Hit Points
Proficiencies
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
simple
martial
Starting Equipment
Class Features
Companion (Level 1)
You've come across a friend in nature. How you came to cross paths is up to you. Select your companion from among the following animal families: a bruiser, a fowl, a pack, or a prowler. You decide the species of beast, but their statistics are specified under the Animal Companions stat block. When your companion makes an attack, it uses its ability modifier and your proficiency bonus for the attack and damage modifiers.
You can only ever have one companion, and you create a symbiotic bond with your companion. While touching your companion, your spirits resonate. Your companion can understand you telepathically, and it can telepathically communicate simple emotions and concepts back to you.
You are always aware of the direction and approximate distance between you and your companion, so long as it is on the same plane of existence and within 5 miles of you. If your companion is in motion, you know the direction of its movement. Additionally, you know if it is alive or not.
Your companion gains all benefits from short and long rests, like any other creature. If your companion is dead, you can spend 5 minutes performing a small ritual within 30ft of the corpse with 5gp worth of rare herbs, spices, and other uncommon components to resurrect it with 1 hit point, which can be done during a rest. If the location of your companion is unknown to you for more than 7 days, you can perform the same ritual to summon your companion to an unoccupied space within 30ft of you that you can see.
Commands (Level 1)
Your companion obeys your commands as best it can. It can easily follow simple commands such as sit, stay, speak (bark or growl), come, go, or play(such as paw shake and roll over). However, more complex commands, such as making attacks in combat or doing powerful stunts requires dedicated training.
In combat, your companion shares your initiative count, and may act simultaneously. On your turn, you can verbally or semantically command your companion where to move to(no action required by you). Your companion will instinctively take the Dodge action. However, it can also perform the Dash, Disengage, Hide, Search, or Use an Object(if possible) action on your command(no action required by you).
If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Your companion never requires your command to use its bonus action or reaction, such as when making an opportunity attack.
Command Points
Beginning at 1st level you gain access to Command Points. You have a number of command points equal to 2 + 1/2 your Trainer level(round down), as listed in the Command Points column of the Trainer class table.
Command points excite the symbiotic bond you have with your companion, allowing you to telepathically communicate your command.
When you spend a command point, it is unavailable until you finish a short or long rest. You must spend at least 15 minutes of the rest in light interaction with your companion to regain your command points.
Issuing Commands
At 1st level you know the following three basic command actions. You may spend 1 command point to issue a basic command(no action required) or you may use your action to issue the command instead(no command point required).
As you gain levels in this class, you gain access to additional companion traits. Your companion will unlock new actions, bonus actions, and reactions. If a feature lists a command point cost, you must spend the command point cost to use that feature (no action required). If the companion new action does not, you may treat it like a basic command action.
Attack
Your companion takes the Attack action.
Tackle
Your companion attempts to knock the target prone using its action. It makes a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If its win the contest, the target becomes prone.
Help
Your companion takes the Help action.
Way of Life (Level 1)
Starting at 1st level, you choose an archetype which reflects the personal life style you have with your companion. The Life of the Woodsman, as well as other ways of life are detailed at the end of the class description.
Your way of life grants features at 1st, 3rd, 7th, 10th, and 14th level.
Animal Friendship (Level 2)
At 2nd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
Additionally, you can cast the animal friendship and speak with animals spells once. You regain the ability to do so after finishing a long rest.
Fighting Style (Level 2)
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Way of Life (Level 3)
At 3rd level, you gain another feature from your Way of Life.
Linked Minds (Level 3)
At 3rd level, you can link your mind with that of your companion's. After 5 minutes of meditation, you can use your action to see through your companion's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
During this time, you can telepathically speak with your companion. This has a maximum range of 1 mile.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Additionally, each time you gain an Ability Score Improvement, your companion can increase one ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Growth (Level 5)
At 5th level, your companion grows in maturity and possibly size. It gains additional features listed in it's stat block and, if it is medium size, grows to large size.
