Base Class: Ranger
Beast spirit rangers have bonded with the spirit of a beast or nature and gained access to magic that enables them to create bodies for those, in order to hunt and live with them. Beast Spirit rangers are experts at buffing and fighting alongside their spirit companions, being much deadlier when fighting along each other than alone.
Some rangers regard these spirits as slaves, or tools, while others view them as friends or partners and in some cases the rangers have been chosen by the spirits to perform a specific task.
Beast Spirit Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Spirit Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Beast Spirit Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Heroism |
| 5th | Warding Bond |
| 9th | Haste |
| 13th | Dominate Beast |
| 17th | Awaken |
Spirit Companion
By 3rd level, you have learned a ritual to create a body for the bounded spirit, a spirit companion. It's friendly to you and your companions, and it obeys your commands. When you create its body, it can adopt the game statistics of any small to medium sized beast with a CR of 1/4 and an Intelligence of 2 or less. It uses your proficiency bonus (PB) in several places and gains the spirit bond feature. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. Some spirit companions retain a specific feature regardless of the shape they adpot, for example a blue glowing, mask instead of a face or specific marks on their body.
Starting at 5th level your spirit companion can alsu assume the form of large sized beasts with a CR of 1/4 and an Intelligence of 2 or less.
Starting at 10th level or later, you can keep your spirit companion after its intelligence has been risen by an awaken spell.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The spirit companion returns to life after 1 minute with all its hit points restored. Your spirit companion also gains all benefits of your favoured enemy and natural explorer feature.
At the end of a long rest, you can create a body for your spirit companion, chaning its game statistics. If you already have a spirit companion from this feature, the first one immediately perishes. The spirit companion also perishes if you die.
Spirit Bond: The hit points of your spirit companion are equal to your companions Constitution modifier + your Wisdommodifier + 5 times your artificer level (the spirithas a number of Hit Dice [d8s] equal to your rangerlevel). The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses, the bonuses to its attack roll and damage, the DCs of its abilities and damage of its abilities.
Trained Spirit
You have trained your spirit companion to follow new commands to enhance its abilities. You can use them a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest. Additionally, the attacks of your spirit count as magical for the purspose of overcoming damage resistances and immunities.
Commands:
- Distracting Duo. When you and your spirit are within 5 ft. of each other and are attacked you can use an reaction to impose disadvantage on all attacks rolls against you and your spirit companion while you are within 5 ft. of each other until the beginning of your next round.
- Sick'em. When you have hit a creature with a weapon attack you can use your reaction to mark the target you hit for your spirit. Your spirit can attack that creature without you requiring to use a bonus action to enable it to use the attack action until the end of your next turn.
- Terrifying power. When your spirit hits a creature with an attack, you can use your reaction and the attack deals an additional 2d6 force damage.
- Heel. When your spirit is not within 5 ft. of you, you can use your reaction and call your spirit. Your spirit can move towards you up to its speed. This movement does not provoke an opportunity attack.
Shared Spells
Beginning at 11th level, when you cast a spell targeting yourself, you can also affect your spirit companion with the spell if the spirit is within 30 feet of you.
Additionally, you can spend a spell of 1st level or higher and do a 1 minute ritual to summon your companion to your side. It appears in an unoccupied space within 30 ft. of you.
Great Spirit
Beginning at 15th level your spirit gains the following benefits.
- The AC of your spirit increases by +2.
- All attacks of your spirit deal an additional 1d6 force damage.
- Your spirit can change its form as part of a short rest instead of a long rest.
- Whenever you are healed by a spell your spirit is healed by half the value.
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