6
  
  Optional Gazes                       
  Mirage Energy Cone. The Beholder’s Eye 
  emits a 150- foot cone of invisible illusion-
  ary energy. within the cone looks, sounds, 
  smells, and even feels like some other sort 
  of terrain. The terrain’s general shape re-
  mains the same, however. Open fi elds or a 
  road could be made to resemble a swamp, 
  hill, crevasse, or some other diffi cult or im-
  passable terrain. A pond can be made to 
  seem like a grassy meadow, a precipice like 
  a gentle slope, or a rock-strewn gully like a 
  wide and smooth road.
      Similarly, you can alter the appearance 
  of structures, or add them where none are 
  present. The spell doesn’t disguise, conceal, 
  or add creatures.
     The illusion includes audible, visual, 
  tactile, and olfactory elements, so it can 
  turn clear ground into diffi cult terrain (or 
  vice versa) or otherwise impede movement 
  through the area. Any piece of the illusory 
  terrain (such as a rock or stick) that is re-
  moved from the spell’s area disappears im-
  mediately.
         Creatures with truesight can see through 
  the illusion to the terrain’s true form; how-
  ever, all other elements of the illusion re-
  main, so while the creature is aware of the 
  illusion’s presence, the creature can still 
  physically interact with the illusion.
  Negative Energy Cone. The Beholder’s cen-
  tral eye emits an invisible, magical 150-foot 
  cone of negative energy. At the start of each 
  of its turns, the Beholder decides which way 
  the cone faces and whether the cone is ac-
  tive.
       Any creature in that area can’t regain hit 
  points. Any humanoid that dies there be-
  comes a zombie under the Beholder’s com-
  mand. The dead humanoid retains its place 
  in the initiative order and animates at the 
  start of its next turn, provided that its body 
  hasn’t been completely destroyed.
  Power Eye Stun. The Beholder’s central eye 
  emits an invisible, magical 150-foot cone 
  of  enchanting energy. The Beholder’s eye 
  emits a power that can overwhelm the mind 
  of one creature it can see (weakest) within 
  range, leaving it dumbfounded. If the target 
  has 150 hit points or fewer, it is stunned. 
  Otherwise, the spell has no effect.
       The stunned target must make a Consti-
  tution saving throw at the end of each of its 
  turns. On a successful save, this stunning 
  effect ends.
  Optional Eye Rays                        
       Below is a list of possible eye rays for 
  your beholder to have seperate from what 
  a traditional beholder will have in the Mon-
  ster Manual.
  D10
  Op� omnal Eye Ray
  1
  Aversion
  2
  Acid
  3
  Psychic
  4
  Stunning
  5
  Push
  6
  Devour Magic
  7
  Fire
  8
  Dazing
  9
  Frost
  10
  Ligh� ng
  Acid Ray. The targeted creature must suc-
  ceed on a Dexterity saving throw or take 
  acid damage equal to half the beholders lev-
  el (rounded down) in d6’s.
  Aversion Ray. The targeted creature must 
  make a Charisma saving throw. On a failed 
  save, the target has disadvantage on attack 
  rolls for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Dazing Ray. The targeted creature must 
  succeed on a Wisdom saving throw or be 
  charmed until the start of the Beholder’s 
  next turn. While the target is charmed in 
  this way, its speed is halved, and it has dis-
  advantage on attack rolls.
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  How to Train Your Companion II 
  7
  
  Additional Eye Rays              
       Unless otherwisre indicatied, an alter-
  nate ability has the same range as teh eye 
  ray it is replaceing, and it affects only one 
  creature per use (even if the ability is based 
  ona spell that normally affects an area or 
  multiple targets). The saving throw for an 
  alternative ability uses the same DC and 
  the same ability score as the spell the eye 
  ray is based on. 
  d20
  Eye Ray
  d20
  Eye Ray
  1
  Banishment
  11
  Circle of Death
  2
  Confusion
  12
  Feeblemind
  3
  Chain Ligh� ng
  13
  Eye Bite
  4
  Create Undead
  14
  Polymorph
  5
  Geaseous Form
  15
  Moon Beam
  6
  Modify Memory
  16
  Silence
  7
  O� o’s Irresistable 
  Dance
  17
  Wall of Ice
  8
  Blindness/Deaf-
  ness
  18
  Misty Step
  9
  Bestow Curse
  19
  Sleet Storm
  10
  Geas
  20
  Wall fo Force
  Circle of Death. 10 ft. rediau sphere; d6’s 
  equal to half the beholders level rounded 
  down.
  Chain lighting. primary target takes d8’s 
  equal to half the beholders level rounded 
  down; two secondary targets within 30 feet 
  of the primary target take half damage.
  Create undead. usable regarless of time or 
  day.
  Geasus Form. Self or willing creature only.
  Misy Step. Self or willing creature only. 
  Sleet Storm. one 10 ft. cube.
  Wall of force. 1 min; 10 ft. square panel
  Wall of ice. 1 min; 10 ft. square panel.
  For additional rules, please read pg. 12 of Volo’s 
  Guide to Monsters.
  Devour Magic Ray. The targeted creature 
  must succeed on a Dexterity saving throw or 
  have one of its magic items lose all magical 
  properties until the start of the Beholder’s 
  next turn. If the object is a charged item, it 
  also loses 1d4 charges. Determine the af-
  fected item randomly, ignoring single-use 
  items such as potions and scrolls.
  Fire Ray. The targeted creature must suc-
  ceed on a Dexterity saving throw or take fi re 
  damage equal to half the Beholders level 
  (rounded down) in d10’s.
  Frost Ray. The targeted creature must suc-
  ceed on a Dexterity saving throw or take 
  cold damage equal to half the beholders lev-
  el (rounded down) in d6’s.
  Lighting Ray. The targeted creature must 
  succeed on a Dexterity saving throw or take 
  lighing damage equal to half the Beholders 
  level (rounded down) in d8’s.
  Psychic Ray. The target must succeed on 
  an Intelligence saving throw or takea num-
  ber of d6’s equal to half the beholders level 
  (rounded down)in psychic damage.
  Pushing Ray. The targeted creature must 
  succeed on a Strength saving throw or be 
  pushed up to 15 feet directly away from the 
  Beholder and have its speed halved until 
  the start of the Beholder’s next turn.
  Stunning Ray. The targeted creature must 
  succeed on a Constitution saving throw or 
  be stunned for 1 minute. The target can re-
  peat the saving throw at the start of each 
  of its turns, ending the effect on itself on a 
  success.
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  How to Train Your Companion II 
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  How to Train Your Companion II 
  9
  
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  How to Train Your Companion II 
  10
  
