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Wildbonder


Hit Points

Hit Dice: d8 per Wildbonder level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wildbonder level after 1st

Proficiences

Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose three from Animal Handling, Athletics, Performance, Nature, Perception, and Survival

Class Features

Wildbond

Your spirit manifests itself as an animal that you are linked to, your wildbond. It is friendly to you and your companions, and it obeys your commands. See the wildbond's game statistics in the Wildbond stat block. You determine the creature's appearance and whether it has two, four, or six legs; your choice has no effect on its game statistics. You must also choose the natural weapon your wildbond has, such as a claw, horn, or hoof, and whether it does bludgeoning, piercing, or slashing damage. Once you choose your wildbond's natural weapon, you cannot change it again.   The damage die of your wildbond's natural weapon attacks changes as you gain wildbonder levels, as shown in the Wildbond Attack column of the Wildbonder table.   In combat, the wildbond shares your initiative count, but takes its turn immediately after yours. It can move, use its reaction, and use any bonus action it has 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.   Alternatively, as an action, you can temporarily cause your wildbond to disappear into your spirit.   While your wildbond is part of your spirit, you can use your action and expend one or more Hit Die. For each Hit Die spent in this way, roll the die and add your Wisdom modifier to it. The wildbond reappears after 1 minute in an unoccupied space within 5 feet of you with hit points equal to twice the total roll.   If your wildbond drops to 0 hit points, it becomes part of your spirit once more, leaving behind no physical form. Additionally, if you drop to 0 hit points, your wildbond also immediately drops to 0 hit points. Your wildbond reappears at the end of a long rest in an unoccupied space within 5 feet of you with all of its hit points restored.   When you spend Hit Die to restore hit points during a short rest, your wildbond gains hit points equal to half the total hit points you regained. It regains all its hit points at the end of a long rest.

Unarmored Defense

Your body reflects your animal nature, causing your skin to become coarser. While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Adaptive Body

At 2nd level, your spirit bond's strength sparks evolution. Choose from one of the following options:   Gills. Your wildbond manifests gills. It can now breathe air and water. In addition, you both gain a swimming speed equal to your normal speed. You lose your swimming speed while wearing heavy armor.   Wings. Your wildbond grows a pair of wings. It gains a flying speed equal to its normal speed. In addition, when you make a high jump, you can now leap an extra 5 feet into the air.   Fleet Footed. Your wildbond's body has grown lighter. Your wildbond's can now take the Dash action as a bonus action. In addition, your movement speed increases by 5 feet.   Nature Touched. Your bond evolves to now draw power from the weave. You learn two cantrips of your choice from the druid spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.   In addition, when you cast a spell with a range other than self, you can choose to have the spell originate from your wildbond. Your wildbond 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.

Spirit Bond

At 3rd level, you choose a spirit that you wish to follow. Choose Spirit of the Elements, Spirit of the Giant, Spirit of War, or Spirit of the Dark, all detailed at the end of the class description. The spirit you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Bond Sight

At 4th level, your spirit bond has granted you the power to use your wildbond's eyes as if they were your own. As an action, if your wildbond is within 100 feet of you, you can see through your wildbond's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the wildbond has. During this time, you are deaf and blind with regard to your own Senses.

Extra Attack

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

Extension of Body

Beginning at 7th level, your wildbond can take the Help action as a bonus action on its turn.   Once it uses this feature, you must finish a short or long rest before it can use it again.

Animal Heart

At 9th level, your wildbond has gained the ability to converse with animals. Your wildbond can crudely convey ideas to beasts with an Intelligence score lower than 4, and can discern any simple information they converse back. You learn any information it learns this way.   At 15th level, the required Intelligence score of the beasts increases to 8 or lower.

Fang and Bone

Beginning at 11th level, your bond's combat efficiency is phenomenal. Your wildbond can now add your Wisdom modifier to its damage rolls. In addition, if your wildbond attempts to hit a creature within 5 feet of you with a natural weapon attack, you can use your reaction to grant it advantage on its attack roll.

Wild Nature

At 13th level, your wildbond grants you animal ferocity. If you make a weapon attack as part of the Attack action while your wildbond is part of your spirit, you can make one additional weapon attack as a bonus action.   At 17th level, while your wildbond is part of your spirit, you can take the Dodge or Disengage action as a bonus action.

Lifebonder

At level 18, you and your wildbond are now able to benefit from each other's vigor. When your wildbond is within 5 feet of you, you gain a +1 bonus to your AC.   Additionally, if you are within 30 feet of your wildbond, it gains a number of temporary hit points equal to your Wisdom modifier at the start of each of its turns.

Truebond

At 20th level, you have fully bonded with your spirit animal. While your wildbond is part of your spirit, it only requires an action to expend Hit Die to summon it, instead of 1 minute. Also, when you spend Hit Die to summon it, you gain hit points equal to half the total roll.   Additionally, if you drop to 0 hit points while within 30 feet of your wildbond, it can expend its reaction to grant you a number of hit points equal to your wildbonder level before it immediately drops to 0 hit points.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a shortbow and a quiver of 20 arrows or (b) a hand crossbow and 10 bolts
  • An explorer's pack and a whip

 


Subclass Options



Spirit Bonds

Wildbonders can follow many different spirits. Here are the spirit options you can choose from at 3rd level.

Spirit of the Elements

Your spirit now walks the paths that dwell in the Elemental Planes. A Spirit of the Elements wildbond is one that has connected itself further than just the plane it is grounded on. Accessing these new powers, it strengthens itself through the aid of the innate magic that flows through the realms, allowing it to be more versatile in any situation that it finds itself in. These wildbonds tend to be happier spirited, their connection to the different planes giving them newfound peace and energy.   Wisdom is your spellcasting ability for any spells gained through this Spirit Bond.

Spirit of the Giant

Your spirit now walks the path of the great beasts of yore. A Spirit of the Giant wildbond is one that truly shows the depth and connection of a wildbond and its partner. Always aiming to improve alongside each other, you grow in spirit as your wildbond grows in size and fortitude. Your pride and love for your wildbond knows no bounds. Most see this growth as a great accomplishment achieved by the wildbonder, as they are often kind hearted and helpful.

Spirit of War

Your spirit now walks the path of beasts who have been weaponized for warfare. A Spirit of War wildbond is one of combat expertise. The fighting spirit within you constantly pushing you to train with your wildbond, your strength and teamwork are unmatched by those around you. It always remains alert, allowing you to perceive threats through its animal eyes and, in combat, seems to know your moves before you make them, striking at the optimal time to ensure a devastating flurry of attacks.

Spirit of the Dark

Your spirit now walks the paths of the Plane of Shadow. A Spirit of the Dark wildbond is one that has tapped into dark spirit magic, giving it the power of the night. It’s body becomes darker and its eyes glow a faint purple, writhing from the necrotic energy within. Most see this alteration of your spirit bond as twisted and corrupt, some even condemning you for allowing it to happen. You see its potential and prowess in mastering the shadows.


Created by

That.One.Guy.

Statblock Type

Class Features

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