Base Class: Fighter
Wildkeepers are the elite warriors of the Oram Hai, tasked with guarding Lawbrand against the sinister Howling. They effortlessly wield druidic magic alongside their martial weapons, calling on the power of nature to dispatch their foes. When taking on the role of a Wildkeeper, the fighter must also take on an animal totem of their choosing, causing one of their body parts to permanently morph into an additional weapon in battle.
Totemic Bond
At 3rd level you can bond with an animal totem by performing a vision ritual. The ritual is completed by taking a long rest after consuming your druidic herb (found in the starter gear). During the ritual, a totemic spirit animal of your choice appears in a vision—and you and the animal bond as one being. Upon awakening from the ritual, a body part of your choosing is replaced or augmented by a physical feature of your spirit animal. Examples of this include: your feet become cloven hooves, your hand transforms into a talon, or antlers sprout from your forehead
Totemic Adaptation
Starting at 3rd level, the Wildkeeper may make any attack with their Totemic Adaptation for 1d6 damage. This die changes as you gain levels as a Fighter as shown in the Wildkeeper table. Your attacks with your Totemic Adaptation count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Totemic Strike
Starting at 3rd level when you take the Attack action with a weapon that isn't your Totemic Adaptation, you may immediately make an attack with your adaption as a bonus action using the same modifier as the first attack (you do not add the ability modifier to the damage).
CANTRIPS
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at13th level.
Feral Resistance
At 7th level, you gain an additional +2 AC whenever an attack is made against you by a creature with advantage.
Animalistic Fury
Starting at 10th level, your Totemic Adaptation gains a +1 bonus to attack rolls and damage
Totemic Surge
At 10th level, you may draw upon your totemic power to perform superhuman feats. Once per long rest, as a bonus action you can gain one of the following benefits (it does not increase the maximum ability score): : Increase your Dexterity by 4 and double your movement speed for one minute. : Increase your Strength by 4 and double your Proficiency Bonus when making Strength checks for one minute. : Increase your Wisdom by 4 for one minute and regain your highest-level spell slot
Warden of the Wilds
Starting at 15th level, you become a master at traversing the wilds as well as the cityscapes. You gain the following bonuses:
You can move through difficult terrain unimpeded at full speed.
You can move stealthily at the normal pace.
When making attacks
Alpha’s Essence
At 18th level, you are able to project the savage essence of your animal totem once per long rest. As an action, for the next minute, all creatures are frightened while within 10 ft. of you unless they succeed a Wisdom saving throw DC = 8 + your Proficiency Bonus + your Wisdom modifier. Any beast that resembles your respective totem (avians, predators, marine animals, etc.) within 30 ft. must follow any command you give unless it succeeds a Wisdom saving throw DC = 8 + your Proficiency Bonus + your Wisdom modifier