  Ghost Feat
    Having scoured the arcane halls, or wan-
  dered upon a necronomicon, you have 
  learned the secrets to acquiring and training 
  ghosts, specters, poltergeists and whisps
  Speaker of the dead Feat
      When you fi nd a undead (ghost), that 
  is haunting a location, or people, you have 
  learned how to speak with the souls of these 
  sorrowful creatures and persuade them to 
  haunt (follow) you and be an aid in their af-
  terlife. 
      A ghost that follows you gains a bonus 
  to their AC, to hit, skills, and saves equal to 
  your profi ciency modifi er. Ghosts will also 
  gain the benefi ts of the ghost class as they 
  progress along this path.  
  Ghosts
      Ghosts are those creatures that symbol-
  ize perpetual agony and stubbornness at 
  the same time. Many ghosts inhabit the ma-
  terial plane because they still have a mis-
  sion, or goal they wish to fulfi ll before they 
  transcend to the other side. Depending on 
  how your DM rules ghosts, they can either 
  be immortal plagues on the living world, or 
  fragile entities that cling to the remnants of 
  their mortal coil. 
  Ghosts as Companions
       Ghosts cannot be healed by cure wounds 
  or other healing spells, and they are suscep-
  tible to the passing cleric to banish them or 
  disintegrate them with radiant energy. Al-
  though a Ghost is not susceptible (weak) to 
  radiant damage, if they suffer enough radi-
  ant damage (upto the DM) then their spir-
  it cannot maintain their form and energies 
  fade into the ether of existence to be reused 
  in another form. A ghost can still use their 
  hit dice to recover hit points during a short 
  rest and regain all hit points during a long 
  rest. 
      Rarely will you fi nd a person who has bar-
  tered their soul to a celestial, or fi end still 
  roaming the material plain as their soul has 
  already been claimed, if a ghost who has 
  bartered their soul still remains then rest 
  assured that those who own it will come 
  looking. 
  Ghost Trainer
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  How to Train Your Companion II 
  11
  
  Languages Any languages it knew in lif-
  Withering Touch                           
      At 1st-level, a ghost has the ability to per-
  form a touch attack (dexterity to hit) dealing 
  1d6 necrotic damage plus the ghosts charis-
  Creating a Ghost
  There are few souls that have the 
  strength to persist after their mortal coil 
  has withered away to the power of death, 
  those who have the ability to persist have a 
  passion or desire to fi nish a task they must 
  complete before they move on (Up to the 
  DM to decide). These creatures are typically 
  higher in Charisma is they persuade death 
  to let them stay. 
   
  When a creature dies and turns into 
  a ghost they gain the benefi ts of the fi rst 
  level of the Ghost class; however whatever 
  their stats were in life have changed(Str-4, 
  Dex+1, Cha+2), they gain the following:
  Ghost Class
  Ghosts gain the following benefi ts. 
  HIT POINTS                                             
  Hit Dice: d8’s, unless the ghost is a sen-
  tient creature, then its Hit Dice are relative 
  to its size: Tiny d4’s, Small, D6’s, Medium 
  D8’s, Large D10’s, Huge D12’s.
  Hit Points at 1st LeveI: 8 + your Ghosts 
  Constitution modifi er.
  Hit Points at Higher Level: Hit dice (or av-
  erage) + your Ghosts Constitution modifi er 
  per Ghost class levIe after 1st
  Proficiencies                                        
  Armors: None
  Weapons: None
  Tools: None
  Saves: None
  Skills: None  
  Ghost Body                                                
    At 1st-level a ghost gains the following 
  benefi ts:
  Its movement speed becomes 0 ft. and gains 
  a ﬂ ying (Hover) speed of 40 ft.
  Damage Resistances. Acid, Fire, Lightning, 
  Thunder; Bludgeoning, Piercing, and Slash-
  ing from Nonmagical Attacks
  Damage Immunities Cold, Necrotic, Poison
  Condition Immunities Charmed, Exhaus-
  tion, Frightened, Grappled, Paralyzed, Pet-
  rifi ed, Poisoned, Prone, Restrained
  Senses Darkvision 60 ft.( if it didn’t already 
  have this ability)
  Ghost Class
  Lv
  Prof
  Ability
  Touch
  1
  +2
  Incorporeal Movement, 
  Withering Touch, Ghost Body
  1d6
  2
  +2
  1d6
  3
  +2
  Subclass Feature
  2d6
  4
  +2
  Ability Score Increase
  2d6
  5
  +3
  Etherialness
  2d6
  6
  +3
  3d6
  7
  +3
  Ethereal Sight
  3d6
  8
  +3
  Subclass Feature
  3d6
  9
  +4
  Horrifying Visage
  3d6
  10
  +4
  4d6
  11
  +4
  Ability Score Increase
  4d6
  12
  +4
  4d6
  13
  +5
  Subclass Feature
  4d6
  14
  +5
  Invisible Movement
  5d6
  15
  +5
  Ability Score Increase
  5d6
  16
  +5
  5d6
  17
  +6
  Subclass Feature
  5d6
  18
  +6
  Ability Score Increase
  6d6
  19
  +6
  Ectoplasm
  6d6
  20
  +6
  6d6
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  12
  
  ma modifi er. The damage increases to 2d6 
  at 3rd level, 3d6 at 6th level, 4d6 at 10th, 
  5d6 at 14th, and 6d6 at 18th level . 
  Incorpreal Movement                           
       At 1st-level, the ghost can move through 
  other creatures and objects as if they were 
  diffi cult terrain. It takes 5 (1d10) force dam-
  age if it ends its turn inside an object.
  Etherialness                                       
       At 5th-level, the ghost enters the Ethere-
  al Plane from the Material Plane, or vice ver-
  sa. It is visible on the Material Plane while 
  it is in the Border Ethereal, and vice versa, 
  yet it can’t affect or be affected by anything 
  on the other plane.
  Ethereal Sight                                     
     At 7th-level, a ghost gains the ability to 
  see 60 feet into the Ethereal Plane when it is 
  on the Material Plane, and vice versa.
  Horrifying Visage                             
     At 10th-level, a Ghost learns Horrifying 
  Visage. Each non-undead creature within 
  60 feet of the ghost that can see it must suc-
  ceed on a Wisdom saving throw (DC equal 
  to 8+Prof+ Charisma) or be frightened for 1 
  minute. If the save fails by 5 or more, the 
  target also ages 1d4 × 10 years. A frightened 
  target can repeat the saving throw at the end 
  of each of its turns, ending the frightened 
  condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends 
  for it, the target is immune to this ghost’s 
  Horrifying Visage for the next 24 hours. The 
  aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours 
  of it occurring.
  Invisible Movement                          
       At 15th-level, when a ghost uses its Ethe-
  realness, it is invisible on the material plane 
  and visa versa. 
  Ectoplasm                                                
      20th level, a ghost has persisted on the 
  material plane too long after its passing, 
  A ghost has gained a slime-like body that 
  leaves an ectoplasmic residue on people 
  and objects it passes through. This slime-
  like body is resistant to spells giving them 
  advantage on saving throws against spells 
  and spell effects. 
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  How to Train Your Companion II 
  13
  
