Feat
Pack's Rest
The master's red mana refuses to let the beast die
The Ranger's red mana flows into their animal companion and accelerates its recovery. The feat has three modes, only the strongest applicable one of which operates at a time. The companion must remain alive; no mode can resurrect it.
1. Master's Sleep—Ranger level 1
When the Ranger takes a true full rest while sleeping beside the companion, it recovers all its HP instead of the usual 20%. The companion need not sleep and may keep watch or rest nearby. A companion stabilized at 0 HP also benefits if it survives until the rest ends.
The Ranger must actually sleep beside the creature. Physical separation, staying awake on watch, or an interrupted rest prevents this mode from working.
From level 5, this rest can also regrow the companion's destroyed limbs. Regeneration finishes with the true rest and does not automatically remove poison, disease, curses, or effects that explicitly prevent regeneration.
2. Pack Travel—Ranger level 3
While the Ranger and companion travel together at roleplay scale, the creature recovers 5% of its maximum HP per hour. It may walk, fly, swim, keep watch, or be carried, but must remain near its master and be part of the same journey.
From level 5, recovery increases to 10% of maximum HP per hour. This mode has no cap and can restore the companion to maximum HP if travel lasts long enough and the bond remains intact.
3. Combat Regeneration—Ranger level 5
When the Ranger and companion participate in the same combat, the companion recovers 10% of its maximum HP at the start of each of its turns. This works while the creature remains alive, even if stabilized at 0 HP.
This mode can restore at most 100% of the companion's maximum HP per combat. Only HP actually recovered count toward this cap. Once reached, combat regeneration stops until combat ends; a new combat provides a new reserve.
Only combat mode uses this cap. Master's Sleep and Pack Travel share no counter with it.