Introduction
Companions and familiars add scouting, support benefits, item delivery, mounted movement, extra senses, and character flavor. They work best when their actions are planned as part of the character's turn, not treated as a second full PC.

The key question is not "Can I have a creature?" It is "What action, feat, class feature, and table procedure makes that creature useful this turn?" Start with actions and activities, then use this guide for companion-specific timing and sourcebook choices.
Quick Ratings
| Option | Best Fit | Watch For |
|---|---|---|
| Animal companion ● | Druid, ranger, mounted builds, flanking teams, wilderness campaigns | It costs actions, table time, positioning, and rules fluency |
| Familiar ● | Witch, wizard, alchemist, sorcerer, utility-heavy casters | It is not a combat striker, and fragile scouting has consequences |
| Mount ● | Champion, cavalry builds, outdoor adventures, reach weapons | Dungeon geometry can make a mounted build impractical |
| Pet ● | Character flavor, light utility, roleplay, noncombat scenes | Pets are not animal companions and are not built to attack |
| Unmanaged extra creature ● | Nobody | If the player cannot run it quickly, the table pays the bill |
What Counts
PF2e separates several creature-side options that often get blurred together:
| Creature Type | How It Plays | Best Use |
|---|---|---|
| Animal companion ● | A scaling allied creature with the animal and minion traits, usually commanded through your actions | Damage assist, flanking, support benefits, movement, mounts |
| Familiar ● | A bonded utility creature that chooses familiar and master abilities | Scouting, senses, item delivery, focus recovery, skill assistance |
| Pet ● | A Tiny animal minion gained through the Pet feat, built more for flavor and utility than fighting | Character texture, simple help, noncombat scenes |
| Summoned creature ● | A temporary creature controlled by spell rules and the minion trait | Encounter-specific body, disposable pressure, action trading |
That last row matters because a summoned creature is close enough to cause confusion but different enough to deserve its own guide. Use summoned creatures when the creature came from a spell instead of a class feature, feat, or familiar bond.
The Minion Rule Is The Spine
Most of the table arguments around companions come from skipping the minion trait. A minion acts on your turn only when the correct command or sustaining procedure gives it actions. Animal companions use the companion version of Command an Animal, and the companion rules remove the normal Nature check for your own companion.
The practical version is simple:
| Rule Hook | Table Translation | Mistake To Avoid |
|---|---|---|
| Commanding ● | You spend an action so the creature gets its actions | Treating the creature as a free extra turn every round |
| Two actions ● | The creature usually gets two actions when commanded | Accidentally giving it a full PC turn |
| No reactions by default ● | Do not assume opportunity attacks or defensive reactions | Letting every creature run like a fighter |
| No command ● | The creature generally does not act except for obvious self-preservation | Having a forgotten companion keep attacking anyway |
| Mature exception ● | Some mature companions can still take a limited one-action turn if not commanded | Treating that one action as a full command |
The rules are short; the time cost comes from a player who does not have the stat block, support benefit, Speed, and command plan ready.
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Animal Companions
Animal companions are the combat-forward version of this subsystem. A class feature or feat gives you access, the companion's level tracks yours, and you normally have one animal companion at a time. If the companion dies, the rules support replacing it with downtime instead of forcing the campaign to become a grief simulator with initiative rolls.
Animal companions bring three major benefits:
| Benefit | Why It Matters |
|---|---|
| Support benefit ● | This is often the real reason to take the companion, especially for rangers and druids |
| Extra body ● | Space control, flanking, blocking, and reach setup all matter in PF2e |
| Extra attacks ● | Useful, but multiple attack penalty and action costs keep it honest |
The Support action is easy to undervalue. A companion can use Support, then spend only basic move actions that turn to get into the right position. That sounds restrictive until you build around it. If your ranger or druid plans to use the support benefit every round, that companion's movement route is part of your damage plan.
Advancement Matters
Young animal companions are useful, but mature companions are where the subsystem starts to feel smooth. The mature upgrade can give a limited action even when you do not command the companion, usually Stride or Strike depending on the exact rule source. Nimble, savage, and specialized upgrades then push the creature toward mobility, offense, or a more focused battlefield role.
| Upgrade Concept | Best Fit | Practical Read |
|---|---|---|
| Young companion ● | Early access, flavor-forward characters | Good enough to start, but action-hungry |
| Mature companion ● | Any serious companion build | The independence-style action is a major quality-of-life jump |
| Nimble path ● | Scouts, skirmishers, mobile mounts | Best when positioning matters more than raw hit size |
| Savage path ● | Offensive companions | Best when the companion is expected to threaten enemies directly |
| Specialized companion ● | Long-running campaigns | The build finally feels like a real character feature instead of a mascot with chores |
Do not oversell companion attacks. The strongest companion builds usually get value from support, flanking, movement pressure, and forced enemy actions.