  Rapid Possession                                
       At 14th level a ghost can recharge this 
  ability each round when it rolls a 5 or 6 on 
  a d6 at the start of its round. 
  Partial Possession                              
       At 18th level a ghost can target a crea-
  ture it can see within 60 ft. of it and the 
  creature must succeed a charisma saving 
  throw (DC 8+prof+Cha)or be possessed; A 
  ghost can control one creature this way, 
  and the target is incapacitated and loses 
  control of its body. The ghost now controls 
  the body but doesn’t deprive the target of 
  awareness. The ghost is partially possess-
  ing this creature and it retains the ghosts 
  alignment, Intelligence, Wisdom, Charis-
  ma, and immunity to being charmed and 
  frightened.It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access 
  to the target’s knowledge, class features, or 
  profi ciencies.
       The possession lasts until the body 
  drops to 0 hit points, the ghost ends it as 
  a bonus action, or the ghost is turned or 
  forced out by an effect like the dispel evil 
  and good spell. When the possession ends, 
  the ghost reappears in an unoccupied 
  space within 5 feet of the body. The target 
  is immune to this ghost’s Possession for 24 
  hours after succeeding on the saving throw 
  or after the possession ends. A ghost can 
  still use its possession ability and  reagins 
  this ability after a long rest
  Subclasses
       Below are two optional subclasses for 
  Ghsots, as you train them to fi ght by your 
  side and harness their abilites. 
  Possession subclass
       Focusing on the Possession class 
  teaches your ghost companion how 
  to take over and siphon the life from 
  living beings, and use mortals as 
  their puppets and tools to achieve 
  their unfi nished business. 
  Consume Life                                     
       At 3rd-level, as a bonus action, a ghost 
  can target one creature it can see within 
  5 feet of it that has 0 hit points and is still 
  alive. The target must succeed on a Con-
  stitution saving throw (DC 8+ Prof+ Cha)
  against this magic or die. If the target dies, 
  the ghost regains hit points equal to its 
  withering touch attack.
  Possession                                         
       At 9th level, a ghost can target one hu-
  manoid that the ghost can see within 5 feet 
  of it must succeed on a Charisma saving 
  throw (DC 8+prof+cha)or be possessed by 
  the ghost; the ghost then disappears, and 
  the target is incapacitated and loses con-
  trol of its body. The ghost now controls 
  the body but doesn’t deprive the target of 
  awareness. The ghost can’t be targeted by 
  any attack, spell, or other effect, except 
  ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charis-
  ma, and immunity to being charmed and 
  frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access 
  to the target’s knowledge, class features, or 
  profi ciencies.
       The possession lasts until the body 
  drops to 0 hit points, the ghost ends it as 
  a bonus action, or the ghost is turned or 
  forced out by an effect like the dispel evil 
  and good spell. When the possession ends, 
  the ghost reappears in an unoccupied 
  space within 5 feet of the body. The target 
  is immune to this ghost’s Possession for 24 
  hours after succeeding on the saving throw 
  or after the possession ends. A ghost re-
  agins this ability after a short rest. 
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  How to Train Your Companion II 
  14
  
  Wraith subclass
       The Wraith subclass focuses your ghost 
  on their path for power and strength. As in 
  life your ghosts path is one of strength and 
  conquest as they grow in strength they will 
  become the shadow of death, the creature 
  they once feared. 
  Life Drain                                           
  At 3rd level, your wraith adds their 
  dexterity to its withering touch attack. 
  Additionally when your Wraith hits with a 
  successful attack, the target must succeed 
  on a Constitution saving throw (DC equal 
  to 8+Prof+ Constitution modifi er) or its hit 
  point maximum is reduced by an amount 
  equal to the damage taken. This reduction 
  lasts until the target fi nishes a long rest. 
  The target dies if this effect reduces its hit 
  point maximum to 0.
  Create Specter                                      
  At 9th level, as an action a wraith can 
  target a humanoid within 10 feet of it that 
  has been dead for no longer than 1 minute 
  and died violently. The target’s spirit rises 
  as a specter in the space of its corpse or in 
  the nearest unoccupied space. The specter 
  is under the wraith’s control. The wraith 
  can have no more than seven specters un-
  der its control at one time.
  Finger of Doom                                
       At 14th-level, The wraith points at one 
  creature it can see within 120 feet of it. 
  The target must succeed on a Wisdom 
  saving throw (DC 8+Prof+con) or take dam-
  age equal to its withering touch attack in 
  necrotic damage and become frightened 
  until the end of the wraith’s next turn. 
  While frightened in this way, the creature 
  is also paralyzed. If a target’s saving throw 
  is successful, the target is immune to the 
  wraiths Finger of Doom for the next 24 
  hours. A wraith can use this feature once 
  per short rest.
  Annihilating Aura                            
       At 18th-level, any creature that starts 
  its turn within 30 feet of the Wraith must 
  succeed on a Constitution saving throw 
  (DC 8+prof+con) or take 14 (4d6) necrot-
  ic damage and grant the nightwalker ad-
  vantage on attack rolls against it until the 
  start of the creature’s next turn. Undead 
  are immune to this aura.
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  How to Train Your Companion II 
  15
  
  Spirits
   
  When a sould dies in the material 
  realm, it is not a given that they will pass 
  on to an after life in one of the many heav-
  ens or hells they are associated with. When 
  a sould dies, some will stay on this plane, 
  not knowing they are dead, haunting and 
  tresspassing on the living. 
  As the years and decades drift by this 
  un-aging spirit, many will accidently fi nd 
  perminent death by being trapped in a 
  wall, or object. Some, however will slowly 
  gain abilites and mastery over thier incorp-
  real forms. 
  Wraiths
  Not all spirits will fi nd a pleasent or peacful 
  existance in this partial life. Many become 
  corrupted or forever altered by the energies 
  and people around them in thier afterlife. 
  Wraiths become vengful spirits who seek to 
  extinguish the light within all living things 
  they come across. 
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  How to Train Your Companion II 
  16
  
  Ethereal Plane
  The Ethereal plane is adjacent to the 
  Prime material plane, all creatures that 
  live or pass through this plane are ethere-
  al faximallies of their material selves. This 
  Plane of existence appears similar to our 
  own existence as it is a shadow of what we 
  consider the living world. Spirits and souls 
  that become lost or trapped on the material 
  plane will fi nd their way to the Ethereal, as 
  that plane of existence requires the force of 
  will to traverse and navigate, which ghosts 
  are naturally inclined toward.  
   
  Inside the Ethereal plane there is no 
  gravity, time is the same (but means lit-
  tle), magic works similarly however trans-
  mutation spells have no effect since there 
  is no substance to change. A living person 
  who transitions into the Ethereal does not 
  die making this journey, but becomes an 
  Ethereal version of themselves and can 
  now only affect objects on the ethereal 
  plane and the material begins to fade into 
  the shadows of your perception. 
  Barrieres through the planes
   
  Learned wizards and alchemists 
  know that dense materials, such as Gold 
  or lead, have a special property to create a 
  barrier on the material plane from ethere-
  al creatures entering their domain. Some 
  wizards that are afraid of these creatures 
  fi nding them or their projects will craft lead 
  or gold cages to block Ethereal creatures 
  from entering. 
   
