Base Class: Ranger
You bond with a spiritual animal that enhances all aspects of your combat.
Level 3: Spirit Beast Companion
At 3rd level, your bond with the Spirit World grants you a loyal spectral companion — a Spirit Beast — that manifests as an ethereal reflection of a real creature.
The beast can take the form of any terrestrial or aerial predator (wolf, hawk, tiger, bear, etc.), but its body glows faintly and leaves trails of luminous motes as it moves.
You can summon your Spirit Beast as an action, causing it to appear in an unoccupied space within 30 feet of you.
The beast remains until it drops to 0 hit points, you summon another, or you die.
It vanishes harmlessly when dismissed (no action required).
The Spirit Beast acts independently of you, but it always obeys your commands.
In combat, it shares your initiative count but takes its turn immediately after yours.
You can command it with a Bonus Action to take the Attack, Dash, Disengage, Dodge, or Help action.
If you don’t command it, it takes the Dodge action.
You can summon the Spirit Beast once per long rest, or by expending a 1st-level spell slot.
When you summon it using a spell slot, it appears with all its hit points restored.
🐺 Spirit Beast
Medium or Small Beast (Spirit), unaligned
Armor Class: 13 + your proficiency bonus
Hit Points: 5 × your ranger level + your Wisdom modifier
Speed: 40 ft. (fly 40 ft. if birdlike)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 14 (+2) | 6 (–2) | 14 (+2) | 10 (+0) |
Saving Throws: Proficient in Dex and Wis
Skills: Perception + your Prof., Stealth + your Prof.
Damage Resistances: Necrotic, Radiant
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., passive Perception 12 + Prof.
Languages: Understands the languages you speak
Proficiency Bonus (PB): equals your ranger PB
Actions
Spectral Strike (Bonus Action Command).
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d8 + PB + your Wisdom modifier force damage.
If you are within 30 feet of your Spirit Beast when it hits with this attack, you can deal an additional 1d6 damage of your choice (force, radiant, or necrotic).
Traits
Ethereal Step (Recharge 5–6).
As a Bonus Action, the Spirit Beast can teleport up to 30 feet to an unoccupied space it can see. It leaves behind a faint spiritual afterimage until the start of your next turn.
Spirit Link.
When you cast a spell that targets only yourself, you can also affect your Spirit Beast if it is within 30 feet.
You can share spells this way a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Soul Bond.
When your Spirit Beast drops to 0 HP, it dissolves into spectral mist and reforms beside you at the start of your next turn with 1 HP, but you take 1d6 force damage per 10 HP it lost beyond 0 (spiritual backlash).
Once it reforms this way, it can’t do so again until you finish a long rest.
Level 3: Ethereal Bond
You always know the direction and distance to your Spirit Beast as long as it’s on the same plane of existence.
While within 30 feet of it, you both gain a +2 bonus to saving throws against being charmed or frightened.
Additionally, your attacks deal an extra 1d4 force damage while your Spirit Beast is active — you strike as one.
Level 7: Spirit Echo
7th-level Spiritbound Hunter feature
Your Spirit Beast can now partially merge with your attacks.
When you take the Attack action, you can command your Spirit Beast (no action required) to make one Spectral Strike.
In addition, once per short or long rest, when your Spirit Beast hits a creature, you can cause it to emit a Spirit Echo, forcing the target to make a Wisdom saving throw (DC = 8 + PB + Wis).
On a failure, the creature becomes haunted until the start of your next turn — spectral claws and whispers assail it, causing disadvantage on its next attack roll and dealing 1d8 force damage at the start of its turn.
Level 11: Shared Vitality
The link between you and your Spirit Beast deepens.
When either of you regains hit points, the other regains the same amount (once per turn).
Also, as a Reaction, when your Spirit Beast would take damage, you can take half that damage instead.
Alternatively, you can allow the Spirit Beast to absorb half of the damage you would take from a single attack.
(This split damage ignores resistances.)
Level 15: Apex Spirit
15th-level Spiritbound Hunter feature
Your Spirit Beast transcends mortality. Its form becomes luminous, immense, and infused with the primal forces of nature.
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Enhanced Form: Your Spirit Beast’s size increases to Large, and it gains a fly speed of 50 ft.
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Force Strike: Your Spirit Beast can make a special attack called Force Strike, representing its connection to your spirit and the primal forces of nature. When it hits, Force Strike deals 2d8 + your Wisdom modifier + your proficiency bonus force damage. This attack counts as magical.
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Shared Critical: When either you or your Spirit Beast scores a critical hit, your Spirit Beast can immediately make one Force Strike as a reaction. This ensures that the bond between you echoes in battle, letting the Spirit Beast strike with precision when either of you lands a powerful blow.
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Spirit Nova (1/long rest): When your Spirit Beast would be reduced to 0 hit points, it instead erupts in a Spirit Nova. Each creature of your choice within 20 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier).
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On a failed save, a creature takes 4d8 radiant or necrotic damage (your choice) and is pushed 10 feet away.
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On a successful save, a creature takes half as much damage and is not pushed.
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