Additionally, your companion can take actions fully independently of your commands. They can take the Attack, Tackle, or Help action, as well as other actions listed in the companion's stat block that do not require a command point on their turn. If you command your companion to take the Attack action, it can attack twice, instead of once, when it takes the Attack action on its turn.
Coached (Level 5)
At 5th level, part of your proficiency is passed on to your companion. Your companion gains proficiency with one skill that you are proficient in that it is not already proficient with.
Supernatural Training (Level 6)
At 6th level, your animal companion has trained with you enough to gain unique talents. Choose one of the following features of your companion to learn.
Ferocious
Whenever your companion makes an attack roll, it scores a critical hit on a roll of 19 or 20.
Guarded
Your companion gains +1 AC.
Intercept
Whenever a target is attacked within 5ft of your companion, your companion can use its reaction to reduce the damage of the attack by 1d10 + your proficiency bonus (to a minimum of 0 damage).
No matter your choice above, your animal companion's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Commune (Level 6)
At level 6, you can send messages via the animal kingdom. You can cast the animal messenger spell. Once you cast this spell, you cannot do so again until you finish a long rest.
Additionally, while you are using your companion's senses as part your Linked Minds feature, you may spend 1 command point to telepathically communicate with one person who is touching your companion for up to 10 minutes. This has a maximum range of 1 mile.
Defense Style (Level 7)
At 7th level, your honed reflexes enhance your ability to avoid danger. Choose one of the following options. Each time you gain a level, you may change this choice.
Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
Artful Avoidance
When you attack with a melee weapon in one hand while your other hand is empty, you may use the Dodge action as a bonus action.
Uncanny Dodge
WheneverWhen you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.
Way of Life (Level 7)
At 7th level, you gain another feature from your Way of Life.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Shared Soul (Level 9)
At 9th level, when you or your companion is targeted by a spell, and you are within 60 feet of each other, the one not targeted by the spell may use its reaction to also be affected by the spell.
Additionally, any resurrection magic cast on either you or your companion affects both of you, so long as your bodies are within 60 feet of each other.
Way of Life (Level 10)
At 10th level, you gain another feature from your Way of Life.
Evolution (Level 11)
At 11th level, your animal companion grows to maturity. Its ability scores increase as indicated in its Animal Companion stat block, and you can now use your companion's level 11 required features.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Saving Grace (Level 13)
At 13th level, your spirits protect each other. Anytime either of you are forced to make a saving throw, and you can see or hear each other, the other can use its reaction to roll a d8 and add the result to the saving throw. You can use this feature before or after making the roll, but before any effects are applied.
If both you and your companion are effected by the same effect and both creatures use their reaction, the die roll may apply to both saving throws.
Once this feature is used, neither of you can do so again until you finish a long rest, unless you expend 2 command points to take it again.
Way of Life (Level 14)
At 14th level, you gain another feature from your Way of Life.
Aspect (Level 15)
At 15th level, the primal magic that flows through your animal companion blooms and unlocks a transformation called an Aspect, as specified in the Animal Companion stat block.
While the beast has transformed, it can use its Aspect features as specified in the companion's stat block.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Fearless (Level 17)
Starting at 17th level, through trials and tribulations, so long as you have each other you can overcome. If you and your companion can see or hear each other, you both gain immunity to charmed and frightened.
Inexhaustible (Level 18)
Starting at 18th level, you reached your limits and surpassed them. You and your companion cannot be held back, as you have reached the pinnacle of your prowess. When you roll for initiative and have less than 4 command points remaining, you regain command points up to 4 total.
Additionally, you and your companion's maximum hit point value cannot be reduced, you and your companion's speed cannot be reduced, and you and your companion do not suffer the ill effects of the first 3 stages of exhaustion.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Legendary (Level 20)
At 20th level, your companion grows to embody part of the most tremendous beasts of the world. Between each of your turns, your companion can take 1 of the following Legendary Actions at the end of another creature's turn.
Detect
Make a Wisdom (Perception) check.
Recuperate
Roll a d6. Gain temporary hit points equal to the die roll.
Move
Move up to 1/2 its speed.
