The full and expanded version of the Wildling Conclave for Ranger

Created by FadeShock

Based off of the Wildling background by KingStarMan

wildling

stain

foreground

slug

Kan Liu

Artstation

Mistral

Mistral2

nightliqhtss

slugcat

 

 

Wildling

Born and raised in the wild, often among animals, whether magical or not, and learning the ways of nature at its core. Protecting nature because they are a part of the cycle of life, and embracing the beasts beside them, often channeling their own inner beast to protect the world they call home.

Beastial Magic

Starting at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Beastial Spells table. Each spell counts as a ranger spell for you and is always prepared, but it doesn’t count against the number of ranger spells you know.

Beastial Spells
Ranger Level Spell
3rd Find Familiar*
5th Find Steed
9th Conjure Animals
13th Mordenkainen’s Faithful Hound
17th Awaken

Bonus Cantrip

Also at 3rd level, you learn the primal savagery* cantrip.

When you make an attack with a weapon, you can replace one of those attacks with this cantrip.

Wild Connection

Beginning at 3rd level, you have a connection with a particular beast of the wild, often one in relation to where you were raised.

This connection allows you to summon a beast spirit of Small size in a space adjacent to you as an action. You determine the appearance of the beast spirit, although it should be appropriate to the wilds you were raised in.

In combat, the spirit takes its turn when you take 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.

The spirit remains until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. Anything the spirit was wearing or carrying is left behind when the spirit vanishes.

Once you summon the spirit, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. The slot required increases when you gain levels in the ranger class, increasing to 2nd (7th level), 3rd (11th level) and 4th (15th level).

The spirit is modular and you can select additional features for it when you reach certain levels in this class. The spirit’s statblock is shown at the end of this subclass. Selectable features are indicated by the level your could select it at in paranthesis. Some selectable features may have other prerequisites besides level. You may swap out features upon summoning the spirit again. If a feature requires a check or saving throw, it uses your spell save DC.

The spirit can have 4 features active at a time, increasing to 5 at 7th level, 6 at 11th level, and 7 at 15th level in this class.

One with the Woods

Starting at 7th level, your connection to the wilds you were raised in have granted more tangible benefits. You cannot be slowed by magical or physical means, and attacks from your summons (including the spirit from Wild Connection) count as magical for the purpose of overcoming resistances and immunities.

Additionally, you are constantly under the effects of the speak with animals spell.

Wild Senses

Starting at 11th level, you hone your senses to their upmost perfection. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1) and can’t be surprised while conscious.

In addition, you have advantage on Perception checks made to find or otherwise sense hidden creatures. Dim light also no longer imposes disadvantage on your Perception checks or attack rolls.

Wilderness Tactics

Starting at 15th level, you are truly a master of the wilds and a leader of the pack. You gain a +2 bonus to attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

dire wolf

mistral

CreamCard

Dire Wolf Base

angiepebbles

Mistral Umaimon

“Commisstioned” for FadeShock

* Replacable with a more thematic spell

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Beast Spirit

Small beast, unaligned


Proficiency Bonus
Equal to your PB
Armor Class
13 + PB (natural armor)
Hit Points
4 + 3 times your ranger level (the spirit has a number of hit dice [d8s] equal to your ranger level)
Speed
30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0)

Saving Throws
Dex +3 plus PB, Wis + 1 plus PB
Damage Immunities
force, psychic
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., passive Perception 13 + PB
Languages
Understands all languages, communicates telepathically with its summoner, to a range of 1 mile
Challenge
-

Keen Senses. The spirit has advantage on Perception checks related to hearing or smell.

Actions

Bite/Beak. Melee Attack: +2 plus PB to hit, reach 5 ft., one target. Hit 5 (1d10) + PB piercing damage.

Claw/Talon Strike. Melee Attack: +2 plus PB to hit, reach 5 ft., one target. Hit 4 (1d8) + PB slashing damage.

Headbutt. Melee Attack: +2 plus PB to hit, reach 5 ft., one target. Hit 3 (1d6) + PB bludgeoning damage.

Reactions

Bleeding

A bleeding target takes 1d6 damage at the start of each of its turns for 1 minute. This damage can not be reduced by any means.