  Viewing Gold or Lead from the ma-
  terial plane is similar to seeing an impass-
  able wall devoid of all light or color. These 
  spaces are unknowable voids to ethereal 
  creatures. 
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  17
  
  Ooze Trainer
  Oozes
       Oozes are slow moving, gelatinous mass-
  es that some say are descendents from the 
  great Juiblex who granted them tactics, 
  and an inkling of intelligence. There have 
  been few who have tried to claim the pow-
  ers of the Oozes for themselves one nota-
  ble creature was the Pudding King, a dep 
  gnome cultist to Juiblex.
  Oooze Trainer Feat
       When you take this feat you can now 
  train Jellies, Puddings, Slimes, and Oozes. 
  Taking this feat allows you to add your pro-
  fi ciency to your slime companions AC, skill 
  checks, saves, and to hit rolls. Additionally 
  you can command your slime companion 
  as a bonus action instead of costing you an 
  action. 
       This feat allows you to train your slimes, 
  oozes, jellies, and puddings, in the Ooze 
  class options, allowing you to utilize theri 
  ASI, gain levels, and train them in maneu-
  vers and feats they typically would not pos-
  sess in the wild.
       Although Oozes do not have a language 
  or the ability to talk, when you take this 
  feat they treat you as an ooze and under-
  stand your commands.
  Conditioning Ooze
       An ooze does not need to be persuad-
  ed to follow you as its trainer, you must 
  be able to capture and direct the ooze, and 
  over time it will see you as another ooze. 
  To capture an ooze you need the proper 
  sized glass container to hold and carry an 
  ooze, unless you would like to wait for it to 
  follow you around.
  Types of Oozes
       There are many different types of oozes 
  in the material realm, bellow is a general 
  list and discriptions for many of the oozes 
  you will fi nd.
  Black Pudding
       Living in dark places, Black Puddings 
  will fi nd shadows and other areas that they 
  can hide in as they lay in waiting for a crea-
  ture to wander through. Highly corrosive, 
  Black Puddings can eat through wood and 
  metal as they grapple their prey and melt 
  them into their inky form. 
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  18
  
  Typically not intelligent, these oozes still 
  sense the light and dark places, and prefer 
  darker environments. 
  When a black pudding is slashed, or hit by 
  lighting, it will cause its body to separate 
  into two smaller forms. This action does not 
  hurt the Black pudding, only spreading it 
  around into more spaces. A Black Pudding 
  can connect to its separate forms to regain 
  its original size and shape. 
  Gelatinous Cube
       These are translucent, slow moving, oozes 
  that wander through hallways and passag-
  es absorbing stray materials and creatures 
  that wander through their path. Some spec-
  ulate that these oozes where created long 
  ago by wizards to clean hallways and dis-
  pose of old lab experiments. Easy enough to 
  run away from when see, Gelatinous Cubes 
  have claimed the lives of many young ad-
  venturers who did not look where they were 
  going as they unwittingly passed through 
  an open archway into a gelatinous cube on 
  the other side. 
       If you see suspended skeletons, coins, or 
  other materials in your path. Throw a rock, 
  and if it slows down you may have a gelati-
  nous cube in front of you. 
  Grey Ooze
       These oozes can be found in caves, 
  swamps, marshes and underground. These 
  oozes love to corrode and digest metals. If 
  you are on the hunt for a Grey ooze, you can 
  look for small Grey Oozes, as they will leave 
  a little bit of themselves behind after a large 
  meal to reproduce. 
       Another place you may be able to fi nd a 
  Grey Ooze is in blacksmiths shops, as Grey 
  oozes are perfect for  creating specialized 
  welds without heat, as the blacksmiths use 
  the natural abilities of the Grey Ooze to melt 
  ores, and metals creating a metallic glue 
  like substance. 
  Ochre Jelly
       Can be found in ruins and ancient pas-
  sage ways as they lurk through these tun-
  nels to fi nd resources to consume. Natu-
  rally able to spider climb, a group may fi nd 
  themselves directly under an Ochre jelly 
  only when it lets go of the ceiling and falls 
  on the party. 
       Ochre Jellies tend to travel around in 
  groups and it is common for one large jelly 
  to have several smaller jellies around it.
  Ooze Containment Devices
       A large glass jar with a glass lid will 
  work for tiny to some small oozes that have 
  yet to grow to full size. Once your ooze has 
  grown to full size or outside the dimensions 
  of the glass jar, you will have to fi nd or 
  make a slime containment device.
  Magic Jar                                                 
  Uncommon, Wondrous item
       Made from fi ne elven glass that has a 
  lustrous rainbow effect when light shines 
  through it, this magical jar is etched with 
  small runes around the exterior of the glass 
  with a paper binding embedded within the 
  layers of glass. When you lift the seal of this 
  magical jar it creates a powerful vortex of 
  air that sucks in one type of creature that is 
  within 10 ft. of the jar. 
       To set the jar to Slimes, Oozes, Puddings 
  and Jellies the proper arcane inscription 
  must be etched into the surface. Any Ooze 
  that is within the 10 ft. radius of this jar 
  must make a Strength saving throw DC 11, 
  on a failure the Magic Jar trapps and con-
  tains any size ooze. To release and recap-
  ture the Ooze’s contained by this Magic Jar, 
  the owner must speak the command words 
  on the magic jar. 
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  19
  
  Greater Jar                                           
  Rare, Wondrous item
  Made with a thick blue Dwarven glass, 
  used in the deep smitheries and in the stor-
  age of caustic materials, is embedded with 
  a scroll of binding and etched exterior with 
  runes to oozes. When you lift the seal of this 
  magical jar it creates a powerful vortex of 
  air that sucks in one type of creature that is 
  within 10 ft. of the jar.
      To set the jar to Slimes, Oozes, Puddings 
  and Jellies the proper arcane inscription 
  must be etched into the surface. Any Ooze 
  that is within the 10 ft. radius of this jar 
  must make a Strength saving throw DC 15, 
  on a failure the Magic Jar trapps and con-
  tains any size ooze. To release and recap-
  ture the Ooze’s contained by this Magic Jar, 
  the owner must speak the command words 
  on the magic jar. 
  Superior Jar                                            
  Very Rare, Wonderous Item
       This jar is made from black sand and 
  metal shavings from a smitheries waste 
  along with engravings of binding for oozes. 
  When you lift the seal of this magical jar it 
  creates a powerful vortex of air that sucks 
  in one type of creature that is within 10 ft. 
  of the jar. 
      To set the jar to Slimes, Oozes, Puddings 
  and Jellies the proper arcane inscription 
  must be etched into the surface. Any Ooze 
  that is within the 10 ft. radius of this jar 
  must make a Strength saving throw DC 19, 
  on a failure the Magic Jar trapps and con-
  tains any size ooze. To release and recap-
  ture the Ooze’s contained by this Magic Jar, 
  the owner must speak the command words 
  on the magic jar. 
  Master Jar                                                
  Artifact, Wonderous Item
  This magical jar appears to have un-
  dulating shifting glass surface that is con-
  stantly covered in a thin mucus sheen, it is 
  unknown what items were used in the cre-
  ation of this Master Jar. When you lift the 
  seal of this magical jar it creates a powerful 
  vortex of air that sucks in one type of crea-
  ture that is within 20 ft. of the jar.
       To set the jar to Slimes, Oozes, Puddings 
  and Jellies the proper arcane inscription 
  must be etched into the surface. Any Ooze 
  that is within the 20 ft. radius of this jar 
  must make a Strength saving throw DC 23, 
  on a failure the Magic Jar trapps and con-
  tains any size ooze. To release and recap-
  ture the Ooze’s contained by this Magic Jar, 
  the owner must speak the command words 
  on the magic jar. 
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  20
  
