Companions, summons and Wild Shape
Characters · guide 3 of 5
Familiars, animal companions, summoned spirits and druid forms each come with a stat block to keep track of. Critsmith keeps them all with the character, so nothing gets lost on a scrap of paper.
Open a character from Players and Character Sheets, and find Companions and forms, under In play.
Add a companion or summon
To add one, open Add a companion or summon, and choose the creature. The list is grouped by the spell or feature that brings it, and only offers what that spell or feature allows. Choose the spell's level if it matters, give it a name if you like, and press Add.
You can also pick any creature at all. That's outside the rules, so the card says so, on your page and on the player's.
Look after it
Each companion shows its armour class and hit points, with its stat block one press away. Change its HP and Temp HP, and press Save. When it's gone, press Dismiss, or End for a summon. It moves to Gone, and Bring back returns it.
In a fight
Companions and summons can join a fight too. Add them from the combat tracker, along with the rest of the party.
Wild Shape
For a character with Wild Shape, the Wild Shape forms box shows how many forms they know, the highest challenge rating allowed, and whether flying forms are allowed yet. Press Learn a form, and choose a Beast. You can give forms over the limits, and they're marked as given over the Wild Shape limits.
Press Change into on a form. The sheet shows the form's armour class, and the character keeps their own hit points, plus the temp HP the change gave. Press Leave form to change back.
Spells that change shape
Spells that change a character's shape work the same way, offering only the creatures the spell allows.
That's companions, summons and Wild Shape. Every creature at the table, kept with the character it belongs to.
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