Ranger
Base Class: Ranger

(I'm sorry to dm's who have to manage this subclass, keeping track of the players spirits is probably going to be so confusing. Also I'm sorry I flavored it in a way that people will want to cross class into druid to make it even more confusing)

 

A spirit seer is a person who can communicate with spirits to help them hunt. Much like a totem warrior these spirits can grant you powers but only for a certain amount of time unlike totem warriors. the upside is that you can have a spiritual bond with multiple spirits at once and they can eventually give powers to your friends too. 

Spirit symbiosis

Your ability to talk to spirits means some of them have offered to join you on your adventures. These spirits make a spiritual bond with you to grant you some spiritual powers. At level 3 you can have two spirits bonded to you who will follow you always. These spirits take the form of animals, you can choose from 5 animals for them to take the form of and they will stay as that animal for ever, for example if you choose a deer spirit and an owl spirit you have one deer spirit and one owl spirit for ever but as you gain new spirits you can get more owl/deer spirits but you can also gain different spirits. A spirit can possess you as a bonus action on your turn and will grant you certain abilities based on what animal it is, each spirits effects are listed below. Once you start being possessed by the spirit it can last for up to a minute, after which it will become drained meaning it can't be used again until you take a long rest.

deer

  • any alley within 35 feet of the possessed person gets an extra 1d4 +1 HP restored whenever they heal
  • Any alley within 10 feet of the possessed person gets a plus 3 to there ac

owl

  • You and three other alleys of your choice get your wisdom modifier added to there wisdom score to a max of 20
  • You get advantage on stealth checks 

Frog

  • You get a swim speed equal to your walking speed + 5
  • You can jump twice as far 

monkey 

  • you get a climb speed equal to your walking speed
  • You and 2 other friends get there intelligence scores doubled

wolf 

  • You atomically succeed on Wisdom (Survival) checks to track your favored enemy 
  • Your party has advantage on strength (athletics) checks to knock someone prone  

 

You gain a new spirit of your choice at 7th level and again at 11th and 15th level

Spirit talker

Also at level three You have advantage on charisma checks to interact with ghosts and other creatures that the dm thinks are close enough to ghosts. Also you can cast speak with dead at will.

Spiritual strike

At 7th level you can channel your spirits into your attacks. When you attack with either a ranged weapon attack or melee weapon attack you can use up a spirit to add an extra 1d6 psychic damage to your attack, if it requires ammunition it no longer does. You can also choose to have an effect be put on the target based on what animal spirit you used. 

deer: the next attack the target does has disadvantage

owl: if the target didn't know where you where before you made this attack it deals double damage

frog: a spectral frog tongue shoots out from your weapon and pulls them towards you until there 5 feet in front of you and then you atomicaly grapple them.

monkey: they drop whatever there holding

wolf: for 48 hours you know exactly where they are so long as they are in the same plane as you

Superior possession

At 11th level your spirits can possesse your friends too and when they possess someone the possessed person gets 2d4 HP restored. Also a possession lasts one more minute than before.

Eternal bond

At 15th level you can choose one of the spirit animals that you already have and permanently get the effects from being possessed by it. If you try to get possessed by the animal that you chose you instead heal for 6d4 HP instead of the usual 2d4

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