   
  Ooze Class 
  Lv
  Prof
  Ability
  Hit dice
  1
  +2
  Tiny, pseudopod
  d4
  2
  +2
  Maneuver
  d4
  3
  +2
  Ability Score Increase
  d4
  4
  +2
  Small
  d6
  5
  +3
  Maneuver
  d6
  6
  +3
  Ability Score Increase
  d6
  7
  +3
  Skill Acquisi� on
  d8
  8
  +3
  Medium
  d8
  9
  +4
  Ability Score Increase
  d8
  10
  +4
  Acid Absorp� on
  d8
  11
  +4
  Maneuver
  d8
  12
  +4
  Ability Score Increase
  d8
  13
  +5
  Maneuver
  d8
  14
  +5
  Skill Acquisi� on
  d8
  15
  +5
  Large
  d10
  16
  +5
  Ability Score Increase
  d10
  17
  +6
  Maneuver
  d10
  18
  +6
  Huge
  d12
  19
  +6
  Ability Score Increase
  d12
  20
  +6
  Master Ooze
  d12
  Size                                                             
       Slimes and Oozes start out small and 
  grow into the slow moving masses that ad-
  venturers dread. As Oozes level up they 
  have a better ability to hold their shape 
  and mass, this allows them to grow in size. 
  Oozes increase their size at 5th, 10th, 
  15th, abd 20th levels. This increases their 
  Hit dice as indicated on the class chart. 
  Pseudopod                                            
       Starting at 1st-level, your Ooze can 
  make a melee weapon attack ﬂ inging part 
  of its body at a target, dealing a number of 
  damage in d6’s equal to 1/3rd the oozes 
  level rounded down of acid damage. 
  Maneuvers                                           
       Starting at 2nd-level, your ooze can be-
  gin to learn more complex actions. You can 
  train your Ooze in a variety of maneuvers, 
  and abilities. 
  Skill Acquisition                             
       Starting at 7th-level, having spent time 
  with humanoids and having more of their 
  needs met (food acuision) your Ooze has 
  the time to learn skills and can become 
  profi cient in one of the following skills: 
  Deception, Perception, Sleight of hand, 
  Stealth, Strength, Survival.
       Your Ooze gains an additional skill at 
  14th-level, or expertise with one skill they 
  already have. 
  Each Ooze, Slime, Jelly and Pudding has its own 
  natural abilites. T e manuevers and Feats listed 
  here are addative to the Oozes you will be training, 
  some oozes will already have abilites listed here. 
  Ooze Class
       Ooze’s gain the following class benifi ts.
  HIT POINTS
  Hit Dice: d4’s at 1st, d6’s at 4th, d8’s at 
  10th, and d12 at 18th 
  Hit Points at 1st LeveI: 4 + your Consti-
  tution modifi er.
  Hit Points at Higher LeveIs: Hit dice (or 
  average) + your Constitution modifi er per 
  Ooze leveI after 1st
  Proficiencies
  Armors: None
  Weapons: None
  Tools: None
  Skills: None
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  How to Train Your Companion II 
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  21
  
  Acid Absorption                             
       At 10th-level, your Ooze’s natural acidity 
  and is immune to acid damage and can be 
  healed by acid spells, or vials of acid. Your 
  Ooze, is healed equal to the damage of the 
  acid damage dealt from spells, traps, or vi-
  als that deal acid damage. 
  Master Ooze                                      
       At 20th level, your Ooze has become im-
  mune to Bludgeoning, Piercing, and Slash-
  ing damage from non-magical attacks. 
  Additionally what once was a silent ooze 
  creature at your controll has gained added 
  sentience from the great fi end Juiblex and 
  has gained the title Jubiblex Spawn, gain-
  ing telepathy upto 60 ft. 
  While using its telepathy, the slime doesn’t 
  so much speak but transmits feelings, im-
  ages, and general scents as they do not 
  have their own language. 
  Maneuvers
  Below are a few of the possible abilities 
  and maneuvers your Ooze can learn. 
  Your Ooze learns one Maneuver at 
  2nd-level and one additonal Maneuver at 
  5th, 11th, 13th, and 17th level.
  Anesthetic
  (Requires 7th level)
       An ooze that takes this ability allows 
  it to change its acidity to a healing liquid. 
  When your ooze use their action to change 
  to anesthetic any creature that is engulfed 
  within the ooze is healed a number of 4d’s  
  equal to the oozes constitution modifi er 
  each round they are fully submerged in 
  the ooze.
  Your Ooze can do this once per short rest. 
  Bludgeon
  (Requires size Medium)
       You train your Ooze to increase 
  the strength of its Pseudopod attack. 
  Your Ooze now deals an additional 
  1d6+strength modifi er to its pseudopod 
  attacks.
  Disease
       When an Ooze hits with a slam/pseu-
  dopod melee attack the target creature 
  must make a Constitution saving throw 
  (DC 8+Prof+Con), on a failed save the crea-
  ture now suffers from the disease jellifi -
  cation, on a success the target creature is 
  unaffected. 
  Death Burst
       When a ooze falls unconscious they 
  explode in a 20 ft. radius, each creature in 
  that space must make a dexterity saving 
  throw (DC = 8+prof=con).
  Tiny 2d4+con
  Small 3d6+con
  Medium 4d8+con
  Large 5d10+con
  Huge 6d12+con
  Gargantuan 7d20+con
       You can use a healing spell, or potion 
  on a portion of your ooze to bring it back 
  from unconsciousness. However, if your 
  Ooze fails its death saves while spread 
  across the room it still only rolls once per 
  turn and dies it it fails all of its saves. 
  Enfeeblement Strike
  (Requires 7th level)
       When an ooze hits with a melee attack, 
  the target creatures weapon attacks deal 
  half damage that use Strength until the 
  start of the creatures next turn. 
  Paralysis
       When a Ooze hits with a melee attack, 
  it forces a target creature to make a Con-
  stitution saving throw (DC= 8+Prof+con), 
  on a failed save the target creature is 
  paralyzed until the start of the oozes next 
  turn, a creature can repeat the saving 
  throw at the end of its turn; on a success 
  the creature is unaffected. 
  Poisonous
       When an Ooze hits with a melee at-
  tack it forces the target creature to 
  make a Constitution saving throw (DC= 
  8+prof+con), on a failed save the target 
  creature suffers from the poisoned con-
  dition until it takes a long rest, on a suc-
  cessful save the creature is unaffected. 
  Jelliﬁ cation. 
  When a creature fails in initial saving throw, 
  they suffer from one level of exhaustion. Addition-
  ally the creature can repeat the save once pre day a 
  creatures maximum hit points is reduced by one of 
  its hit dice (roll hit dice and reduce from maximum 
  hit points). Each day this persists removes an ad-
  ditional hit dice from the target creature and caus-
  es the target creature to suffer from an additional 
  level of fatigue. 
  When the target creature dies its internal organs 
  have melted and been turned into mush and jelly. 
  Out of the corpse of the fallen creature a new Ooze 
  is born.
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  How to Train Your Companion II 
  22
  
