Base Class: Ranger
Some rangers walk side-by-side with the living wilds—but Spirit Tamers walk with the spirits of beasts gone. Whether through a near-death experience, a gift from an ancestral guardian, or the discovery of ancient rites, these rangers learn to commune with echoes of life that remain bound to the world.
A Spirit Tamer does not dominate spirits; they bond with them, anchoring benevolent entities to their presence. These spirits can manifest in battle as spectral beasts guide the ranger with whispered warnings, or channel their will through elemental or primal force. To enemies, the Spirit Tamer appears as a blur of steel and ghostly shapes. To allies, they are a protective beacon, sheltering the living with the wisdom of the passed.
Additional Proficiency
You gain proficiency in one of the following skills: Animal handling, Medicine, Perception, or Survival.
Animal Handling
You gain a proficiency in Animal handling.
Medicine
You gain a proficiency in medicine.
Perception
You gain a proficiency in perception
Survival
You gain a proficiency in survival.
Spirit-bound Companion
Starting at level 3, you forge a bond with a lesser spirit that takes the form of a medium sized beast or smaller. At the end of a long rest, you can summon your spirits. They last indefinitely or until the spirits fall to 0 hit points. You can resummon a spirit if you use your action to expend a number of spell slots equal to the number of spirits you want to summon. Higher level spell slots will also summon more spirits. (ex: you expend a level 1 spell slot to resummon one spirit) At level 3, you can only have 1 spirit at any given time. When you summon a spirit, you can choose one of the following types.
There are 3 types of spirits. You can add your PB to the spirits: Saving throws it's proficient in, skills it's proficient in, their AC, and their attack and damage rolls.
- Guardian - Hit points equal to 8 times your ranger level. Has the highest AC of the spirits.
- Hunter - Hit points equal to 6 times your ranger level. Has the fastest walking speed of the spirits
- Watcher - Hit points equal to 4 times your ranger level. Is the only spirit capable of flight. Has 120 ft of darkvision
To get more information on the spirits statblocks, you can view them in homebrew monsters as Spirit-bound Companion ( [ Spirit Type] )
This feature can become more powerful at higher levels.
- At 7th level your spirit can appear as large.
- At 11th level beasts summoned can now attack twice and their attacks count as magical and you can communicate telepathically to your spirits if they're within 30 ft of you.
- At 15th level you can have 2 spirits at one time.
Manifested Strikes
Starting at level 7, you can make your spirits attacks as well as yours burst with power. When you or your spirit hit a creature with a weapon attack while the other is within 30 ft of the target, the attack gains the following effects.
- The target takes 2d8 necrotic damage
- The target is unable to take reactions until the end of its next turn
- The next attack roll against the target is made with advantage.
You can use this feature an amount of times equal to your wisdom modifier per long rest.
Spirit Ascension
Starting at level 11, your summoned spirits gain the following effects based on which one it is.
- Guardian - All allies within 10 ft of the spirit gain a +1 to their AC. When the spirit uses their intercepting step, they gain temporary hit points equal to your ranger level.
- Hunter - While the spirit is summoned, your walking speed as well as the spirits increases by 10 ft. When the spirit hits someone with their phantom strike, the attack now deals 1d6 + 3 + your proficiency bonus in necrotic damage. The spirit now scores a critical hit on a roll of 19-20.
- Watcher - You can see invisible creatures within 30 ft of you as long as they are not hidden form you. The revealing pulse radius increases to 20 ft and affected creatures also now have a -10 ft to their walking speed.
Spiritual Avatar
Starting at level 15 , as an action, you can merge with one of your spirits to go into a new form based on which spirit you merged with. While in this form you gain resistance to bludgeoning, piercing, and slashing damage.
- Guardian - You gain temporary hit points equal to twice your ranger level. When you take damage, you can use your reaction to reduce the damage by twice your wisdom modifier. (minimum of 2). All allies within 20 ft of your have a +1 to their AC, you gain a +2 to AC and you can use the spirits intercepting step.
- Watcher - You gain truesight for 30 ft, and you are aware of all invisible creatures within 30 ft of you, and you can use the spirits revealing pulse. When you do, the radius is 30 ft.
- Hunter - All of your attacks deal an extra 1d8 necrotic damage. You score a critical hit on a roll of 19-20. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your wisdom modifier + your PB and you can use the spirits phantom pounce.
This form lasts for 1 minute or until you fall to 0 hit points. Once this form ends, you and your spirit separate. Once you do, the spirit you merged with appears in an unoccupied spot within 10 ft of you with half of its hit points.
You can only enter this form once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/11/2025 10:34:36 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
2/10/2026 1:50:58 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
2/13/2026 2:21:15 AM
|
1
|
0
|
--
|
Coming Soon
|
Comments