Base Class: Ranger
Few mortals earn the attention of Silvanus, the Wild Father. Fewer still are chosen — souls marked from birth to embody his divine balance. The Chosen of Silvanus are not simply protectors of the wild; they are extensions of it.
Their spirits are intertwined with a guardian sent from the god’s own domain: a living embodiment of the cycle of life and death, decay and renewal. This companion walks beside its ranger always, a spirit given mortal form, reflecting the harmony Silvanus demands of all life.
Where the forests weep or the land festers, the Chosen rise. Their bond with their spirit deepens as their faith matures — together they channel the will of the wild, not as conquerors of nature, but as its beating heart. In battle, their unity blurs the line between mortal and divine, man and spirit, until they stand as one: the Wild Father’s chosen hand in the mortal world.
Level 3: Spirit of the Wild
Silvanus has marked you as his chosen. When you adopt this archetype, a spiritual guardian manifests — an ever-present companion that walks the world beside you. This guardian takes the form of a natural beast, such as a direwolf, stag, or great hawk, but its essence is that of a Fey Spirit sent by Silvanus.
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The spirit is a permanent companion, and it behaves as a living creature — it eats, sleeps, and acts with its own instincts and emotions.
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It uses the Wild Spirit Companion stat block below, gaining benefits as you gain ranger levels.
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If the spirit is reduced to 0 hit points, its form dissolves into natural light and reappears beside you after a long rest. You may also restore it using a spell slot of 1st level or higher (1 minute of focus).
You share a telepathic link out to 100 feet. Your spirit understands your commands and can communicate emotions and simple ideas in return.
Wild Spirit Companion
Use the Beast of the Land stat block (Tasha’s Cauldron of Everything, pg. 61) with these changes:
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Type becomes Fey (Spirit).
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Its attacks are magical for the purpose of overcoming resistances.
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It gains Resistance to necrotic and radiant damage.
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It can take the Help action as a bonus action once per turn.
Level 3: Blessing of the Wildfather
Your bond with your spirit draws Silvanus’ blessing into your body. You gain the following benefits:
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You learn Druidcraft and Guidance. These count as ranger spells for you, and Wisdom is your spellcasting ability for them.
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When you cast a spell that targets only yourself or your spirit, the other also gains its effects.
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When your spirit is within 30 feet of you, and you are tracking a specific target, you gain advantage on any Survival check made to track that target. You must know roughly what the creature is, or specific information about the creature such as its scent.
Level 7: Guardian's Gift
Your connection to Silvanus grows to encompass his divine protection.
While your spirit is within 30 feet of you:
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You and your companion have advantage on saving throws against being charmed or frightened.
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When either of you takes damage, you can use your reaction to cause roots or spectral vines to burst from the ground. The attacker must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be grappled until the start of their next turn.
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You can use this reaction a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Level 11: Renewal of Nature's Spirit
Silvanus’ power flows through your spirit’s fangs, claws, or wings, manifesting as life-restoring energy.
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Your connection with your spirit grows deeper. As a result of the deepening emotional and spiritual bond between you two, you gain proficiency in the Primordial (Terran) language.
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Once per Short or Long rest, your spirit can unleash a Howl of Renewal — a surge of divine energy. Each ally of your choice within 15 feet regains hit points equal to your ranger level plus your proficiency bonus.
Level 15: Avatar of the Wilds
You and your companion now serve as one vessel for Silvanus’ will.
As a bonus action, you may merge your essence with your Wild Spirit for 1 minute. While merged:
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You gain +1 to your Armor Class, advantage on Perception checks and Initiative, and resistance to any damage of your choosing except psychic. You can only choose one type of damage per use of the merge, and must be chosen immediately after the merge.
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Your first melee attack on your turns deal an additional 1d8 radiant damage.
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Your spirit disappears into you during this time, reappearing unharmed when the effect ends.
- If your Hit Points are reduced to 0 while merged, your companion's spirit unmerges from you, and then dissipates as if it's Hit Points were also reduced to 0, but will return to you after a Long Rest.
You can use this feature once per Rest, or regain its use early by expending a 5th-level spell slot.
Previous Versions
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