If a target is bleeding, it or another creature can use their action to make a DC 14 Medicine (WIS) check to staunch the bleeding, thus removing the condition. Any healing will also remove the bleeding condition.

Undead, constructs, and creatures that don’t have blood are immune to bleeding.

Recharging Features

Some special actions state “Recharge” followed by a number in parentheses. What this means is at the start of the spirit’s turn after using the giving feature, you roll a 1d6. If you roll the number shown in the parentheses, the feature “recharges” and can be reused. If not, then the feature cannot be used until it is recharged again.

spirit fox

stain

LeoKatana

Fox Spirit

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Feature Quick Reference

Passives
Physical Senses Combative
Ability Score Increase Echolocation Advanced Tactics
Amphibious Fey Resilience Flyby
Elemental Protective Eyelids Feat
Faster Build Sense Danger General Tactics
Fey Form Spirit Link Iron Coat
Fledgling Flight Superior Darkvision Magic Conductivity
Great Wings Tremorsense Magic Replication
Larger Build Truesight Magical Storage
Mole Claw Wild Alertness Pack Tactics
Prehensile Limbs Pact Forger
Regenerative Skin Psion
Resilient Psychic Shield
Spider-like Climb Resilient Coat
Squishy Short Trigger
Wings Spiritual Arcanum
Actions
Basic Advanced Special
Force Shove Bleeding Strike Engulf
Multiattack Corrosive Needle/Spit Fey Reinforcement
Needle/Spit Dive Bomb Fey Summon
Pseudopod Grappling Lunge Grapnel
Spark Glamour Strike Merge Form
Tail Lash Hemorrhage Release Energy
Spark Chain Sense Magic
Tail Coil Thousand Wire
Tail Swipe Web
Reactions
Offensive Defensive
Rebound Dissipate
Retaliate Tailed Defense
Slingshot Untouchable
Spiked/Acidic Coating Wing Block

kobobeastmaster

stain

CherishCat2

Agno the Kobold

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Passives

Passives are, well, passive, and grant their benefits without requiring an action.

Physical

  • Ability Score Increase (3rd). The spirit increases one of its ability scores by 2, or two scores by 1. Ability scores cannot be increased beyond 20, as usual. This can be taken multiple times, counting as a separate feature each time.
  • Amphibious (3rd). The spirit can breath both air and water, and gains a swim speed of 30 ft.
  • Elemental (3rd). The spirit’s type changes from Beast to Elemental. The spirit gains an associated element (Acid, Cold, Fire, Lightning, or Thunder) based on the summoner’s choice. The spirit becomes resistant to that associated element. Does not work with Fey Form.
  • Faster Build (7th). The spirit increases its movement speed by 10 ft.
  • Fey Form (3rd). The spirit’s type changes from Beast to Fey. The spirit is immune to being put to sleep by magic and can trance in a motionless state for 4 hours for a long rest instead of sleeping. Does not work with Elemental.
  • Fledgling Flight (3rd). The spirit gains a 15 ft. flying speed.
  • Great Wings (15th, Larger Build x2). The spirit has a flying speed of 70 ft. and can hover.
  • Larger Build (3rd). The spirit increases by one size (ex. Small -> Medium). This can be taken multiple times, counting as separate feature each time. Caps at Large size.
  • Mole Claw (7th). The spirit gains a burrowing speed of 15 ft.
  • Prehensile Limbs (7th). The spirit gains the ability to handle items and weapons, and is considered proficient in simple and martial weapons. It can activate magic items provided there are no prerequisites.
  • Regenerative Skin (15th, Amphibious). While below half its hitpoint maximum, the spirit regenerates 1d6 + the summoner’s Wisdom modifier hitpoints at the start of each of its turns. This feature is temporarily disabled for 1 turn if the spirit takes acid or fire damage.
  • Resilient (7th). The spirit may add its PB to a saving throw it does not add it to already. The summoner selects the saving throw, and cannot be changed until the spirit is summoned again. This can be taken multiple times, counting as separate feature each time.
  • Spider-like Climb (3rd). The spirit has a climbing speed of 30 ft. and can walk on webbing without penalty.
  • Squishy (3rd). The spirit can move through a space as narrow as 1 inch without squeezing.
  • Wings (7th). The spirit has a flying speed of 30 ft. and can hover.

