Ranger
Base Class: Ranger

Wildspirit rangers are one with nature and live in the wilds with their companions. The connection they have with the natural world allows them to connect with spirits and animals alike.  Wildspirit rangers often are in the company of a familiar, a steed, and a beast companion. They consider their companions equal to them and work with them to help protect the natural world.

Hunting Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

You can move stealthily at a normal pace, while traveling through your favored terrain with only the beast, familiar, and steed.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Hunting Familiar

You gain the service of a permanent familiar, a spirit that takes a specific animal form you have chosen: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Speech of the Woods

At 3rd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Hunting Steed

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you have chosen. The steed has the statistics of the chosen form, though it is a fey instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand common.

You control the steed in combat. While the steed is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. Whenever the steed disappears, it leaves behind any objects it was wearing or carrying. You can't be bonded to more than steed at a time.

You can dismiss your hunting steed or greater hunting steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

Greater Hunting Steed

Your steed can either be a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger.

Hunting Steed

Your steed can either be a warhorse, a pony, a camel, an elk, or a mastiff.

Tooth And Claw

Your beast's, familiar's, and steed's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Share Spells

When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 ft. of you.