Demoralize
Roll a d6. A creature of your choice within 5ft subtracts the value from their next attack roll before the start of your next turn.
Multiclassing
Multiclassing Requirements
{"wis":13}
Proficiencies Gained
Subclasses
Subclass Features
Life of the Drakewarden
Life of the Drakewarden (Level 1)
You, as a Drakewarden, formed an enduring bond with a minor dragon, a drake. This drake, entrusted to you, is at your side, and shares with you the awe-inspiring power wielded by dragons.
Consider how you gained your bond with the drake. The Drakewarden Origin table offers some examples.
| d6 | Origin |
|---|---|
You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. | |
A secret order of rangers who collect and guard draconic lore taught you their ways. | |
A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. | |
You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. | |
An ancient Draconic inscription on a standing stone empowered you when you read it aloud. | |
You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. |
Drake Companion
In place of a beastial companion, you've been gifted with a drake companion. The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block. The drake has a Draconic Essence, which you choose when you bond with the drake and cannot be changed.
Draconic Gift
The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. If you can't already, you learn to speak, read, and write Draconic, and you learn the thaumaturgy cantrip; Wisdom is your spell casting ability for this spell.
Bond of Scale (Level 3)
The bond you share with your drake intensifies, protecting you. You gain resistance to the damage type associated with your drake's Draconic Essence.
Bond of Fang (Level 7)
You can briefly summon the might of the dragon's breath. Once per turn, when you hit a target with an attack, you can cause the attack to flair with your drake's Draconic Essence. The target of the attack, and each creature of your choice within 5ft of the target take 1d6 extra damage of the type based on your drake's Draconic Essence.
You can do this a number of times equal to your proficiency bonus. You regain all expended uses after finishing a short or long rest.
Frightful Presence (Level 10)
You awaken the power of a true dragon. As an action, each creature of your choice that is within 120 feet of you and aware of you must succeed on a Wisdom saving throw against a DC of 8 + your Wisdom modifier + PB, or become frightened of you and your drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it.
Once you use this feature, you can't do so again until you finish a long rest.
Protective Nature (Level 14)
You watch each other's back at all times. You become immune to the damage and effects of your drake's Breath attack, and at 15th level your drake's Wing Attack.
Additionally, when either you or your companion are the target of an attack, the other can use its reaction to make an attack against the attacking creature if in range. If this attack hits, it does damage as normal, and the initiating attack gains disadvantage.
Life of the Gravetender
Life of the Gravetender (Level 1)
The Gravetender is of an even more ghastly interest, summoning the dead to serve him. He is able to have a spirit of the departed to remain at his side. Gravetenders learn to sap the life force from the living and the dieing, and using that energy to manipulate rejuvenate themselves and their companion.
| d4 | Origin |
|---|---|
You've worked as a gravekeeper, and communed with the dead on more than one occasion. | |
As a failing student of wizardry, your companion has trusted you to practice your necromancy on them. | |
Your deal with a minor demon, a djin, or a minor wish had gone awry. | |
A close call, a brush with death has linked your spirit to the spirit of another. Yet, you were brought back, bringing the spirit of the other with you. |
Undeath
Risen from the grave, your companion is bound to you and this world. Your companion's type becomes undead as well as beast, and it gains resistance to poison and necrotic damage.
Shepherd of Souls
You have an innate sense of death, undeath, and those that are not of this world. You know if there is an celestial, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. However, this innate sense is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This innate sense is supplemented by your intuition of life's little machinations. You learn the spare the dying cantrip, if you don't already know it.
Wither (Level 3)
As an action, you can touch one creature to curse it. The target must succeed on a Wisdom saving throw DC 8 + Constitution modifier + proficiency bonus or become cursed. The withering curse reduces the target's speed by 10ft, and they subtract 1d4 from the damage of each of their melee attacks. At higher levels in this class, this curse reduces a greater amount of damage: 2d4 at 8th level, 3d4 at 13th, and 4d4 at 18th level.
