Base Class: Ranger
The Spirits Find You
It is the way of spirits to find those whose souls are compatible, bodies that share a common bond and will welcome the spirit into their hearts. It is through this path that the spirits have found you. You have become their vessel and their blade, an animalistic Shaman who communes with the long dead spirits of the animal lords. For this great service the power of the animal lords comes ever closer to you.
Spirits Calling
Spirits Calling
Beginning at 3rd level you learn to channel a beast spirit into your body; this spirit is chosen at first level, but can be retrained with a ritual taking 24 hours to cast and 100 gp worth of incense and mistletoe to entice a new spirit to find you and accept you as their vessel. These abilities can be used twice and require a long rest to recharge.
Spirit of the Raven- The murder starts, a single raven spirit has found its home within you. As an action you can enhance your senses and the sharpness of your mind, this buff lasts a number of rounds equal to your Wisdom Modifier. While active you have advantage on all wisdom saving throws and your Spell Save DC and Spell Attack Bonus are both considered to be 2 higher.
Spirit of the Bear- The rumbling grizzy begins to stir inside you, awakening from its hibernation. As an action you can enhance your strength and steady your arm, this buff lasts a number of rounds equal to your Wisdom Modifier. While active you have advantage on all Strength saving throws and your Melee and ranged throw attacks have +2 to hit.
Spirit of the Wolf- A pack begins to form, for now but a single wolf but more shall come. As an action you can enhance your reflexes with the swiftness of the wolf. This buff lasts a number of rounds equal to your Wisdom Modifier. While active your base movement is increased by 5 feet and your ranged attacks have +2 to hit.
Spirit of the Gecko- The powers of the reptile begin to grow within you and you find yourself seeing the world from a new angle. As an action you can enhance your body's abilities with that of the Gecko. This buff lasts a number of rounds equal to your Wisdom Modifier. While active you have a climb and swim speed equal to your base movement and you have resistance to Poison.
Spirit of the Bison- The herd starts with the single cow, the mighty bison spirit has found its way to you and you grow stronger with its coming. As an action you can increase your constitution and sturdiness. This buff lasts a number of rounds equal to your Wisdom Modifier. While active you have advantage on all Constitution saving throws and you can not be pushed, pulled or knocked prone.
Spirit's Blessing
Starting at 3rd level you gain proficiency with the Animal Handling and Arcana skills.
Enhanced Spirits
Starting at 7th level your call of the spirits grows stronger, summoning more of each spirit to you and increasing their abilities. Starting at this level you are able to stay possessed a number of rounds equal to your wisdom modifier +1.
Spirit of the Raven- You gain the ability to see how close prey is to death, as your third eye begins to open you are able to see the exact hit point of any creature by spending a bonus action to observer them. Your ranged weapon attacks are considered to have twice the increment for their minimum and maximum distances.
Spirit of the Bear- You gain resistance to Cold, and gain 3d12 temporary hit points when you activate your possession.
Spirit of the Wolf- Whenever you make a successful ranged attack on an enemy an ally adjacent to that enemy can make a melee attack against them as a reaction. That ally adds your wisdom modifier as force damage to the strike.
Spirit of the Gecko- You gain Immunity to the poisoned condition and poison damage. Any melee attacks you perform deal an additional 2d4 poison damage.
Spirit of the Bison- You gain a charge attack. As an action you can move up to your distance and attack a target with your melee weapon. If you hit you move past the target up to your speed without triggering reactions and the target takes 2d10+your wisdom modifier bludgeoning damage as you trample past.
Many Minded
Beginning at 11th level you have become so melded with your spirits that many parts of your body can be controlled autonomously by the possessing spirits. While your spirit power is activated and you use your action to cast a spell you can make a melee or ranged attack as a bonus action.
Greater Possession
Beginning at level 15 you have unlocked the ability to become partially possessed by your spirits. Altering and transforming your body to become as they are. Your possession state now last a number of rounds equal to one half your level or your wisdom modifier, whichever is higher.
Spirit of the Raven- You grow brilliant blank wings of shadow and a third eye appears on your forehead. You have a flying speed of 60 feet and you gain blind sense 60. While in this form when you may reroll your first missed attack on your turn. While in this form you have advantage on Wisdom (Perception) skill checks.
Spirit of the Bear- Your muzzle extends and body grows fur as you give in to the power of the bear. You grow to become large sized (unless you are already large). While in this state you have resistance to all damage except psychic and grow a natural Bite Attack that deals 2d8+str piercing damage and 2d4 bleed damage. This attack is a bonus action.
Spirit of the Wolf- The power of the winter wolf takes you throat as your hair grows white and your face becomes wolfish. You can, as an action, exhale a blast of freezing wind in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. This ability recharges at the end of your next turn. You gain immunity to cold damage and as a bonus action you can lunge up to half of your base movement without triggering reactions.
Spirit of the Gecko- Your skin becomes slick and slimy and your eyes widen as the gecko merges with your body. While in this form you have immunity to bludgeoning, piercing and slashing non-magical damage, while in this form and get a +15 to perception rolls to see something even if it is invisible as long as the target has moved in the last round. You can, as a bonus action, become invisible by camouflaging yourself with your surroundings.
Spirit of the Bison- You grow large horns from your head and your legs swell with power as your body prepares to attack its foes. While in this form you have a goring charge attack, this is an action that allows you to move up to your base movement speed so long as you end adjacent to an enemy. The gore is a natural attack that gets a bonus +5 to hit and deals 4d12+str modifier in damage; if this attack crits you deal 3x damage instead of 2x. You can, as a bonus action take the dash action. When you make this goring charge attack you grant advantage to all attacks against you until the start of your next turn.
Previous Versions
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