Base Class: Ranger
Spirit Seekers are rangers who have formed such deep connections with other creatures to the point that their souls have been magically connected in some way shape or form. These connections are some of the most pure forms of magic but that doesn't mean that all rangers of this archetype have a pure heart as you may have.
Spirit Attunement
3rd-Level Spirit Seeker feature
At 3rd level, you gain the ability to attune to spirit companions that will accompany you on your adventures. You can only attune to two creatures at a time. The creatures may be large or smaller. Add your proficiency bonus to the creature’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
If the creature has an intelligence score of 7 or lower the creature will obey your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. (You may only command one creature per attack/action)
If you attune to a creature with an intelligence score of 8 or higher it will take its turn on its own initiative and it will take whatever action it deems necessary.
You and your spirit companions can share one feature/trait between each other. (Example: If you as a Spirit Seeker have used your spirit attunement ability on a Wolf and some other creature you could share the Wolf's Pack Tactics trait between all three of you.)
If you are incapacitated or absent, and the creature has an intelligence score of 8 or lower the creature will act on its own, focusing on protecting you and itself. The creature never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only your spirit companions, you can move stealthily at a normal pace. (If you have the Deft Explorer feature rather than Natural Explorer your spirit companions will have access to Roving and Tireless when you gain those abilities instead.)
If either of your spirit companions die, you can attune to a new companion by spending 8 hours magically bonding with a creature that isn’t hostile to you and that meets the requirements.
Seeker's Gift
3rd-Level Spirit Seeker feature
At 3rd level, the bond you share with your spirit companions grants you understanding and empowers your presence.
You gain the following benefits:
- Druidcraft. You learn the Druidcraft cantrip, which is a ranger spell for you.
- Language of Spirits. You learn all languages of any creature you've used your Spirit Attunement ability on
Spiritual Dependance
7th-Level Spirit Seeker feature
Anytime you are within 60 ft of a creature you a spiritually bonded with you gain these benefits:
- You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
- You have advantage on saving throws against being charmed or frightened.
You can now also share two traits/features between you and your spirit companions.
Upgraded Attunement
11th-Level Spirit Seeker feature
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
You can now also share three traits/features between you and your spirit companions.
Supreme Bond
15th-Level Spirit Seeker feature
Beginning at 15th level, you gain these benefits:
Magical Bond: When you cast a spell targeting yourself, you can also affect your spirit companions with the spell if the creature is within 30 feet of you.
Protective Bond: When either you or your spirit companions take damage while you’re within 30 feet of each other, you can use your reaction to give yourself or your spirit companions resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sacrificial Bond: When you or any allies are rolling death saving throws you may use you Spirit Companion to completely revive you or any allies but your spirit companion is sent directly to the afterlife with no chance of return.
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