Fighter
Base Class: Fighter

Warden of the Wild is a living embodiment of nature's fury, fighting for survival and preserving the natural world and the creatures they share it with. A warden of the wild has a spirit animal that fights alongside them. Whether that's a stalking tiger or a soaring falcon, these warriors become a terrifying presence, combining the articulated skill of man with the wild ferocity of an untamed beast.

Level 3: Spirit animal

Choose a beast that is no larger than large and that has a challenge rating of 1 or lower. Add your Wisdom modifier to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your ranger level plus your Wisdom modifier, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. You may give your spirit animal an Asi or give it a general feat (ignore class-level requirements but all other feat prerequisites apply).

 In combat, the spirit animal acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.

if the spirit animal has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The spirit animal returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different spirit animal, which appears in an unoccupied space within 5 feet of you. If you already have a beast from this feature, the old one vanishes when the new one appears.

Level 7: Instinctual obedience

When you take a Bonus Action to command your spirit animal to take an action, you can also command it to take the DashDisengageDodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Level 10: Primal wrath

When you command your spirit animal to take the  Strike action, the spirit animal can use it twice.

In addition, your spirit animal has an advantage on an attack roll against a creature if at least one of the spirit animal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Level 15: Primordial connection

When you cast a spell targeting yourself, you can also affect your spirit animal with the spell if the spirit animal is within 30 feet of you.

Level 18: Nature's fortitude

whenever an attacker that your spirit animal can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

In addition, your spirit animal has advantage on all saving throws.

Level 3: Spellcasting

Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Warden of the Wild Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five druid spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells.

Spellcasting Focus. You can use a Druid Focus as a Spellcasting Focus for your druid spells.

Druidic warrior. You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the druid spell list.

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