  Sickening Stench
       An ooze that takes this emits a power-
  ful stench that causes all creatures within 
  15 ft. of it to make a constitution saving 
  throw (DC = 8+prof+Con), on a failed save 
  creatures use their bonus actions to vom-
  it. 
  Sleeping Mist
  (Requires 7th level)
       An ooze that takes this ability emits a 
  thin mist of sleeping gas in a 10 ft. radi-
  us. Roll the oozes hit dice; the total is how 
  many hit points of the creatures this effect 
  can affect. Creatures within the effects 
  area in ascending order of their current hit 
  points (ignoring unconscious creatures).  
  Starting with the creature that has the 
  lowest current hit points, each creature af-
  fected by this affect falls unconscious until 
  the ooze moves the area of effect out of 
  range, or the sleeping creature takes dam-
  age, or someone uses an action to shake 
  or slap the sleeper awake. Subtract each 
  creature’s hit points from the total before 
  moving on to the creature with the next 
  lowest hit points. A creature’s hit points 
  must be equal to or less than the remain-
  ing total for that creature to be affected. 
  Undead and creatures immune to being 
  charmed aren’t affected by this affect. 
  Spider Climb. 
     The Ooze gains the ability to climb dif-
  fi cult surfaces, including upside down on 
  ceilings, without needing to make an abili-
  ty check.
  Split
  (Requires Medium)
       When an Ooze that is Medium or larger is 
  subjected to lightning or slashing damage, 
  it splits into two new puddings if it has at 
  least 10 hit points. Each new pudding has 
  hit points equal to half the original pud-
  ding’s, rounded down. New puddings are 
  one size smaller than the original pudding.
  Feats
       Oozes, Jellies, Slimes and Puddings are 
  all able to learn the following feats from 
  the Player’s Handbook: Grappler, Durable, 
  Lucky, Mage Slayer, Resilient, Tough, 
  Stealthy, and Menacing. 
  Additionally they may learn the following 
  feats.
  Pseudopod Master                    
      When your Ooze scores a critical hit with 
  a pseudopod attack or reduces a creatures 
  hit points to 0 with an attack, your ooze 
  may make one pseudopod attack as a bo-
  nus action
      Additionally, before your ooze makes a 
  pseudopod attack, it can choose to take 05 
  penalty to the attack roll. If the attack hits, 
  you add +10 bludgeoning damage to the at-
  tacks damage.  
  Corrosive Adept                           
       Increase strength or Constitution by 1
  The corrosive nature of your Ooze has 
  grown and can inﬂ ict more damage, your 
  ooze adds their constitution modifi er to 
  their Pseudopods acid damage. 
       Additionally, when an ooze is damaging 
  non-magical metal or wood, or stone they 
  can replace the penalty to their Corrosive 
  Form ability with their Constitution modi-
  fi er of permanent damage. 
  Expert Hunter?                          
       Increase your Ooze’s intelligence or wis-
  dom by 1. 
     Your ooze has become an expert at track-
  ing and hunting its prey as it hides as a 
  puddle, strange rock formation or oth-
  er naturally occurring shape. Addition-
  ally once your ooze has the scent of its 
  prey, they will know the general direction 
  towards their target creature for up to  
  one mile, while tracking this creature your 
  Ooze is now profi cient with survival checks 
  to track this creature. 
  Ooze Unbound                                    
       Unlike other creatures, Oozes do not have 
  limitations on strength, dexterity, intelli-
  gence or any other stat. Wild Oozes, almost 
  never have the abilities or opportunities to 
  train these skills outside the constant hunt 
  for food. The one common feature amongst 
  all oozes is the insatiable desire to devour 
  creatures, objects,  and occasionally magic 
  from any source they can get their pseudo-
  pods around.
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  How to Train Your Companion II 
  23
  
  Oozes
  Oozes are not known as the most intel-
  ligent of creatures in the material realm, 
  but it seems that whomever created them 
  still imparted basic skills and tactics to 
  these mysterious creatures. All oozes have 
  the innate ability to understand the direc-
  tion of food, and basic hunting techniques 
  to acquire it. 
  If an ooze is able to climb walls to drop on 
  prey, or deceive its prey then it does so as 
  it lies in wait for a creature to wander onto 
  it instead of running it down, as human-
  oids would do. Oozes are little understood 
  as either creations of wizards to clean up 
  their experiments, or as descendants of 
  the great Juiblex from the Abyss. Whatev-
  er the case is, Oozes when properly placed 
  or found can be great tools for any spell 
  caster. 
  Arcane Ooze                                     
       Created in ancient times, arcane oozes 
  have long since outlived their original pur-
  pose and their long-forgotten creators. The 
  bizarre creatures have a strange affi nity 
  for arcane magic. Immune to most arcane 
  magic, arcane oozes drain arcane energy 
  from nearby spellcasters. Some speculate 
  that these oozes were created to combat 
  a rival group of arcane spellcasters, but 
  scant evidence backs any such conclu-
  sion. Others suggest arcane oozes arose 
  as a natural response to some cataclysmic 
  event caused by arcane magic. Adherents 
  of these later theories claim that one day 
  arcane oozes will drown out all arcane 
  magic in the world.
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  How to Train Your Companion II 
  24
  
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  How to Train Your Companion II 
  25
  
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  How to Train Your Companion II 
  26
  
  Magical Items
  Beholder Magical Items
   
  These magical items come from the 
  secret and allusive society of Beholders. 
  These magical items are common place to 
  these creatures, but away from their home 
  plane, these magical items have become 
  highly prized by any beholder. 
  Lens of Ray Chaining
  Very rare, wonderous item
   
  This small lens can be affi xed over 
  a beholder’s eyestalk and held in place by 
  suction and the creature’s eyelid. An eye 
  ray shot from an eye wearing a lens of ray 
  chaining is enhanced so that it jumps from 
  the initial target to a second target within 
  range of the user’s actual location. If the 
  ray misses its initial target, it does not 
  jump to a new target. A spellcaster can use 
  a lens of ray chaining as an additional fo-
  cus component to chain a ray spell as long 
  as he holds the lens in one hand. A lens of 
  ray chaining shatters into ruin after it is 
  used nine times.
  Lens of Ray Doubling 
  Very rare, wonderous item 
   
  This magic lens functions by split-
  ingh any ray shot through it into two rays. 
  The user can direct the rays at the same 
  target (affecting it twice) or at two different 
  targets, as long as the two targets are no 
  more than 30 feet apart.
  Lens of Ray Extending
  Uncommon, wonderous item
   
  This magic lens doubles the range of 
  any ray shot through it.
  Lens of Ray Widening
  Very rare, Wondrous item 
   
  This magic lens widens any ray shot 
  through it into a cone-shaped effect. The 
  user no longer rolls to hit a target with 
  the ray. Instead, any creatures caught in 
  the cone-shaped area must make a DC 15 
  Dexterity save to avoid the effect of the ray 
  entirely. Each target in the area that fails 
  to save takes half damage from the eye ray 
  attack.
  Ghost MAgical Items
  Cleansing Tag                              
  Common magic item
   
  This small spell tag, roughly the size 
  of your palm, has magical runes and reli-
  gious symbols etched into the wood of theis 
  small talisman. This item has one charge, 
  when you expend the charge in this device 
  it emits a noxious, painful aura in a 60 
  foot radius for 10 minutes. Any creature on 
  the ethereal plane or partially in the plane 
  must make a DC 15 Constitution saving 
  throw or be repelled 60 ft. from the Cleans-
  ing Tag; on a success the ethereal creature 
  must repeat this save every minute they 
  are in the area of affect. 
  Ghost Containment Device    
  Rare, Wondrous item
   
  This device looks like a small gold-
  en doorway and hurth. When you are in 
  the presence of a ghost or ethereal being, 
  as an action you can pull the pin on this 
  device which will open the small golden 
  doors forcing any ghosts or ethereal beings 
  to make a DC 15 Wisdom Saving throw, on 
  a failure the ghost is pulled into the device 
  and cannot be released until someone pulls 
  the pin to reopen the golden doors; on a 
  success, the ghost resists the urge to enter 
  the golden box. 
   
