Druid
Base Class: Druid

By utilizing your ability to meld with your animal companion and the adaptations that you have given it you can become a force that mother nature herself would be proud of.

Animal Companion

At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world. You can have only one animal companion at a time. You may pick any beast with no flying or swimming speed and is CR 1/2 or lower.

If your animal companion is ever slain, the magical bond you share allows you to return it to life.By spending 1 hour and up to half your Hit Points you can revive your Animal Companion with up to twice the amount of Hit Points that was spent. You can return an animal companion to life in this manner even if you do not possess any part of its body.

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with one physical saving throw of your choice: Str, Dex, or Con. For each level you gain after 2nd, 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, your companion gains one Adaptation from the Adaptation List. Your companion shares your alignment.

While you can see your Animal Companion you may use your Wildshape ability to merge with it instead of a normal Wildshape. This Wildshape lasts for 10 x your Druid level minutes. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.

While you are transformed, the following rules apply:

Your game Statistics are replaced by the Statistics of your Animal Companion, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of your Animal Companion. If your Animal Companion has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.


When you transform, you gain an amount of Temporary Hit Points equal to your Animal Companions current Hit Points. You can only have an amount of Temporary Hit Points up to your Animal Companion's Total Hit Points. When you revert to your normal form, you return to the number of Hit Points you had before you transformed, and your animal companion is placed in an empty space next to you. However, if you have no Temporary Hit Points when you revert back to normal your animal companion is dead in that space. If you reach 0 Hit Points while in this form you revert back to normal and are knocked unconcious.


You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.


You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.


You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Due to being in perfect synch with your animal companion while in this form, they may notice or anticipate something you don't and vice-versa, whenever you make a saving or attack roll instead make two, one using your original stat block and the other using your Animal Companion's stat block.

AC Increase

Your Animal Companion Gains a +1 Bonus to AC. This Adaptation may be taken up to three times. After the third time whenever your Animal Companion Takes damage you may roll 1d12 and reduce it by that much.

Attack Increase

Gain +1 to Hit and Attack Rolls. You may take this Adaptation up to three times. After the third time your Animal Companion deals an extra 1d6 on every attack.

Blindsight

Your animal companion gains Blindsight 30 ft.

Grappler

Your Animal Companion increases by one size. Whenever your Animal Companion attacks it can use its Bonus Action to attempt a Grapple on the target. This Grapple is a DC 10 + Proficiency Modifier Strength(Athletics) or Dexterity(Acrobatics) Check, the target may choose.

Invisibility

As an action your Animal Companion can become invisible. This ends after your Animal Companion attacks or until its concentration ends.

Pack Tactics

Your Animal Companion has advantage on an attack roll against a creature if at least one of your Animal Companion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Poison Attack

When your Animal Companion makes an attack the target must succeed on a DC 8 + Proficiency Modifier Constitution saving throw or take 7 (2d6) poison damage. If your Animal Companion already has poison damage on it's attack you may use whichever DC is higher and add the poison damage together.

Pounce

Your Animal Companion moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 8 + Proficiency Modifier Strength saving throw or be knocked prone. If the target is prone, your Animal Companion can make one melee attack against it as a bonus action.

Primal Genesis

Your Animal Companion's attacks are considered magical for the purpose of overcoming resistances. Your Animal Companion gains one Movement Adaptation from the list.

Air

Your Animal Companion gains a flight speed equal to its movement speed.

Land

Your Animal Companion's movement speed is doubled.

Sea

Your Animal Companion gains the ability to breathe underwater and a swim speed equal to its movement speed.

Druidic Savagery

Your Animal Companion can use its action to make a melee attack against each creature in range. 

Mystic Recovery

You may use your Bonus Action to have your Animal Companion regain Hit Points equal to half your Druid level rounded down. While merged this becomes an amount of Temporary Hit Points equal to half your Druid level rounded down + your spellcasting ability modifier.

Rules

Only here because it has to be in order to publish

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