Base Class: Ranger
3rd Level: "Horse Companion"
3rd Level: "Horse Companion"
At 3rd level, you gain a special bond with a horse that accompanies you on your travels, reflecting the close relationship Tonal Trackers have with nature and their steeds.
- Horse Companion: You gain a horse companion that fights alongside you and follows your commands. Your companion acts on its own initiative but obeys your verbal commands (no action required). The horse gains benefits while you are bonded:
- Shared Bond: You can communicate telepathically with your horse companion within a range of 100 feet.
- Empowered Steed: Your horse has a number of hit points equal to five times your ranger level, and it gains proficiency in Dexterity saving throws and your choice of either Strength or Constitution saving throws. It adds your proficiency bonus to its AC and damage rolls.
- Swift Rider: While riding your companion, your movement speed increases by 10 feet.
7th Level: "Mystic Call"
7th Level: "Mystic Call"
At 7th level, the Tonal Tracker harnesses the winds and vibrations around them to communicate over vast distances, strengthening their role as scouts and guides for their chorus.
- Mystic Call: As an action, you can send a short message (up to 25 words) carried by the wind to a creature you know:
- To a member of your chorus: The message can travel up to 10 miles.
- To any other creature: The message can travel up to 1 mile. The message is whispered on the wind and heard only by the intended recipient. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.
3rd Level: Blindsight
Blindsight
Due to their overly sensitive hearing all Tonal Trackers gain Blindsight Feat at Lvl 1 up to 20'
At level 1 Tonal Trackers receive the Fighter's Initiate Feat: Blindsight up to 20'
7th Level: Divination
Cast Divination spell once per long rest!
Divination
Casting Time: 1 action
- Range: Self
- Target: See text
- Components: V S M (Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
- Duration: Instantaneous
- Classes: Cleric
- Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
11th Level: One True Sound
Divine Word
- Casting Time: 1 bonus action
- Range: 30 feet
- Target: Any number of creatures you can see within range
- Components: V
- Duration: Instantaneous
- Classes: Cleric
- You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
15th Level: Astral Traveler
Class(es): Cleric, Warlock, Wizard
Casting Time: 1 hour
Range: 10 feet
Components: Verbal, Somatic, Material
Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
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