wolfsleep

Senses

  • Echolocation (7th). The spirit has blindsight out to 40 ft. provided it isn’t deafened.
  • Fey Resilience (15th, Fey Form). The spirit has advantage on all Charisma, Intelligence, and Wisdom saving throws
  • Protective Eyelids (3rd). The spirit can’t be blinded by normal means.
  • Sense Danger (3rd). The spirit gains an uncanny sense of when things nearby aren’t as they should be. It has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. To gain this benefit, it can’t be blinded, deafened, or incapacitated.
  • Spirit Link (3rd). As an action from the summoner, the summoner can see through the spirit’s senses instead of their own, including specal senses. While active, the summoner is blinded and deafened with regards to their senses. The summoner can end the link at will, no action required.
  • Superior Darkvision (11th). The spirit’s darkvision range increases to 120 ft.
  • Tremorsense (3rd). The spirit has tremorsense out to 60 feet.
  • Truesight (15th, Superior Darkvision, Protective Eyelids). The spirit has truesight out to 20 ft.
  • Wild Alertness (11th). The spirit and creatures within 10 ft. of it can’t be surprised while conscious. The spirit can also grant one creature in this 10 ft. area a bonus to its initiative equal to the spirit’s Wisdom modifier.

Combative

  • Advanced Tactics (7th, General Tactics). The spirit gains a +2 bonus on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Flyby (3rd, flying speed). The spirit does not provoke opportunity attacks if it flies out of a creature’s reach.
  • Feat (7th, Prehensile Limbs). The spirit learns a feat of the summoner’s choice. This can be taken multiple times, counting as a separate feature each time. Caps at 2 feats.
  • General Tactics (3rd). The spirit gains a +1 bonus on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Iron Coat (11th, Resilient Coat). The spirit has resistance to nonmagical slashing, piercing, and bludgeoning damage.
  • Magic Conductivity (7th.) Spells you cast can originate from the spirit’s space instead. Does not work with Pact Forger.
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Passive (Combative) cont.

  • Magic Replication (11th, Magic Conductivity). Whenever a spell that affects the summoner is cast, the summoner can have it affect the spirit as well.
  • Magical Storage (15th, Magic Replication). The spirit is capable of storing spells, up to a combined level of 9. When storing spells, the summoner must expend spell slots appropriate to the level of the spell being stored. Other casters may also store spells in the spirit, at the summoner’s discretion. The spirit can be commanded to cast a stored spell, following the casting time of the stored spell. If the spell requires concentration, the spirit is the one who holds concentration. If the spell requires a saving throw or attack roll, the spirit uses the spell save DC or spell attack bonus of the caster who stored the spell in the spirit.
  • Pack Tactics (15th, Advanced Tactics). The spirit has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pact Forger (3rd). The spirit, though loyal to its summoner, also calls to a higher being. The spirit gains the features of a 2nd-level Warlock, with spells and invocations being decided by the summoner, though it can not take any pact boons or gain a patron. The summoner can additionally select spells from the Druid spell list. The spirit uses Wisdom for its spellcasting modifier, and any features calling for Charisma uses its Wisdom instead. Does not work with Magic Conductivity.
  • Psion (3rd). The spirit gains the ability to cast mage hand without components, and can make the hand invisible or visible at will. As an action when commanded by the summoner, it can also attempt to forcefully move a creature 10 ft. towards or away from itself. Unwilling creatures must make a Strength saving throw.
  • Psychic Shield (3rd, Psion). The spirit’s AC becomes 15 + its Wisdom modifier instead of 13 + PB.
  • Resilient Coat (3rd). The spirit increases its AC by +1. Can be taken multiple times, counting as a separate feature each time. Caps at +3 AC.
  • Short Trigger (11th, Faster Build or Flyby). The spirit does not provoke opportunity attacks if it moves out of a creature’s reach
  • Spiritual Arcanum (17th, Pact Forger). The spirit gains a 6th or 7th level Mystic Arcanum (summoner’s choice), choosing from the Druid spell list. The Arcanum spell can be swapped after the spirit finishes a long rest or is summoned again.
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Actions

Actions are composed of offensive actions, such as attacks or special breath weapons. Attacks are split into 3 categories: Basic, attacks with few or no effects, Advanced, stronger attacks that are upgrades of the ones they’re built off of, and Special, which are special actions that would either not fit into the Basic or Advanced category or are recharge-based. The Multiattack feature in Basic can only use Basic attacks for the additional attacks. Once per turn, it can use an Advanced attack in place of a Basic attack.

