Druidic Circle - Vadalis Beastkeeper

The heirs of House Vadalis are well known for their experimentation with magebred animals and magical beasts, but Vadalis Beastkeepers are those who lack the patience for the slow pace of farm life and steady breeding. Instead they see the way challenges and obstacles can cause rapid adaptation in magebred beasts, and seek an adventurers life to help promote that.

They often serve as scouts and guides alongside their companion, using their opportunities to seek out wild beasts to take notes of for their own adaptations. Because of their desire to advance their own understanding, they rarely enjoy staying in one place for long.

In order to take this subclass you must be a human with a Mark of Handling.

Magebred Companion

At 2nd level you form a bond with a magebred beast that takes the form of a small or medium sized animal - typically a dog or cat, though other choices are also an opton. The statistics for your companion are included at the end of this subclass.

In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take an action or 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 take the attack action, you can exchange one attack to command your companion to take the attack action in your place. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your companion has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher, or a use of wild shape. It is then returned to life after 1 minute with all its hit points restored.

Your magebred companion grows in strength as you gain more levels in this class, and its statistics reflects this.

Magebred Mutation

When you reach 6th level in this class you can use your magic to enhance your magebred companion, granting it two of the following features of your choice. The mutations you choose may have obvious visual results on the creature - for instance an amphibious mutation may give your companion gills or webbed claws, while leaper may make its legs markedly more muscular and lean. Such changes will likely garner attention from onlookers unfamiliar with magebread beasts. In addition to the features you choose from below, your companion's attacks now deal magical damage for the purpose of overcoming resistances and immunity.


Amphibious. Your companion gains a swim speed equal to its movement speed and can breathe underwater.

Big Boned. Your companion's size increases to Large, regardless of what it was before. Its claw now deals 1d8 damage instead of 1d6.

Intelligent. Your companion's Intelligence and Charisma score increase to 10. It can also understand one language you choose that you are proficient in, but cannot speak it.

Keen Senses. Your companion has advantage on all Perception checks, whether they be for sight, smell, or hearing.

Leaper. Your companion's jump distances are tripled.

Prowler. Your companion gains proficiency and expertise in the Stealth skill.

Spider Climb. Your companion gains a climb speed equal to its movement speed and can travel up walls or hang from ceilings, so long as at least one of its feet remains there.


At 11th and 17th level in this class your companion gains another mutation choice from the list above of your choice.

Advanced Mutation

From 10th level your companion's armour class is now calculated as 13 + your proficiency bonus, your companion can now attack twice, instead of once, when you command it to attack. It also gains proficiency in two saving throws of your choice. It also gains one of the following advanced mutations.


Adaptive Scales. After your companion takes damage, it gains resistance to that damage type, until a new damage type affects it.

Charger. Your companion gains an extra 15 feet walking speed. Additionally, if your companion moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the attack deals an extra 2d10 (or 2d12 if your companion is Big Boned) damage to the target. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Echolocation. Your companion gains blindsight with a 10ft range.

Flyer. Your companion gains a flying speed equal to its movement speed.

Relentless. When your companion is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until you finish a long rest. Additionally when it reduces a creature to 0 hit points with a melee attack, it can use its reaction to move up to half of its speed and make one attack. If it hits with that attack, it gains half of the damage dealt as temporary hit points.


At 18th level it gains another one of the above mutations that you choose.

Ultimate Mutation

From 14th level you push your mastery of magebreeding to its limits, and grant your companion one of the following mutations. In addition to your choice, you may now communicate with your companion telepathically, though it still cannot speak any languages, only take instructions and convey vague feelings or urges. You must be within 100ft of your companion to communicate with them in this way.


Couatl Eyes. Your companion gains Truesight out to 60ft.

Lucky Rabbit's Feet. Your companion gains the Lucky feat.

Phoenix Heart. While below half health your companion regains 1d8 + your proficiency bonus hit points at the start of each of its turns. In addition when reduced to 0 hit points your companion instantly regains hit points equal to half its maximum hit points. Once this aspect of Phoenix Heart has been used it cannot do so again until your companion completes a long rest.

Reflective Hide. Any time your companion is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell takes effect as normal. On a 6, your companion is unaffected, and the effect is reflected back at the caster as though it originated from your companion, turning the caster into the target. In addition, your companion has advantage on saving throws against spells or other magical effects.


At 20th level in this class your companion gains another Ultimate Mutation of your choice.


Magebred Companion

Medium or Small beast, Unaligned


  • Armor Class 11 + your proficiency bonus
  • Hit Points 10 + 5 times your druid level
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 15 (+2) 7 (-2)

  • Condition Immunities Charmed
  • Senses darkvision 60ft, passive Perception 12
  • Languages None
  • Challenge -
  • Proficiency Bonus equal to yours

Limited Pack Tactics. Your companion has advantage on an attack roll against a creature if you are within 5 feet of the creature and aren’t incapacitated.

Actions

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 5 (1d6 + PB) slashing