  When you use this device, you will 
  see nothing as the magic that creates this 
  device works on the ethereal plane. If you 
  are on the ethereal plane this box appears 
  like a never ending hole that compels you 
  to jump down its vastness to fi nd out what 
  is on the other side. 
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  How to Train Your Companion II 
  27
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  How to Train Your Companion II 
  27
  
  Ethereal Blades                            
   
  These weapons are sacrifi ced to the 
  ethereal plane through arcane traditions 
  that quickly decay and rust the weapons 
  being sacrifi ced to the plane. These weap-
  ons maintain their appearance and abil-
  ities; however, if these weapons deal any 
  elemental damage this process changes the 
  weapons damage output to necrotic. 
  These weapons once sacrifi ced cannot be 
  used by creatures on the material plane. A 
  creature on the material plane can see one 
  of these weapons, but it will appear as a 
  dense shadow or illusionary weapon. 
  Dancing Shadow Blade
  Only attunable by ghosts or ethereal crea-
  tures. 
   
  You can use a bonus action to toss 
  this magic sword into the air and speak 
  the command word. When you do so, the 
  sword begins to hover, ﬂ ies up to 30 feet, 
  and attacks one creature of your choice 
  within 5 feet of it. The sword uses your at-
  tack roll and ability score modifi er to dam-
  age rolls.
   
  While the sword hovers, you can use 
  a bonus action to cause it to ﬂ y up to 30 
  feet to another spot within 30 feet of you. 
  As part of the same bonus action, you can 
  cause the sword to attack one creature 
  within 5 feet of it.
   
  After the hovering sword attacks for 
  the fourth time, it ﬂ ies up to 30 feet and 
  tries to return to your hand. If you have 
  no hand free, it falls to the ground at your 
  feet. If the sword has no unobstructed path 
  to you, it moves as close to you as it can 
  and then falls to the ground. It also ceases 
  to hover if you grasp it or move more than 
  30 feet away from it.
  Positoxin                                      
  This is a special toxin infused with 
  positive energy. When this vial breaks it 
  bursts into a plume of smoke in a 10 ft. 
  radius. This plume of smoke persists for 5 
  rounds or if a moderate strength wind of 
  10 mph. This Positoxin effects only undead 
  creatures, Undead creatures need to make 
  a DC 13 constitution saving throw on a 
  failure the undead creature suffers 2d4 
  poison damage and suffers from the poi-
  soned condition; on a success, the undead 
  creature only takes half damage. An un-
  dead creature must make this saving throw 
  again if they end their turn in this plume of 
  Positoxin. 
   
  Positoxin was crafted by alchemists 
  who were plagued by ghosts, or other un-
  dead creatures and desired a remedy to 
  deter these negative energy creatures with-
  out the aid of clerics or spellcasters who 
  where just as likely to raise the dead as 
  they where to turn them. Positoxin gets its 
  name from Positive Toxin, these are sus-
  pended chemicals that are infused with 
  energy from the positive plane, giving this 
  toxin an ability to poison undead creatures 
  when you typically would not. However, 
  this Positoxin is susceptible to remove 
  poison spells and chemicals as its regular 
  toxin counterpart is.
  Other Types of Positoxin
   
  Each of these positoxins administer 
  different effects that target undead crea-
  tures. If your group is looking to hunt or 
  capture the undead then look here or in 
  the book Libris Mortis (3.5) for more infor-
  mation on the undead.
  Bloodwine: This thick, crimson positoxin 
  includes garlic in its creation, making it 
  particularly harmful to vampires and other 
  undead with a vulnerability to garlic. Such 
  creatures must make a DC 20 Constitu-
  tion saving throw and on a failure take 
  2d4 poison damage and have disadvantage 
  on Constitution saving throws; on a suc-
  cess the creature only takes half damage. 
  Though normally delivered by injury, it 
  can also be consumed by a living creature 
  to deliver it to a vampire or similar blood 
  draining creature via ingestion. A single 
  dose, if consumed by a living creature, 
  remains in the bloodstream for 12 hours. 
  Any undead creature draining blood from a 
  creature that has ingested bloodwine must 
  make a Constitution save as if it had been 
  injured by a weapon bearing the positoxin, 
  though the save DC drops to 11.
  Boneshard Paste: This positoxin includes 
  bone fragments in its recipe, giving it a 
  pale color. On contact with an undead 
  creature, the undead creature must suc-
  ceed a DC 13 Constitution saving throw or 
  their strength is reduced by 1 for 1 min. 
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  How to Train Your Companion II 
  28
  
  Celestial Essence: This viscous golden 
  substance seems almost to shine with an 
  inner radiance. When an undead creature 
  ingests or is injured with this essence coat-
  ed on a blade the undead creature must 
  make a DC 14 Constitution saving throw 
  and on a failure they have disadvantage on 
  Wisdom (Perception) checks, on a success 
  the creature is unaffected. 
  Embalming Fire: This bitter-smelling 
  liquid must be poured over a corpse and 
  allowed to soak for at least 1 minute be-
  fore the corpse is animated as a zombie. 
  Once animated, if the zombie takes even a 
  single point of damage, it bursts into blue 
  ﬂ ame for 1 minute. This fi re does no dam-
  age to the zombie, but its attacks during 
  that time deal an additional 1d6 points of 
  fi re damage. Spreading embalming fi  re 
  over a creature’s body requires a full-round 
  action. A single f ask of the substance is 
  suffi cient for a single creature of Medium 
  size or smaller. A Large creature requires 
  two ﬂ asks, a Huge creature four ﬂ asks, a 
  Gargantuan creature eight ﬂ asks, and a 
  Colossal creature sixteen ﬂ  asks.
  Gravedust: This gray-brown powder de-
  rives its name from its resemblance to the 
  grime common to tombs and other long 
  enclosed areas. When thrown at an undead 
  creature  they must make a Dexterity sav-
  ing throw (DC10) and on a failure they are 
  weighed down by the pull of the grave and 
  dexterity score is reduced by 1. 
  Ghostoil: This clear oil has a slight tint 
  of gray, and strange, wispy forms seem to 
  swirl through it. When applied to a weap-
  on, ghostoil allows it to affect incorporeal 
  creatures normally for the next 2 rounds.
  Applying ghostoil to a weapon of any size 
  is a full round action. One ﬂ ask of ghostoil 
  contains enough liquid to coat one weapon 
  of Medium size or smaller. A Large weapon 
  requires two ﬂ asks, a Huge creature four 
  ﬂ asks, a Gargantuan weapon eight ﬂ asks, 
  and a Colossal weapon sixteen ﬂ  asks
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  How to Train Your Companion II 
  29
  