Basic

  • Force Shove (5th, Psion). Ranged Attack: +3 plus PB to hit, range 60 ft., one target. On hit, deal 1d10 + PB force damage and push the target back by 15 ft.
  • Multiattack (7th). The spirit makes 2 attacks. Increases to 3 attacks at 15th level.
  • Needle/Spit (3rd). Ranged Weapon Attack: +2 plus PB to hit, range 20 ft., one target. Hit 3 (1d6) + PB piercing damage.
  • Psuedopod (3rd, Squishy). Melee Weapon Attack: +2 plus PB to hit, reach 10 ft., one target. Hit 10 (3d6) + PB acid damage.
  • Spark (7th, Magic Conductivity). Ranged Attack: +3 plus PB to hit, range 60 ft., one target. Hit 5 (1d10) + PB lightning damage.
  • Tail Lash (3rd). Melee Weapon Attack: +2 plus PB to hit, reach 10 ft., one target. Hit 4 (1d8) + PB bludgeoning damage.

Advanced

  • Bleeding Strike (11th). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit The target takes 5 (1d10) + PB slashing damage and must make a Constitution saving throw or be afflicted with bleeding.
  • Corrosive Needle/Spit (11th, Needle/Spit or Squishy). Ranged Weapon Attack: +4 plus PB to hit, range 40 ft., one target. Hit 6 (1d12) + PB acid damage. Target can’t regain hitpoints until the start of its next turn.
  • Dive Bomb (3rd, flying speed). Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. The spirit uses this attack action to immediately fall from the air. Hit The spirit deals 3 (1d6) + PB piercing damage per 10 feet fallen, and can fly up to 10 feet back up without provoking opportunity attacks.
  • Glamour Strike (3rd, Fey Form). Ranged Weapon Attack: +2 plus PB to hit, range 30 ft., one target. Hit The target takes 4 (1d8) + PB psychic damage and makes a Wisdom saving throw. On failure, creature must randomly move 5 feet in any direction on its next turn.
  • Grappling Lunge (7th). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit The target takes 6 (1d12) + PB piercing damage and is grappled. A grappled creature can escape on a successful Athletics (STR) or Acrobatics (DEX) check.
  • Hemorrhage (11th, Grappling Lunge). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Only available while target is grappled. Hit 8 (2d8) + PB piercing damage and inflict bleeding.
  • Spark Chain (7th, Spark). Ranged Attack: +3 plus PB to hit, range 60 ft., one target. Hit 6 (2d6) + PB lightning damage. Up to two other creatures within 5 feet of the target must make a Dexterity saving throw or also take this damage, forcing saving throws against other creatures within 5 feet of them. The chain cannot go back to creatures already hit by the attack, and stops after a total of 6 creatures have been hit.
  • Tail Coil (11th, Tail Swipe). Melee Weapon Attack: +4 plus PB to hit, reach 10 ft., one target. Hit The target takes 12 (3d8) + PB bludgeoning damage and is knocked prone.
  • Tail Swipe (7th, Tail Lash). Melee Weapon Attack: +3 plus PB to hit, 15 ft. cone. Hit The targets take 4 (1d8) + PB bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.

Special

  • Engulf (11th, Larger Build and Squishy). The spirit moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the spirit enters a creature’s space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the spirit. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the spirit enters the creature’s space, and the creature takes 9 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is Restrained, and takes 18 (6d6) acid damage at the start of each of the spirit’s turns. When the spirit moves, the engulfed creature moves with it. An engulfed creature can try to Escape by taking an Action to make a Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. The spirit has a certain capacity of creatures it can carry: It can only engluf 1 creature of the spirit’s size or 1 size larger, 2 creatures that are one size smaller than the spirit, and 3 creatures that are 2 sizes smaller than the spirit.
  • Fey Reinforcement (1/Day) (15th, Fey Summon). Once per long rest or until summoned again, the spirit can cast conjure fey without requiring components.
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Actions (Special) cont.