Familiar Basics
Familiars are the flexible utility side. They are usually animals changed by a magical bond, though some familiar options can have other traits. Unlike animal companions, familiars are not primarily designed to maul enemies. Their value comes from choosing the right familiar and master abilities for the day.
Good familiar play starts with a daily question: "What problem is my familiar solving today?"
| Familiar Use | Best Users |
|---|---|
| Extra senses and movement ● | Witch, wizard, scouting-heavy parties |
| Item delivery ● | Alchemist, potion users, emergency support casters |
| Skill help ● | Knowledge-heavy characters and investigator tables |
| Combat offense ● | If your familiar is your striker, something has gone sideways |
Player Core familiar abilities cover movement, senses, durability, manipulation, and other utility roles. Player Core 2 adds particularly practical support through abilities like Item Delivery and Second Opinion. Item Delivery can make consumables, alchemical tools, and emergency handoffs matter without forcing the caster or alchemist to cross the battlefield.
Familiar Class Hooks
| Class | Familiar Angle | Recommendation |
|---|---|---|
| Witch ● | Familiar is central to the class engine | Know your familiar rules cold before session one |
| Alchemist ● | Alchemical Familiar and Item Delivery support the item game | Excellent if the party actually uses your elixirs and tools |
| Wizard ● | Familiar supports spell prep, senses, and utility | Strong but optional |
| Sorcerer ● | Familiar is available through class options | Good for broadening a spontaneous caster's toolbox |
| Investigator ● | Skill and Recall Knowledge help can be valuable | Better when the campaign rewards information play |
Familiars also interact with detection and senses, stealth, Thievery, Arcana, Occultism, Nature, and Religion. If your familiar is scouting, retrieving, or helping identify things, the skill rules still matter.
Sourcebook Companion And Familiar Options
The sourcebook entries below are useful only when their support benefit solves a job your character already performs. Confirm Uncommon or Rare access with the GM, especially for dragon, undead, or organization-linked choices. The Draconic Acolyte section, Drake Rider section, Shining Kingdoms world guide, and academy campaigns guide provide the build or setting decision that this guide does not repeat.
Draconic Codex: Familiar And Dragon Companion Choices
| Option | What It Adds | Choose It When |
|---|---|---|
| Draconic Familiar ● | A Draconic Acolyte follow-up that grants a familiar with four daily familiar or master abilities, including its dragon-familiar ability; active channeling can also provide free Command support. | You already want the Acolyte's spectral-dragon position tool and will use a familiar for scouting, senses, item work, or skill support. |
| Riding dragonet ● | An Uncommon Small, flightless dragon companion from Drake Rider. It follows animal-companion procedures but has the dragon trait, a mount role, mounted-Strike support, and a pheromone-based advanced maneuver. | You want a long-term mounted companion and can spend actions and archetype feats on it. |
| Dragon companion flight path ● | Mature Dragon Companion at 4th level smooths the action plan; Winged Leap is a temporary flight movement, while Wing Rider at 10th level provides permanent 25-foot flight. | Your campaign has enough outdoor space and vertical encounters for later flight to repay the feat commitment. |
| Flair Rider or War Rider ● | Flair Rider improves mounted defense for an Acrobatics-trained rider. War Rider turns a qualifying damage support benefit into a small enemy aura but requires expert martial weapons. | Your character already meets the branch's prerequisite and wants its exact mounted job, rather than a generic dragon-themed feat. |
Draconic Familiar is a familiar branch, not a companion shortcut. It does not turn a familiar into a striker or erase the familiar's fragile utility role. Pick the daily abilities before play, then decide whether the spectral-dragon channeling benefit is worth keeping active for that day's familiar plan. The Draconic Acolyte guide covers the dedication's qualifying-skill tradition lock, position engine, and other feat choices.
A riding dragonet is a companion route, not a familiar and not an eidolon. It still needs the normal companion command procedure even though Drake Rider provides 100-foot telepathic communication. Mature advancement improves turn flexibility, but it does not make the creature an extra PC. Treat the permanent-flight milestone as a 10th-level build payoff, not something the dedication supplies at level 2. The Drake Rider guide compares that commitment with other martial archetypes.
