Base Class: Ranger
In the lands of Dal Riata, the band of rangers known as the Bonaidchean Dubh (Black Bunnets) have a deep and ancient secret. Sworn to protect the humans and fey of their land, they have allied with the power of the Shadow Wolves, who help keep the balance throughout the beasts and forest creatures. Wiser than most other wolves, the Shadow Wolves have found new purpose in serving and guiding their human brothers, to meet the new threats to the peace of the land.
Shadow Wolf
Starting at 3rd level, you are bonded to a Shadow Wolf spirit who will guide and protect you for the rest of your life. The spirit takes the form and game statistics of a Shadow Wolf, and always obeys your commands, which you can give telepathically while it is within 100 feet of you. The spirit is wise and it can give you advice relating to Nature matters.
While the wolf is by your side (within 5’), you gain 30’ darkvision and advantage on Wisdom (Perception) checks. The wolf doesn’t require sleep or sustenance. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
In combat, you roll initiative for the wolf and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The wolf vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the wolf back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Run With The Wolf
At 6th level, you gain the ability to merge with your ghost wolf spirit two times each day, for a maximum of one hour each time. As a bonus action when your wolf is in physical contact with you, your body and carried equipment merges with your wolf’s form. While merged, you retain the same mental qualities and take on the wolf’s physical characteristics.
You become the same physical shape and size, and replace your speed/movement with the wolf’s. You can use your action only to attack as the Shadow Wolf, Dash, Disengage, Dodge, Help, Hide, or Search. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You cannot cast spells or use your items. During this time, you gain the benefits of your wolf being by your side. As an action, you and the wolf return to normal.
The Shadow Wolf's Hit Points are added to yours as temporary Hit Points. If those temporary hit points are lost, when you transform back to being a human the wolf will die but can be reborn as usual. If you go below zero hit points while merged, you return to your usual form and the wolf dies but can be reborn as usual.
The Wulver’s Blessing
At 11th level, when you merge with your Shadow Wolf, you can do so either in wolf form or as a Shadow Wulver, taking on that creature’s physical attributes, benefits and restrictions. You can continue to wear and use all of your armour, and use any spells or other magic as normal. Your movement and speed are those of the Wulver, and if you go below zero hit points while merged, the wolf dies too but can be reborn as usual. You can speak all languages you know, and are also able to speak with dogs and wolves.
Great Wolf Spirit
Beginning at 15th level, you can channel the power of the Great Wolf and can switch between your usual form, Shadow Wolf form and Wulver form at will. When your Shadow Wolf dies, you must summon it after a long rest before taking either alternate form.
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