  • Fey Summon (1/Day) (7th, Fey Form). Once per long rest or until summoned again, the spirit can cast summon fey without requiring components.
  • Grapnel (3rd, Psion, Spider-like Climb, or Squishy). As an action, the spirit can target a surface within 70 ft. of it, immediately pulling itself to that spot. This movement does not provoke opportunity attacks. If the surface is vertical, it cannot be higher than 100 ft. and the spirit can cling to the surface after reaching it
  • Merge Form (15th, Spirit Link). When Spirit Link is used, the summoner can instead choose to merge with the body of the spirit instead. For 1 hour or until ended by the summoner (no action required), the summoner’s body disappears from its space, with the summoner now possessing the spirit. The summoner can use their ability scores and other class abilities while merged, as well as benefitting from features on the spirit’s stat blocks, such as senses, immunities, etc. If the spirit would have a higher ability score, the summoner may use that in place of theirs. Armor is not carried over into the merge, instead temporarily disappearing along with the summoner’s body. When the duration is over or is ended prematurely, the summoner along with all their equipment reappears in an unoccupied space adjacent to the spirit. If the spirit is slain while merged, the summoner immediately reappears in the nearest unoccupied space and takes 6d10 force damage + any overkill damage from the spirit. The summoner can use this feature once per long rest or by expending a 5th level spell slot if no uses remain.
  • Release Energy (Recharge 6) (7th, Elemental). The spirit releases a burst of energy in a 30 foot radius, centered on itself. Creatures in the area aside from the spirit and summoner must make a Dexterity saving throw or take 4d8 damage, half as much on a successful save. This damage is based on the elemental type chosen when the summoner selected Elemental.
  • Sense Magic (4/Day) (7th, Magic Conductivity). Four times per long rest or until summoned again, the spirit can cast detect magic without requiring components.
  • Thousand Wire (Recharge 5-6) (11th, Tail Coil). The spirit coils up and releases its tail numerous times in rapid succession. All creatures in a 30 ft. cone in front of the spirit must make a Dexterity saving throw or take the damage of a Tail Coil and be knocked prone.
  • Web (Recharge 5-6) (3rd, Spider-like Climb or Squishy). Ranged Attack: +2 plus PB to hit, range 30/60 ft., one target. Hit The target is restrained by webbing. As an action, the restrained target can make a Strength check, bursting the web on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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Reactions

As is hopefully obvious, these are features the Beast Spirit can use as a reaction.

Offensive

  • Rebound (7th.) When the spirit is hit by a damaging effect, it can use its reaction to immediately deal half of the received damage back at the originator of the damaging effect.
  • Retaliate (3rd). When the spirit is hit by a weapon attack, it can use its reaction to immediately make one attack back at the attacker.
  • Slingshot (11th). When the spirit is targeted by a melee attack, it can immediately move back 5 feet before lunging on the target, using a Basic or Advanced attack (Summoner’s choice) that is active, returning to its original space afterward. This movement does not provoke opportunity attacks.
  • Spiked/Acidic Coating (7th, Needle/Spit or Squishy). When the spirit is hit by a weapon attack, the attacker must make a Constitution saving throw or take 5 (1d10) piercing/acid damage and is inflicted with bleeding.

Defensive

  • Dissipate (5th). As a reaction in response to being targeted by a damaging effect, it blinks out of existence for 1 round, returning at the start of its summoner’s turn
  • Tailed Defense (7th, Tail Lash). When the spirit is targeted with a weapon attack, it can use its reaction to shield itself with its tail, gaining +2 AC against the attack, potentially causing it to miss. This AC lasts only against the triggering attack.
  • Untouchable (15th, Psychic Shield). When the spirit is targeted by a damaging effect, it can immediately move up to 10 ft. without provoking opportunity attacks. Alternatively, it can force a target within 5 feet of it to make a Strength saving throw or be forcefully moved back up to 10 ft.
  • Wing Guard (11th, Large Wings or Great Wings). When a friendly creature within 10 ft. of the spirit is targeted by a damaging effect, the spirit extends its wings to the target, granting the creature three-quarters cover until the start of their next turn. The damaging effect is redirected at the spirit instead.

phoenix

stain

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icefox

stain

Optional Features

Various homebrewed features that can be used in order to enhance Wildling’s theme further.

