Base Class: Ranger
A Spiriter is a subclass of Beast Master. This class grants you an even closer bond to your animal companion. The animal can become merely a tattoe on your arm, and you can zone in on your beast to hear what it hears, smell what it smells, and see what it sees.
Spirit-Ink
To attempt to bring your animal to you, roll a d4. On a 1-2, nothing happens. On a 3-4, your animal becomes a tattoo on your arm. You can call your animal out at anytime, not counting against how many times you use this. Once this feature has been used 5 times, you can't use it again until the next dawn.
Connection
You have harnessed the power of your animal. Once per day, you can tune into their senses and feel what their feeling, smell what their smelling, taste what their tasting, see what their seeing, and sense what their sensing. During this time, your physical body is unconscious, and in a state of suspended animation. After you come back out - willingly - you gain some of the traits of your animal. For example: If your animal was a cat, you would get extreme agility and balance. This effect only lasts for one minute.
Bonding
You can charm a creature within 10ft of you that is your animal's type. For example: If your animal is a jaguar, all felines work for this trait. The creature must make a DC 15 WIS saving throw, doing so with disadvantage. On a failed throw, the creature suffers the effects of a Charm spell. On a successful saving throw, nothing happens. Once this feature has been used 3 times, it can't be used until the next dawn.
Spirit Animal
You can shift into whatever your spirit animal is. You can also expend one ranger spell slot to cast Planar Shift. This transports you, your animal, and up to 5 other beings with you.
Comments