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Nerdarchy > Dungeons & Dragons  > Adventure Hooks  > Pets & Companions in D&D: Why Every Party Needs Them (and How to Use Them Well)
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Pets & Companions in D&D: Why Every Party Needs Them (and How to Use Them Well)

The Cheshire Cat as a Powerful D&D Entity

Pets and companions have been part of Dungeons & Dragons since the earliest editions—familiars, animal companions, summoned creatures, loyal mounts, and even strange magical tag-alongs. Yet many tables still treat them as an afterthought or a mechanical hassle.

That’s a mistake.

Spider like monster with large single eye and toothy maw

Players love weird pets and familiars.

When used well, pets and companions in D&D can:

  • Deepen roleplay

  • Reinforce party identity

  • Create emotional stakes

  • Add tactical options without overshadowing players

This post breaks down why pets matter, how players can use them effectively, and how DMs can incorporate companions without bogging down the game.


Why Pets and Companions Matter in D&D

1. They Add Emotional Weight to the Story

A party member might die and be resurrected. A kingdom might fall and be rebuilt.
But when the table gasps because the wolf is hurt—that’s emotional investment.

Pets and companions:

  • Give players something to protect beyond themselves

  • Make villains instantly more hateable when they threaten or harm them

  • Create quiet roleplay moments during downtime

A loyal companion is often the heart of the party.


2. They Reinforce Character Identity

A pet says a lot about its owner:

  • A ranger with a scarred war boar feels very different from one with a hawk

  • A wizard’s familiar reflects personality, not just spell choice

  • A warlock’s “pet” might be unsettling, sentient, or clearly watching

Companions act as visual shorthand for who a character is and what they value.


3. They Improve Party Cohesion

Pets naturally:

  • Create shared jokes

  • Become mascots

  • Encourage party cooperation

Even inter-party conflict often pauses when everyone agrees on one thing:
“Don’t mess with the dog.”


Types of Pets & Companions in D&D

AI generated eldritch infused cat with horns and tentacles.

The perfect pet for a dark druid or warlock.

Not all companions need a full stat block. Consider these broad categories:

Mechanical Companions

These follow explicit rules:

  • Familiars

  • Beast Master companions

  • Steel Defenders

  • Summoned creatures

They act in combat and affect balance directly.

Narrative Companions

These exist mostly for story:

  • Camp followers

  • Magical critters

  • Young or noncombat creatures

They can help—but usually off-screen or situationally.

Hybrid Companions

A middle ground:

  • Sidekicks (Tasha’s Cauldron of Everything)

  • Magical pets with limited abilities

  • Creatures that grow over time

These are often the sweet spot for long-term campaigns.


Tips for Players: Using Pets Without Slowing the Game

1. Know Your Companion’s Abilities

If your pet has mechanics:

  • Learn them

  • Track their HP

  • Roll quickly

Nothing kills momentum faster than “Wait, what can my wolf do again?”


2. Let the Companion Support, Not Steal the Spotlight

Great uses of pets:

  • Flanking

  • Helping actions

  • Scouting

  • Delivering touch spells

  • Creating openings for allies

Less great:

  • Solving every problem

  • Dominating every fight

  • Acting like a second main character

Your companion should enhance your hero, not replace them.


3. Roleplay the Relationship

Ask yourself:

  • Is the pet obedient, stubborn, fearful, playful?

  • Does it trust everyone equally?

  • How does it react to danger or loss?

Treating your companion as a character—not a tool—makes the game richer for everyone.


Tips for DMs: Making Companions a Feature, Not a Burden

1. Set Expectations Early

Before pets enter the campaign, clarify:

  • Can they die?

  • Are they targetable in combat?

  • How much narrative protection they have

Clear boundaries prevent hurt feelings later.


2. Use Companions to Reinforce the World

Pets can:

  • Reflect regional flavor (underdark critters, planar oddities)

  • Signal factions or cultures

  • Foreshadow danger (animals reacting before threats appear)

A world with pets feels alive.


3. Grow the Companion Over Time

Instead of replacing pets, consider:

  • New tricks

  • Magical mutations

  • Bond-based abilities

  • Personality shifts after major events

This turns companions into long-term storytelling tools.


4. Threaten the Bond—Not Just the HP

You don’t need to kill pets to create tension.

Try:

  • Separation

  • Corruption

  • Temptation

  • A choice between safety and duty

Players will feel these moments deeply without feeling punished.


Optional Rules & House Rule Ideas

Crab riding on top of a crocodile

Party Animals

To keep pets fun and manageable, consider:

  • Shared Initiative: Pet acts on the owner’s turn

  • Bond Dice: Once per session, spend a die to boost a pet’s action

  • Narrative Immunity: Pets only die if the story demands it

  • Sidekick Progression: Level pets slowly and deliberately

These options keep companions relevant without bloating combat.


Final Thoughts: Pets Make the Party Human

In a game of gods, monsters, and world-ending threats, pets and companions:

  • Ground the story

  • Create emotional stakes

  • Turn adventurers into people

Whether it’s a wizard’s cat, a paladin’s mount, or a strange glowing thing that followed the party home and never left—pets remind us why heroes fight in the first place.

And if your villain kicks the dog?
Congratulations—you’ve created an unforgettable enemy.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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