Beast Bond. Asena's HP and AC scale with the creature she is bonded to. If Asena is bonded to a creature, it gains the Heart of Asena.
- Heart of Asena. Creature that is bonded to Asena can communicate using Telepathy and is able to gain AC +4 effect of Warding Light for one hour when it is used in a reaction.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 10 feet of the creature and the ally isn’t incapacitated.
Nature Aura. Asena can sense nature within a 120ft. radius, and can communicate and help it grow within a 10ft. radius.
Mother's Intuition. If Asena senses a wounded Fey or Wolf nearby, she will leave for (1d4) roll.
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
- Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 6) piercing damage.
Guardian (Used in place of Multiattack, Recharge 4). The wolf exhales a blast of light in a 20-foot radius.
- Each enemy in that area must make a DC 12 Dexterity saving throw, taking (4d8) radiant damage on a failed save, or half as much damage on a successful one.
- Shimmering Shield. Allies within a 20-foot radius of the wolf are protected by a shimmering, magical field as long as the wolf can see within 20 feet of the ally. The target gains a +4 bonus to AC until the end of the wolves next turn.
Warding Light (Only happen once per Initiation). Asena can cover herself in warding light if she feels threatened by a creature with HP over 40 (Scales by 15 every level) that raises her AC by +4, effects last one hour.
- When she is first hit by a melee attack or spell, the attacker must make a DC 12 Dexterity saving throw, taking (2d6) radiant damage on a failed save, or half as much damage on a successful one.
- When she is first hit by a ranged attack or spell, the attacker must make a DC 12 Dexterity saving throw, otherwise they become Paralyzed until Asena's next turn.
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