The curse lasts 10 minutes. A remove curse spell ends this effect early. You can use this curse a number of times equal to your proficiency bonus. You regain all expended uses of this feature after finishing a long rest.
Dark Procession (Level 7)
When you hit a target with an attack, you can covert the damage of the attack to necrotic damage, and you leave a smoldering, shadow-wreathed wound for the next minute. All of your subsequent attacks against the target deal and additional 1d4 necrotic damage, and heal you or your companion for the same amount.
Additionally, you can cast speak with dead once, and can cast it without material components. You regain the ability to do so after finishing a long rest.
Anti-Magic Shell (Level 10)
As a bonus action, you can shield yourself and your companion from magical harm. For 1 minute, you and your companion have advantage on saving throws against spells and other magical effects.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Army of the Dead (Level 14)
You can cast the summon undead spell as a 3th level spell, and can cast it without material components. You can increase the level of the spell cast by spending command points, as you and your companion combine force to draw the undead spirit to life with increased strength. For each 2 command points you spend, you increase the increase the level of the spell by 1, to a maximum of 6th level.
Once you cast this spell, you cannot do so again until you finish a short or long rest.
Life of the Mystic
Life of the Mystic (Level 1)
Mystic have seen the world through the eyes of others. You too have seen the world through the eyes of nature's primal spirits. They have graced with part of their power, and asked that you uphold the spirit of the wilds.
Consider how you gained your mystical power. The Mystic Origin table offers some examples.
| d4 | Origin |
|---|---|
The touch of an archfey has left a visible brand. It still stings to this day. | |
After months of a recurring dream, the spirit of the forest stands nearby when you awake. It tells you that you were dreaming through its eyes before fading into ether. | |
Your companion is either blessed or cursed. You have leached some of that enigmatic power. | |
Your parents were part of a druid circle. A segment of their power has passed onto you. |
Spellcasting
You embrace a mystical life, fueled by nature, gifting you with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn the druidcraft and one additional cantrip of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Mystic Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and evocation spells on the druid spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through memorization and harmony with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell
Spell
Mystic Touch
You gain the ability to sense the magic within objects and creatures. You a touch an object or a creature and spend 1 minute ruminating on it to learn the source of its power. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells or curses are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature, you learn what spells or curses, if any, are currently affecting it.
Additionally, you can cast druidcraft without verbal components.
Traversing Power (Level 3)
You can cast spells as though you were in your companion's space, but you must use your own senses.
Innervate (Level 7)
After casting a spell of 1st level or higher, your companion becomes innervated. They gain 1d4 times the spell's level in temporary hit points.
Misty Relocation (Level 10)
You and your companion can cast misty step without expending a spell slot. You and your companion can do so a combined number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you or your companion casts misty step, they can bring along one willing creature within 5 feet. That creature teleports to an unoccupied space of their choice within 5 feet of the destination space.
Nova (Level 14)
As an action you can conjure a storming vortex around you and your companion. This vortex lasts for 1 minute, but ends early if you are knocked unconscious. Once you use this feature, you cannot use it again until you finish a short or long rest. While the vortex rages, it provides the following:
The vortex provides have half cover to you and your companion.
Creatures other than you or your companion that start their turn within 10ft of you or your companion must succeed on a Dexterity saving throw or take 1d8 lighting, fire, or cold damage (your choice).
As a bonus action before the vortex ends, you can collapse the vortex resulting is a nova burst ending the vortex early. Each creature of your choice that you can see within 15 feet of you and your companion must make a Constitution saving throw. On a failed save, a creature takes 4d8 lighting, fire, or cold damage (your choice), and is pushed back 10ft and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed nor knocked prone
Life of the Rider
Life of the Rider (Level 1)
Born in the saddle, you've traveled from here to there and back again. It's not you keeping up with your companion, but your companion keeping up with you as you always feel the need to keep going, keep pushing to get to the next location. Whatever your case maybe, it is true with your companion by your side, you move with a hastened step and a heart of gold.
| d4 | Origin |
|---|---|
Your caravansary always had you ride and lead the way. | |
Dodging the constabulary required that you stay one step ahead. | |
The lost treasures of fearun were going to find themselves. | |
You fought as a cavalryman in the war. |
Larger than Life
Always on the go means you've survived by being ready to draw swords or mince words at a moments notice. You gain proficiency with initiative rolls.
