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5th Edition Role Playing -- Mystical Companions
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5th Edition Role Playing -- Mystical Companions

Watermarked PDF

TLG 19301

5th Edition Role Playing

Mystical Companions



The book of familiars, companions, guides, divine spirits, totems, special mounts and heroic weapons.

Offering a fresh approach to an age-old gamer’s adage, Mystical Companions expands the concept of the familiar beyond the established wizard’s pet. Herein each class is presented with its own unique path toward gaining a familiar and what form that familiar might take. From the hero’s weapon, the bard’s muse and the rogue’s own haunting shadow, Mystical Companions offers a whole new venue for players to expand their existing games and add unheard of dimensions to any class.

This book turns the concept of familiars on its ear and ushers in a whole new dimension of game play.

Mystical Companions includes a complete index of familiars and monstrous companions as well a new approach to dragon subdual and how to become a Dragon Rider!


Game On!

Get the one book you need to play!  Or, for the writer in you, get the essentials!

sd     ph     st

 Customers Who Bought this Title also Purchased
Reviews (3)
Discussions (3)
Customer avatar
Frankie B June 05, 2018 12:37 pm UTC
I bought the hard copy. This reviewer didn’t even read the darn thing. The differences are pointed out in the beginning. Also, the reasons for them are sound. Content wise, I’ll break it down this way... 5e is combat is heavily weighted towards numbers versus skill. A party of level 1st level pcs can take down a level 6 monster with a bit of luck (and a fresh nap). The content of this book can make solo games a bit better at 1st level - familiars and companions add to the numbers of combatants affecting the field, in my opinion. This makes the danger a bit less for the timid as well as packing a wallop for those who make having a familiar companion (Or companions!) a key part of their character concept. Additionally, there’s a lot more in here than familiars. Campaign concepts are abundant here well as new monsters, ritual types, spells etc. On the off chance you just like animals, they also have you covered with advanced types (like dinosaurs!)
Customer avatar
Westley B December 31, 2017 4:19 am UTC
I purchased a physical copy of the book and was nothing but disappointed. This is obviously content produced for another game and then given a cheap go-through to convert it to D&D 5th edition.

The mechanics are obtuse to the 5e design. It refers to percentage increases, doesn't even use the correct terminology (It doesn't matter that they mention that they refer to advantages as feats. That's just a lazy way of them not having to go back and rewrite all the lines that used the term advantages), and is bloated with features for each of the new subclasses.

The main issue I have is the blatant disregard for power creep and not redesigning the content to fit with 5e's design. For instance, paladins can acquire a +5 weapon using this mechanic by the time they cap out. That is so ridiculously broken with the 5e design principle of bounded accuracy. The Illusion archetype gives 3 additional Expertise skills on top of the 4 that Bards already get. And at 3rd level, 5 Expertises from a single...See more
Customer avatar
Spencer S March 19, 2017 1:31 pm UTC
Honestly, and to the first reviewer's point, just looking at the preview you can see the what they're talking about. There are references to "advantages" instead of feats, and CKs instead of DM/GMs. This was a poor (or rushed) editing job, having left in elements of their own game rather than using the terminology of the system (5E) the supplement is intended for.
I must add that I really like Troll Lords, and the work they do. I love what they're doing on Castles&Crusades- always have, ever since I first came across the game- but editing seems to be something they could work on more. And, I hope they do, because I think it's the only area they need to improve upon to be world-class!
Customer avatar
Timothy B March 27, 2017 3:01 am UTC
They make the point of CK vs. DM quite plain in the first chapter, page 5. It is a total non-issue. I have both the 5e and the C&C versions and they are both quite good AND appropriate for their respective games.
Customer avatar
Jason V April 01, 2017 1:35 pm UTC
Please take the time to read the book through before making these kinds of comments about poor editing. The book is VERY clear on what exactly Advantages are, and why they're not called Feats, and why we made the choice to continue using CK instead of GM. In addition, the first reviewer's complaints are based on a quick read of a single chapter. Had they looked at chapter 1, they would have understood exactly why there are abilities available at level one, and how they can be had.
Customer avatar
Chris R May 13, 2018 7:23 pm UTC
I have read the book all the way through. I enjoyed most of it, and agree that they do a decent job of handling all of those concerns.

I still think it needs work, though...I've thought about going through it, taking notes, and sending all of the misspellings and grammar errors, along with a resume...apparently they don't have a copy editor.
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File Last Updated:
March 17, 2017
This title was added to our catalog on October 04, 2016.