Base Class: Ranger
Thanks to your bond with nature, you can summons a spirit to guide you in your journeys.
Spirit Call
Familiar Bond. You know the Find Familiar spell and can cast it without a spell slot once per long rest. The familiax max CR increases at 6 (1/8), 9 (1/4), 12 (1/2), 18 (1). You can choose any beasts except swarms.
Spirit of the Hunt. While Hunter’s Mark is active, your familiar maintains the concentration as long as the target is visible.
Level 7: Spirit Manifestation
One with the spirits. As a bonus action you can gain one of the following:
- a bonus to one physical and one mental modifier equal to those of your familiar for 1 minute;
- a trait from your familiar stat block for 1 hour.
Repeated use replace the effect. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Spirit anchor. While Spirit Manifestation is active you have advantage on death saving throws.
Spirit Weapon
As a bonus action, you can expend one use of Spirit Manifestation to imbue your weapon with magical properties for 1 minute.
Your weapon and projectiles gains a +1 magic bonus (up to +3) and is considered magic for the purpose of overcoming damage resistance. Once per turn, instead of rolling hunter's mark damage, you can take the maximum.
Spirit Meld
When you spirit meld, you may also gain some of the familiar physical aspect:
- a number of temporary hit points equal to you familiar's
- a physical characteristic with associated advantages and drawbacks (see familiar stat block), like limbs, sensory organs, natural wepons, etc..
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