Your travels have brought you to distance cities, letting you interact with a multitude of characters. You've studied with these characters, and have gained valuable knowledge. You gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.
Ready to Ride
Your companion is always at your side, or under saddle. If your companion would grow to size Large at level 5, it instead become Large at level 1, and your companion's actions are not limited by having you mounted.
Additionally, when you are mounted, you have advantage on saving throws made to avoid falling off. If you fall off and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismounting costs you only 5 feet of movement, rather than half your speed.
On the Move (Level 3)
You and your companion each increase your movement speed by 10 feet while you are within 60 feet of each other.
Additionally, when either you or your companion takes the dash action, their jump distance is doubled for the turn.
Steady Form (Level 7)
You implicitly trust your companion and they trust you. You gain additional Command Points equal to you Wisdom modifier (minimum 1).
Battle Standard (Level 10)
You raise a call to arms, encouraging your allies and demoralizing your foes. You can use a bonus action and spend 2 command points to emit an aura of battle. You and friendly creatures within 60 feet of you gain temporary hit points equal to your trainer level, and have 10ft of bonus move speed on their next turn. You have 10ft of bonus movement speed on your current only.
Additionally, the aura lasts for 1 minute, and any foe within 10ft of you has disadvantage on attack rolls against creatures that are more than 10ft away from you.
Once you use this feature, you cannot do so again until you've completed a short or long rest.
Opening Salvo (Level 14)
On the first round of combat, if you take the attack action, you can attack 1 additional time, and that attack deals 1d12 extra damage.
Additionally, you can mark the first creature your companion hits during the first round of a combat; that creatures becomes easier for others (excluding you and your companion) to strike. Attack rolls against the marked target have advantage until the start of your next turn.
Life of the Swarmkeeper
Life of the Swarmkeeper (Level 1)
The Swarmkeeper tames the surging hordes of small creatures that strike fear into the hearts of most. Rats, bees, bats, and snakes are all options in the Swarmkeeper's arsenal, ready to spread out across the battlefield and then coalesce onto targets in a suffocating flood. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
| d4 | Origin |
|---|---|
You had often heard the whispers in the dark, in places where humans were not in abundance. It was not until years later that you actually thought to whisper back, and when you did, he found a group of companions of the most unlikely sort. | |
After years of tending to a bee hive, ensuring continued floral growth, the queen came to your aid when you needed it most. | |
Skulking through the underbelly of the city as a forlorn urchin, the rants began to speak to you, aiding you. | |
After years of solitude, you visited the deepest parts of the forest. There, you befriended a pixie and her tiny compatriots. |
Swarm Companion
In place of a beastial companion, a swarm of spirits has bonded itself to you and can assist you in battle. The swarm is friendly to you and your companions and obeys your commands. See its game statistics in the Swarm Companion stat block. Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with your mood or with the seasons. You decide!
Additionally, your connection to the natural spirits allows you to mirror the effects of certain spells. You learn the infestation and mage hand cantrips if you don't already know them. Wisdom is your spell casting ability for these spells. The mage hand takes the form of your swarming nature spirits.
Swarm's Embrace
When you and your swarm occupy the same space, it can cling to you using its action, reducing its size to match yours if necessary. Conversely, on its turn, it can release from you(no action required), returning to its original size. However, it cannot cling and release on the same turn. If the swarm is ever forced to move while clinging to you, it first releases itself from you.
When the swarm is clinging to you, the following applies:
It surrounds you and moves with you, without the need to move on its own.
It cannot take actions or reactions.
It cannot be attacked, or take damage from area of effects.
If it must make a saving throw, it does so with advantage.
After taking the Attack action targeting a creature within 10ft, you can spend 1 command point to have the swarm lash out. Your companion can make 1 attack against that creature(no action required).