Animal Companions And Companion Routes
| Option | What It Adds | Choose It When |
|---|---|---|
| Bacallia ● | Druman mount with a support benefit that can dazzle a target beside it; its advanced action has acidic pressure. | You want a mount and regularly Strike targets your companion can stand beside. |
| Keulia ● | Druman burrowing lizard whose support rewards adjacent physical hits. | Your character makes physical attacks and can keep the lizard in close. |
| Cragstone bear ● | Five Kings cave bear with darkvision, tremorsense, and a protective support benefit. | You need a durable front-line partner in cramped or dark terrain. |
| Giant rock tuatara ● | Five Kings mount-capable lizard whose support can leave a nearby foe clumsy. | You want a practical melee mount and the campaign has room for it. |
| Gray bladeling ● | Galtan undead construct companion with unusual defenses and a bleeding-or-fear support rider. | The GM approves its story requirements and your campaign can support an undead companion. |
| Severed head ● | Flying undead companion with void healing and a disruptive support effect. | The campaign accepts the tone and you need its movement and control, not a conventional animal. |
| Demon-Hunting Companion ● | A Wylderheart feat route that grants a common young companion with fiend-focused scent support. | Fiends recur often enough for the specialized sense to matter. |
The gray bladeling and severed head are not cosmetic reskins. Their unusual traits should be discussed before play, along with how the group handles void healing, appearance, and local reactions. The Demon-Hunting Companion feat is similarly narrow: it is a strong campaign tool, not a reason to take Wylderheart in a fiend-light game.
Specific Familiars
| Option | What It Adds | Choose It When |
|---|---|---|
| Grindle-drake ● | Rare Five Kings familiar with exploration support, touch telepathy, and an unusually large ability requirement. | Your group spends meaningful time exploring difficult underground terrain. |
| Calligraphy wyrm ● | Cobyslarni-linked tiny dragon with scholarly senses, manual dexterity, speech, and ink that can expose hidden danger. | You have the required familiar abilities and need investigation utility more than damage. |
| Mockingfey ● | Cobyslarni-linked fey familiar with flight, speech, and a visible illusion that can create an opening after a failed save. | Your party can use off-guard targets and the campaign supports its academy access. |
The Kitharodian Actor feat Animal Actor is companion-adjacent rather than a companion grant. It improves animal handling and related knowledge; it does not give you an animal companion or familiar. Take it when theatrical animal work is part of the character concept, then obtain a companion from the normal class or feat route.
Pets Are Not Companions
The Pet feat gives a small creature with the minion trait, but it is not an animal companion. That distinction matters. A pet can be flavorful and useful, but it does not get the companion chassis, companion advancement, or combat profile. It also cannot make Strikes.
Pet is best when you want an owl on your shoulder, a lizard in your sleeve, or a small companion for simple noncombat tasks. It is not a substitute for an animal companion.
Mounted Combat
Mounted combat is where companion rules meet map reality. Your mount generally needs to be willing and large enough for you to ride, it acts on your initiative, and you still need the right command procedure to make it useful. The Ride skill feat can smooth mounted movement by making the basic command procedure more reliable when you are using a mount to move.
| Mounted Issue | Table Advice |
|---|---|
| Outdoor mobility ● | Let cavalry be cavalry when the scene supports it |
| Dungeon mounts ● | Hallways, stairs, doors, ledges, and tight rooms are real limits |
| Shared multiple attack penalty ● | Plan rider and mount attacks together instead of pretending they are separate turns |
| Enemy targeting ● | Occasional mount pressure is fair; constant mount deletion is tedious |
Champion has the most obvious Player Core 2 mount package through Faithful Steed and later mount upgrades. Those feats are strongest in campaigns where a mount can move, engage, reposition, and survive. In a ten-foot hallway, use the mount's limits as part of the tactical problem.
GM Core's mounted-combat advice is mostly practical table mercy: build some fights where the mount shines, some spaces where it is awkward, and avoid making every enemy obsessively attack the mount unless the encounter logic supports it. If a player invested class feats into a mount, the campaign should sometimes pay that off.
Companion Items And Gear
Companion gear is deliberately narrower than PC gear. Companion items use the companion trait and are normally the main item category built for animal companions, familiars, and similar creatures. A companion can invest only a small number of worn companion items, and companions do not normally activate items themselves.
Dragon companions use the same practical equipment boundary. Barding is armor for the companion, not a workaround that gives it a second character's item economy. Before buying it for a riding dragonet, confirm that the armor category fits the creature's body, the item is available to it, and the mount can still move through the campaign's doors, ladders, and terrain. The armor guide covers equipment decisions; this guide keeps the focus on command, mount, and companion procedure.
That means two things for players:
| Gear Rule | Why It Matters |
|---|---|
| Companion items are their own lane ● | Do not assume your companion can use every magic item a PC can use |
| Item bonuses are limited ● | Speed and AC support exist, but the creature is not a second equipment platform |
| Familiars need the right ability to manipulate items ● | Item Delivery is excellent only if the familiar can actually handle the item |
Use equipment, worn and invested items, magic items by level, and Treasure Vault when you are building a character around companion gear.
