Base Class: Ranger
Wild speakers is a warrior shaman who fight with a pack of beasts at it's side and nature's warth in its arms and fangs. You will find these ranger within druid circle, acting as guardians and protectors of the tribe, while most rangers will hunt down beast, these have tame the wild's to fight with them. This is my take on the beastmaster ranger with a few changes to the kit to support the overall way the sub class is played.
Expanded Spell list
At 3rd level gain the following spell at each level of this subclass, these spell do not count towards your know spells, 3rd Lv-animal friendship, 5th Lv-Locate animals or plants , 9th Lv-Conjure animals, 13th Lv-Polymorph, 17th Lv-Awaken
Wild Companions
At 3rd level you can tame beast's of challenge raiting 1/2 or less this goes up as you lvl up 7th Lv-CR1, 11th Lv-CR2, 15th Lv-CR3, you must make a animal handling check in order to tame the beast, after an hour the beast will bond with you making it an ally for as long as you wish. if the creature fall below 0 HP it makes death saves as you would, you can have a number of beast companion equal to your wisdom modifier, in combat you may roll initiative for them or they may act before or after your turn.
Bond of nature
At 7th level the bond you have with nature increases empowering your fellow beasts, each of your companions use your proficiency bonus on attacks, skills and saving throws instend of their own, they gain hitpoints equal to your level plus your wisdom modifier. you companions may also take the dodge, dash or disengage as a bonus action as long as they can see or hear you.
Wild Speaker's Aura
At 11th level your compainons learn to use the magic of nature as you do, fighting truly as one on the battlefield your beast compainons shared your concentration spell effects
Wrath of Nature
Your bond with beast around you and nature it's self as granted you the power to be the a ture shaman becoming almost more like a spirt of the wild's rather than a man, at 15th level you may spend your spell slots to do feats of primal fury. Your beast compainons may also use this ability but it still cost you a spell slot, if you have no spell slots you cannot use this ability
Storm claw: on a melee attack you may spend a spell slot and deal 1D6 lighting damage to the target, if a creature within 10ft of them they may also take 1D6 lighting damage as long as the original attack meets or excceds their armor class you may hit additional targets equal to you wisdom modifier. do an additional 1D6 lighting damage for each spell level above 1st
Thundering Roar: as an action you can spend a 2nd level spell slot a let out a magically enhanced roar, all creatures with 60ft of you must make a wisdom save agaist you spell DC or be fighten untill the end of your next turn, creature withen 15ft of you must also make a constitution saving throw or take 2d6 thunder damage and be knocked back 10 ft on success take half damage and no knockback. Do an additional 2d6 thunder damage for each spell slot above 2nd
Sprit of the Beast's: as a bonus action you can spend a 3rd level spells slot and take on a beast aspect, you can only have one beast aspect active at one time an you cannot cast spells while in this state, but you can hold onto concentration effects and spells. these effect last for a one minute or until you fall unconscious, you may use this effect equal to your wisdom modifier (min 1) you regain your uses when you take a long rest
Wolf: as a bouns action or when you make an attack you may bite the creature dealing 2D6 damage on hit and forcing a strenght saving throw on a fail target is knocked prone, you may end your aspect early to make an attack against all creature within 5ft of you
Bear: Gain resistance to a damage type of your choice as a reaction you may end you aspect to gain 5D8 temporary hitpoints, you keep your resistance and tempoary hitpoints until the end of your next turn
Eagle: gain a flying speed equal to your walking speed, you may end your aspect early to cause all creatures within 15ft of you to take 4D6 lighting damage on a failed dexterity saving throw. on a success they take nothing
Boar: At the start of your turn heal hitpoints equal to your constitution modifier, if you drop to 0 hp you may end you aspect and heal 1D10 hitpoints plus constitution modifier
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