Starting at level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shifting Form (Level 3)
The magic of the swarm lightens your step, letting you briefly float like a butterfly. As a bonus action, you gain a flying speed of 10 feet for this turn. At the end of your turn, you fall back to the ground.
Additionally, you can coalesce the spirits into various forms. You can cast silent image once, and can cast it without material components. Wisdom is your spell casting ability for this spell. Once you cast this spell, you cannot do so again until you finish a long rest.
Stinging Strikes (Level 7)
Your attacks against targets that are occupying the same space as your companion gain an additional 1d6 piercing damage from the swarm.
Additionally, when the swarm is clinging to you, the swarm aids your attacks. Your attacks deal an additional 1d6 piercing damage from the swarm.
Duplicity of the Swarm (Level 10)
By drawing on the fey spirit's power, the spirits mimic your appearance and movements. As an action, you create 2 illusory duplicates of yourself that appear in your space and last up to 1 minute. Each time a creature targets you with an attack while you have active duplicates, roll a d20 to determine whether the attack targets you or one of your duplicates. If the roll is 10 or greater, the attack targets a duplicate instead of you.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. Duplicates ignore all other damage and effects.
A creature is unaffected by the duplicates if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Roll Tide (Level 14)
Using both your and your companion's action, and while the swarm clings to you, you can spend 2 command points to disperse the swarm into a swirling 5 foot radius cloud around you. For the duration of your turn, you and the swarm ignore attacks of opportunity, and the swarm makes one attack against each creature that you move within 5 feet of. The swarm cannot attack the same target more than once.
Life of the Woodsman
Life of the Woodsman (Level 1)
Something drew you away from the civilized, urban world, where you journeyed out into the wilderness. It is here that you find solace and comfort, trusting solely in your companion and living off the land. Trusting that you will survive with your companion by your side, you can weather the harshest storms the world throws your way.
| d6 | Origin |
|---|---|
You tended to a wounded bear cub, in return the mother let you rest in her den. | |
Hired as a cartographer, you found yourself more adept in the wilds than back in town. | |
Exiled from your home, you wandered before a panther led you to water, and safe haven. | |
Guided by the moon and the stars, you make your home underneath those stars now. | |
As an outlander, you enjoy the journey more than the destination. | |
Your father is from a barbarian tribe, while your mother a city girl. You find yourself at home between the two. |
Frontiersman
Living outside of the urban confines has taught you to live off the land, and always keep one eye open to danger. You and your companion cannot be surprised, so long as you are conscious. Additionally, you gain proficiency in Nature, Survival, or Stealth.
Linked Hearts
Both you and your companion's hit points increase by 1. As you gain levels in this class, you both gain one additional hit point per level.
Forager (Level 3)
Traversing the wilderness has gifted you with a knack for survival, allowing you to duplicate the effects of certain spells. You can cast the Alarm, Find Traps, Goodberry, Lessor Restoration, and Snare spells once. You regain the ability to cast each of these spells after finishing a long rest.
Tracker (Level 7)
You can mark a target as your quarry. As a bonus action you can mark a target within 120ft that you can see with a mystic brand that lasts 1 hour. Once per turn, either you or your companion can deal an extra 1d4 damage to the target, and both of you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find it.
You can only have one target marked at a time.
Feral Instinct (Level 10)
Your companion gains preternatural senses that help fight creatures it can't see. When your companion attacks a creature it can't see, its inability to see it doesn't impose disadvantage on your attack rolls against it.
Also, your companion is aware of the location of any invisible creature within 30 feet, provided that the creature isn't hidden from your companion.
Coordinated Takedown (Level 14)
Once per turn, when you and your companion make an attack against the same target, you can roll 1d4 and add the result to either total, potentially changing a miss into a hit.
Additionally, as a special reaction between turns, when an ally hits the target marked by your tracker feature, you can immediately use your reaction to make one weapon attack targeting the marked creature.
You can use this special reaction a number of times equal to your Wisdom modifier(minimum of once). You regain all expended uses after you finish a short or long rest.