Druid
Base Class: Druid

The members of the Circle of the Beastmaster are given their own partner when they reach a certain age. Thereafter, the druid and their animal companion become practically inseparable.

Bestial Companion

You can summon the companion spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your companion. The companion takes the statistics of a beast cr 1/4 or lower. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature

You also gain the ability to cast Speak with Animals as a Bonus Action and you may use it up to 2 + half of your Druid level times between rests. At 11th level, this spell is now constantly active and you can use a Bonus Action to temporarily disable or re-enable this spell. 

Upon gaining a Companion roll a d4 to apply a trait for your Companion's evolution in which they obtain once you level up, this is repeated at 5th level. At 9th and 13th level, roll a d6. At 17th level, roll a d8 twice.

Alternatively, at 3rd level you can choose pick a trait of your choice from Rolls 1 to 4, but you no longer roll a trait at 5th level. At 9th level, you can instead choose a single trait between Rolls 1 to 6, but no longer roll a trait at 13th level. At 17th level, you can choose a single trait between Rolls 1 to 7.

 Evolution Traits

Roll Effect 
1 Growing horns, spikes or even claws, your Companion develops a more lethal and predatory nature as it grows. Give your Companion +1 to its damage roll each time this trait is picked. If this trait has been picked three times or more, you may instead roll a d4 instead and add that to your Companion's damage roll.
2 Developing a hardened exterior or slippery skin, your Companion instinctively strives to survive against direct damage or outright avoid it with its elusiveness. You  roll a d8 and add it to your Companion's Hit Point. If this trait has been picked three times or more, you may give your Companion +1 AC instead.
3 Your Companion develops a special organ or part that becomes a source of a new damage type. Choose one of your Companion's attacks and change its damage type to another of your choice. You may also choose to improve your Companion's attack instead, giving it +1 to the action's attack roll.
4 Your Companion has honed its senses to the point it develops its senses to perceive its surroundings through other means.  You choose to grant your Companion Darkvision, Blindsight or Tremorsense of 15 feet. Alternatively, you may roll a d4 instead and gain either Darkvision (1), Blindsight (2), Tremorsense (3) or Truesight (4) of 30 feet. Each time you picked this trait, you may also choose not to pick a new Sense but instead double the range of one of your Companion's current Senses.
5 Being in your company has thought your Companion a few new tricks that its species normally couldn't perform. Choose a skill that you are proficient in and make your Companion also proficient with that skill. 
6 Honing its strengths and weaknesses, your Companion takes an expeditious growth towards evolution. Choose one of your Companion's Ability Score and increase it by 2 or increase it by 1 which does not apply to the cap of 20.
7 Adapting to its environment, your Companion becomes more resilient and strong enough to live in hostile situations. Choose a damage type and roll a d8, your Companion reduces damage taken from that type by the amount you rolled. If taken more than once and you choose the same damage type, your Companion also gains Resistance to that damage type as well.
8 Growing stronger to the point it has reached the next stage of evolution, your Companion gains a Legendary Action in which can be used once in battle with any attacks it has. 

Circle Spells

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Spells

3rd

animal messenger, beast sense

5th

conjure animals, phantom steed

7th

polymorph, faithful hound

9th

geas, animate objects 

 

Primal Strike

 

Your companion's attacks count as magical for the purposes of overcoming resistances.

Companion Shapeshift

At 10th level, your strong bond with your companion allows you Wild Shape either yourself or your companion to the other. If you choose to Wild Shape to your companion, you also gain any traits it has obtained but, your language is replaced to that of your companion and you gain +3 to Wisdom (Perception) against you while in this form. The same applies to your companion, replacing its language to that of your's. 

If at any point you or your companion exhibits behavior that is outside of the other's usual behavior, the next Wisdom (Insight) check made against you or your companion gains Advantage.

Fang over Fang

At 14th level, your talent for evolution has allowed you to take on a higher form with the aid of your trusted companion. Using your entire Turn, you combine with your nearby companion to temporarily transform into a new being. In this new form, you gain Temporary Hit Points equal to that of your companions' current Hit Points, taking all of the Traits it has obtained so far and gain the ability to use your companion's attack.

While you have Temporary Hit Points from this feature, you can maintain this form as long as you want but, once you lose your Temporary Hit Points, your new form ends after a number of rounds equal to for 2 + Wisdom Modifier. You may choose to use your Turn in order to end the effects and revert to your normal form early.

Once you revert back to your normal form and your Hit Points is below half of your Hit Points at the time you activated this feature, divide it evenly between yourself and your companion. If you have remaining Temporary Hit Points upon reverting back to your normal form, your companion recovers Hit Points 2d6 + remaining Temporary Hit Points. If you become unconscious while in this form, the effect immediately ends and you and your companion becomes unconscious.

Once you use this feature, you cannot use it again until you finish a Short Rest.

Previous Versions

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