Druid
Base Class: Druid

Calling forth a Wild Companion from the forest or the sky or the sea you set forth on your adventures with Nature.

Level 3: Wild Companion

As an Action you may expend a use of Wild Shape to call forth a Wild Companion.  This companion must be a beast that you are capable of becoming with Wild Shape.  While alive you may use a Bonus Action to command your Companion to use it's movement and Attack, Dash, Disengage, Dodge, Hide, or use one of it's special abilities.  If the beast is capable of Using an Object you may use a Bonus Action to command the beast to use it's movement and Use and Object.

If your Wild Companion is alive at the end of a Long Rest you may perform a ritual dismissing it back to Nature and calling forth a different Wild Companion from your list.

Level 3: Wild Actions

The following Actions may only be done while you are in Wild Shape and your Wild Companion is alive and within 30 feet of you.

As an Action you may spend a Level 1+ Spell Slot to roll 2d8 * Spell Slot Level, add your spellcasting ability modifier, and split the number rolled between you and your Wild Companion as healing.

As an Action you may spend a Level 1+ Spell Slot to begin Concentrating.  While concentrating you and your Wild Companion both add 1d4 to all Saving Throws and Attack Rolls.  This effect lasts a maximum of 1 minute * Spell Slot Level.

As an Action you may spend a level 2+ Spell Slot to begin Concentrating.  While concentrating you and your Wild Companion both add 4 to your AC.  This effect lasts a maximum of 1 minute * Spell Slot Level.

As an Action, if your Wild Companion has died within the last minute, you may spend a Level 3 Spell Slot to revive them at full health and with all charges reset on any abilities or items.

Level 6: Improved Connection

When you take a Bonus Action to command your Wild Companion to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.  It may not take the same action using it's Action and it's Bonus Action (no double dashing for example).

Level 10: Companion Step

As a Bonus Action, if you are in Wild Shape, your Wild Companion is alive, in line of sight, and it is within 30 feet of you, you may swap places with your Wild Companion.  You may then, as part of the Bonus Action, command your Wild Companion as normal.

Level 14: Fury of the Companion

Your Wild Companion makes 2 Attack Actions whenever it takes the Attack Action.  These Attacks must only be used to make basic Attacks and may not be used for any special Actions or Abilities (like Pounce).

If you are in Wild Shape, your Wild Companion is alive, in line of sight, and it is within 30 feet of you, you may deliver spells from your Companion as if it were you (draw range from, Touch Spells, Emanations).

Level 3: Wild Companion

As an Action you may expend a use of Wild Shape to call forth a Wild Companion.  This companion must be a beast that you are capable of becoming with Wild Shape.  While alive you may use a Bonus Action to command your Companion to use it's movement and Attack, Dash, Disengage, Dodge, Hide, or use one of it's special abilities.  If the beast is capable of Using an Object you may use a Bonus Action to command the beast to use it's movement and Use and Object.

If your Wild Companion is alive at the end of a Long Rest you may perform a ritual dismissing it back to Nature and calling forth a different Wild Companion from your list.

Level 3: Wild Actions

The following Actions may only be done while you are in Wild Shape and your Wild Companion is alive and within 30 feet of you.

As an Action you may spend a Level 1+ Spell Slot to roll 2d8 * Spell Slot Level, add your spellcasting ability modifier, and split the number rolled between you and your Wild Companion as healing.

As an Action you may spend a Level 1+ Spell Slot to begin Concentrating.  While concentrating you and your Wild Companion both add 1d4 to all Saving Throws and Attack Rolls.  This effect lasts a maximum of 1 minute * Spell Slot Level.

As an Action you may spend a level 2+ Spell Slot to begin Concentrating.  While concentrating you and your Wild Companion both add 4 to your AC.  This effect lasts a maximum of 1 minute * Spell Slot Level.

As an Action, if your Wild Companion has died within the last minute, you may spend a Level 3 Spell Slot to revive them at full health and with all charges reset on any abilities or items.

 

Level 6: Improved Connection

When you take a Bonus Action to command your Wild Companion to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.  It may not take the same action using it's Action and it's Bonus Action (no double dashing for example).

Level 10: Companion Step

As a Bonus Action, if you are in Wild Shape, your Wild Companion is alive, in line of sight, and it is within 30 feet of you, you may swap places with your Wild Companion.  You may then, as part of the Bonus Action, command your Wild Companion as normal.

Level 14: Fury of the Companion

Your Wild Companion makes 2 Attack Actions whenever it takes the Attack Action.  These Attacks must only be used to make basic Attacks and may not be used for any special Actions or Abilities (like Pounce).

If you are in Wild Shape, your Wild Companion is alive, in line of sight, and it is within 30 feet of you, you may cast Touch Range Spells and Emanations and deliver those spells from your Companion as if it were you.  If you cast an Emanation spell this way the Emanation must originate from you or the Companion.

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