Best Builds For Companions
| Build | Why |
|---|---|
| Ranger companion striker ● | Ranger action patterns and target focus make companions feel purposeful |
| Druid animal order or companion support ● | Primal magic plus a body on the field gives flexible encounter pressure |
| Champion mount ● | Excellent when the campaign has room, weaker in cramped adventures |
| Alchemist familiar delivery ● | Strong if the party coordinates around items instead of forgetting them |
| Familiar on any caster ● | Senses, skill help, scouting, and delivery are broadly useful |
For more combat context, pair this with three-action economy, movement actions, flanking and positioning, and reactions.
Common Mistakes
| Mistake | Fix |
|---|---|
| Running the companion as a second PC ● | Use the minion and command rules every round |
| Forgetting the support benefit ● | Put the support text on the player's quick reference sheet |
| Letting familiar abilities change retroactively ● | Pick daily abilities when the character prepares for the day |
| Ignoring terrain and size ● | Check doors, ladders, ledges, squeezing, mounts, and enemy reach |
| Over-targeting mounts ● | Threaten companions when it makes sense, not as the default punishment for using them |
| Treating a pet like an animal companion ● | Keep pets in their lighter utility lane |
GM Guidance
GMs should ask every companion or familiar player for a one-page reference: Speed, defenses, senses, attacks if relevant, support benefit, daily familiar abilities, command action, and any special exception. This is not busywork. It is how you keep initiative moving.
For scouting, decide what the familiar can perceive, what language or communication limit applies, how doors and hazards work, and whether enemies are alert. Tiny creatures are not invisible drones. They are creatures in a dangerous world.
For combat, be consistent. An enemy with animal-handling knowledge might pressure a companion. A mindless undead creature probably attacks whatever is obvious. A tactical boss may try to punish the mount after seeing it shape the fight. That is all fair. What feels bad is deleting a companion every encounter just because the player brought one.
Tie long-term expectations to session zero and encounter design to GM environment guidance. A campaign with ships, cliffs, narrow tombs, and social intrigue will treat companions differently than a campaign of open-field monster hunts.
NPC Allies Are Encounter Creatures
An NPC who travels with an animal, pet, or familiar does not grant the party a player companion. NPC Core treats that creature as part of the encounter: it uses its normal creature statistics and actions and counts toward the encounter budget. Build and run it as an encounter participant, not as a minion that borrows a PC's command action.
| Creature relationship | Rule owner | GM decision |
|---|---|---|
| Player animal companion | Class feature or feat, plus minion and companion rules | Give the player its normal command and advancement procedure. |
| NPC-controlled animal | NPC Core creature presentation and encounter building | Include its normal actions and level in the encounter's threat and turn plan. |
| NPC pet or familiar | NPC creature and encounter presentation | Use it as part of that NPC's scene role; do not convert it into a player familiar or companion. |
| Mount | The rider, creature, and mounted-combat rules | Decide whether it belongs to a PC or NPC, then use that owner's procedure and map constraints. |
| Eidolon | Summoner class rules | Keep it out of companion, familiar, mount, and NPC-ally procedures because it shares the Summoner's core resources. |
Use a companion's presence to make an NPC's job visible: a lookout with a scent tracker, a courier with a riding animal, or a handler with a creature that protects their escape route. Do not copy a player companion chassis onto the NPC. If the animal changes encounter difficulty or turn pressure, make that call in encounter building before play.
How To Run Them Fast
- Put the companion or familiar reference in front of the player.
- Pick daily familiar abilities before adventuring starts.
- Decide the creature's default combat job: flank, support, carry, scout, mount, or body-block.
- Call the command action before moving pieces.
- Resolve the creature's two actions quickly.
- Track conditions on the creature the same way you track them on a PC.
If a companion turn takes longer than the fighter's turn, the player needs a clearer reference and a default job for the creature.
Best Links
Start with the PF2e rules guide, then use summoned creatures, actions and activities, detection and senses, conditions, and hero points.
For character builds, use classes, ranger, druid, witch, champion, alchemist, sorcerer, Draconic Acolyte, and Drake Rider.
For gear and campaign context, use equipment, consumables, worn and invested items, Howl of the Wild, and GM guides.
Hot Take: Drake Rider is a companion build, not a discount flight package. If you will not spend actions on the companion and archetype feats through Wing Rider at 10th level, pick a mount option that pays off earlier.
Return to the PF2e rules guide.


