Base Class: Druid
You have seen the importance of traveling in a herd. You have not only taken after this type of animal, but have learned how to summon a herd of your own. You also learn to summon a companion mount and increase it’s abilities.
Companion Steed
At 2nd level : You send your will out into the wind and summon a fey steed of a type that normally travels in a herd (ie. Horse, elk, etc.). The casting time of this ability is 1 minute. This beast is of the fey type, but otherwise is a Scion of its breed. This steed becomes a companion on your journey in life and rarely leaves your side. It is trained as a combat mount. If your companion is reduced to zero hit points or is dismissed as an action, when it is resummoned it arrives fully healed and without any previous conditions. Once summoned the companion steed remains indefinitely until it is dismissed or brought to zero hit points.
You can summon your companion a number of times equal to your wisdom modifier before it needs to be reset by a long rest.
Your companion steed gains all companion abilities in this subclass as well as all herd abilities from this subclass.
Resting Travel
At 3rd level : You and your companion steed’s wills are in sync. This allows you to take a short rest while riding your companion mount.
Summon Herd
At 6th level : You can use two wild shape charges to summon a herd of mounts to be used by your allies. This call has a 10 minute cast time and summons up to 5 mounts. Each of these mounts are of the same breed as your companion steed. You can summon your companion steed at the same time as the rest of the herd, but you must still use a charge of your Companion Steed ability. The herd are willing to allow your companions to ride them, but they must be ridden barebacked as they are wild animals. They remain around for 1 hour per Druid level.
Ally in Combat
At 6th level : While mounted on your companion steed, you add your wisdom modifier to your attacks, damage and armor class.
Improved Companion Steed
At 6th level : Your Companion steed improves based on your level. Add your proficiency bonus to your steed’s strength stat, dexterity stat, constitution stat, natural armor and saving throws. If this causes your steed’s stats to increase above 20 it is allowed to do so. As your proficiency bonus increases, so does your companion steed’s abilities.
Improved Herd Movement
At 10th level : Your control over your called herd increases, granting them abilities above and beyond normal creatures of their type. The entire herd (including your companion steed) double their movement speed (both in combat and overland movement speed). They also gain the ability to walk on water and ignore difficult terrain. Your companion steed retains these abilities whether a herd is called or not.
Greater Companion Steed
At 10th level : Your Companion steed has reached a new tier of perfection when near you. Now, in lieu of adding your proficiency bonus to it’s strength score, dexterity score, constitution score, natural armor and saving throws, you add double your proficiency bonuses to those same abilities. If this causes your companions stats to raise above 20 their maximum is raised.
Herd Endurance
At 14th level : Your called herd’s endurance raises to unparalleled levels. The herd (including your companion mount) has an unending endurance. They do not need to rest and cannot become fatigued or exhausted, and can literally run all day long. Your companion steed retains these abilities whether a herd is called or not.
Nature’s Blessed Bond
At 14th level : Your bond with your companion has increased to the point where it has been noticed by the gods of nature. You do anything to protect your companion steed and it does likewise for you. This new bond gives you both the following abilities:
Your hit points and your companion steed’s hit points are pooled into one large pool as long as you are within 10’ of each other. If you take damage with this pact already active and then separate to a distance greater than 10’ the damage up until that point is split evenly.
You both go out of your way to keep your companion safe. As long as you are within 10’ of each other, you both gain the better of your two individual armor classes and saving throws.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/26/2020 9:30:41 PM
|
6
|
1
|
1
|
Coming Soon
|
Comments