  Additional Creatures
  In this section I have created addi-
  tonal creatures for your potential compan-
  ions. 
  Awakened Saplings                 
  An awakened Sapling as a medium 
  sized tree given sentience, these creatures 
  make perfect assistants and companions 
  as they can cary out many tasks and follow 
  you into small areas that a regualr tree can 
  not follow. 
  Awakened Shrub                       
  These creatures, range in size from 
  tiny, small, medium, or occasionally large 
  (A blackberry shrub). Awakened Shrubs 
  make great natural cover and protection 
  from the elements during the cold months. 
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  How to Train Your Companion II 
  30
  
  Wood Woad                                   
   
  Wood Woad are one of the most 
  fi erce and protective plant creatures in the 
  Material realm. Some may claim that they 
  are part undead as they are creatures born 
  from the sacrifi ced bodies of fallen elves, 
  reborn as guardians of the forests or given 
  a sacred task in their new life. 
  Always Armed
   
  Wood Woads can create magical 
  Clubs and shields from their body.
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  How to Train Your Companion II 
  31
  
  Displacer Beast
       Resembling a puma with six legs and a 
  set of tentacles sprouting from their shoul-
  ders, displacer beasts are avid carnivores 
  that love to hunt. Displacer Beasts were 
  once used as guards in the fey wyld, until 
  their love for hunt forced the fey to replace 
  them with Blink Dogs. This rejection of the 
  Displacer Beasts in favor of Blink Dogs, 
  has lead to a fi erce and deadly hatred be-
  tween Blink Dogs and Displacer Beast.
  innate Abilities                            
       Displacer beasts are born with their 
  Displacement ability, allowing them to 
  bend light and not letting enemy crea-
  tures to know their exact location. Cubs 
  with this ability are already skilled hunt-
  ers when they are born. When a Displacer 
  Beast reaches 7th level, it gains the ability 
  Avoidance, giving it an additional edge over 
  any creature that dares attacks a Displacer 
  beast.  
  Avoidance. 
  If the Displacer Beast is subject to an effect 
  that allows it to make a saving throw to 
  take only half damage, it instead takes no 
  damage If is succeeds on its saving throw, 
  and half as much if it fails. 
  Size                                                
  It only takes several months for a Displac-
  er Beast to grow to its Adult size, when it 
  increases size its hit dice will increase from 
  d8’s to d10, and tentacle attacks will in-
  crease from d4’s to d6’s.
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  How to Train Your Companion II 
  32
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  How to Train Your Companion II 
  32
  
  Mimics
   
  Mimics are pseudopod creatures that 
  in their natural form are a mass of brown 
  amorphous  substance with pigment spots 
  all over their body they use to change the 
  texture, shape and color of their form. 
  Mimics come in various sizes and abilities, 
  these monstrosities are will fi nd a hunting 
  ground with food that strikes their fancy 
  and stay there until they lose interest in 
  the ﬂ avor of their hunt or they run out of 
  food.
   
  Mimics are not known to by particu-
  larly fast creatures, so they use their shape 
  changing abilities to hide in plain sight and 
  wait for the opportune time to strike their 
  prey. Along with their ability to change 
  shape, a mimc has the ability to secrete 
  a thick sticky mucus to trap creatures to 
  their form and pummel, or crush them to 
  death before devouring them.
   
  Many mimics will seek out treasures 
  locations where their desired prey like to 
  frequent (piles of Gold, Wine cellars, caves, 
  etc.).
  Common Mimic                            
  The common mimic is a medium 
  sized creature that many wayward adven-
  turers have come across or died from in 
  their travels. These mimics are not known 
  for being highly intelligent or communica-
  tive. Mimics do have their own language 
  that they speak to one another; Mimics are 
  will hunt in groups and form small pods 
  of fellow mimics to trap and ensure their 
  prey, where there is one mimic there is 
  bound to be another one nearby.
  Tiny Memic                                  
   
  A Tiny Mimic ranges in size from 
  small to medium. Since these mimics are 
  smaller in size, they tend to have a high-
  er intelligence then their common count-
  er parts. If you are lucky enough to run 
  across one of these mimics, they tend to be 
  more naive and inquisitive and will trade 
  information for food. Tiny mimics, being 
  able to hide in a larger variety of places 
  unnoticed, have typically learned how to at 
  least speak one language.
  Metal Mimics                              
   
  Similar to the common mimic in size 
  and abilities. Metal mimics are more dura-
  ble and can mimic metallic surfaces, seen 
  typically in their disguises and pseudopod 
  attacks, that now can deal slashing or 
  piercing damage as they mimic picks, axes, 
  or even short swords. Metal mimics tend to 
  be slightly more intelligent then the Com-
  mon mimic and equally more ferocious. 
  Tiny Metal Mimics                       
  One of the most rare forms of mim-
  ics, these tiny to small creatures are the 
  most hungry and ferocious of the mimics. 
  Opposite to the common tiny mimic, these 
  Tiny metal mimics are less intelligent then 
  the common mimic. They still maintain 
  their ability to turn into metal substances 
  (knives, forks, candlesticks, etc.) but will 
  attack anything when they are hungry.
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  How to Train Your Companion II 
  33
  
   
  Book Mimics:
  There are tales of mimics as small as books, that 
  will envelope the en� re book inside their bodies, 
  and lay in wait for a wizard or other avid reader 
  to come by. Their typical a� ack method is to latch 
  onto their opponents face un� l their prey falls 
  ununscious.
  Some Mimics have learned how to portray ar� s-
  � c pain� ngs and other cra� ed works of art. These 
  Mimics teld to be passed around the art world from 
  one missing art seller to another. 
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  How to Train Your Companion II 
  34
  
   
  Coin Mimics:
  There are such small mimics, typically the young-
  est of metal mimics, that will disguise themselves 
  as gold or silver coins in the road, wai� ng for a 
  humanoid to come by and pick them up. If the 
  mimic is hungry enough they may bite and cause 
  the humanoid to lose a ﬁ nger.
  Some of the most cunning of metal mimics will 
  disguise themselves as suits of armor. Finding their 
  way into private collec� ons and into the homes 
  of the rich and powerful were servants and small 
  animals can go missing with li� le care. 
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  How to Train Your Companion II 
  35
  
  If You have enjoyed this title, then 
  check out a few of my other works 
  on DMsGuild:
  Elemental Sorcerers
  Sorcerers born of the storm are not the 
  only elemental creatures in the material 
  realm. Check out this text if you are look-
  ing for a Pyromancer, Geomancer ot other 
  elemental sorcerer. 
  Death Patron
  If you would like to expand your abilites 
  to train an undead familar in your service, 
  then check out this warlock subclass.
  Dragoon
  Masters of mobility on the battlefield, this 
  is a fighter archetype for those of you who 
  would love to jump and fight your way 
  through lines of enemies. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/James John - How To Train Your Companion Volume 2.pdf