Ranger Variations

Some ranger variants don’t give the ranger Extra Attack, so if that is the case and you plan to use Wildling, add this feature as part of its progression.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

20th Level Capstone

If using the Conclave Capstone optional feature from my Ranger tweaks, here is the capstone.

Pack Formation

Starting at 20th level, you have mastered leadership over your conncetion, and can use it to summon a pack for you to lead. As an action, you can summon a number of additional Beast Spirits equal to your Wisdom modifier, alongside you normal Beast Spirit. Additional Beast Spirits summoned via this feature can only select 2 features from the beast features list as opposed to normal 6 by this level, and last for 1 hour.

Once you’ve used this feature, you cannot use it again until you have finished a long rest. You may also expend 5 spell points if you have no uses remaining.

Compatability with Fade’s Ranger

Alter the text for the bonus spells to say that they are always prepared and do not count against the number of spells you can have prepared at any given time and that any bonus cantrips do not count against your known cantrips.

Alter the spell slot text in Wild Connectin to “Once you summon the spirit, you can’t do so again until you finish a long rest, unless you expend 1 spell points to summon it. The points required increases when you gain levels in the ranger class, increasing to 2 (7th level), 3 (11th level) and 4 (15th level).”

kitsune

Sarah Stone

Vulpinal Agathion

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Spells

Homebrewed spells, for use with Wildling and the Ranger and Druid spell lists as a whole.

Primal Savagery (Revision)

Transmutation cantrip

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
Instantaneous

You channel primal magic to temporarily take on a more animalistic form, such as growing animal ears, gaining a tail, gaining claws, etc. As part of the same action used to cast this spell, you immediately make a claw/bite or tail attack, both being a melee spell attack. The claw/bite deals 1d10 piercing damage on hit with a range of 5 feet, while the tail deals 1d8 bludgeoning damage on hit with a range of 10 feet. Your appearance returns to normal after the spell ends.

This spell allows you to make more than one attack when you reach higher levels: 2 attacks at 5th level, 3 attacks at 11th level, and 4 attacks at 17th level. You can make the attacks against the same target or different ones. Make a separate attack roll for each attack.

Classes:
Druid, Sorcerer, Warlock, Wizard
Subclasses:
Wildling Ranger

Runic Bond*

1st-level divination (ritual)

Casting Time:
1 hour
Range:
10 feet
Components:
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a carved wooden bowl which is also consumed.
Duration:
Instantaneous

You create a magical bond with a beast within range with a CR of 1/8 or lower, that is tiny or small size. Through the process of the ritual the animal becomes a rune variant of your companion.

Your runic animal acts independently of you, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A runic animal can’t attack, but it can take other actions as normal.

When a runic animal dies, the markings on its body fade, leaving behind a body indistinguishable from another animal of its kind. If revived, this spell must be recast to renew the bond.

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

You can’t have more than one runic animal or familiar at a time. If you cast this spell while you already have a runic animal or familiar, you release the original companion and adopt the new one instead.

Finally, when you cast a spell with a range of touch, your runic animal can deliver the spell as if it had cast the spell. Your runic animal 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.

Classes:
Druid, Ranger, Warlock
Subclasses:
Wildling Ranger (Replaces find familiar)

Creating a Runic Animal

When forming a runic bond (by means of the runic bond spell) with a creature, use their normal stat block with the following adjustments:

  • If the creature has an Intelligence of 5 or lower, its Intelligence becomes 6
  • The creature can understand, but not speak, one language of your choice that you also speak
  • The creature gains immunity to the charmed condition

*Pulled from Fenrick’s Fantastic Familiars and Creature Companions

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