This assumes that you use the Tasha's Cauldron of Everything revision of the subclass
|
Strike as One |
Silent Partner |
4th |
Dynamic Duo
- Passive
- Whenever your companion gives you the help action, it applies to ALL attacks and ability checks made until the start of your next turn. Your allies receive help as normal.
|
Ghost Panther's Wisdom
- Passive
- You gain +5 on stealth checks while adjacent to your animal companion
|
8th |
Go for the Eyes!
- Replaces one attack on your turn
- You make an attack against a single target. Then, your companion makes an attack against them. If the attack hits, the target must succeed on a Constitution saving throw or be blinded until the start of your next turn
- Recharge: 5-6
|
Presence of the Predator
- Speed: bonus action
- Your companion lashes out an enemy, making one attack against them. If the attack hits, all enemies adjacent to your companion are weakened until the start of your next turn
- Recharge: 5-6
|
12th |
Follow Up Blow
- Speed: bonus Action
- Ignoring movement requirements, your animal companion chases down and attacks each enemy that you have damaged this turn.
- Recharge: 5-6
|
Call to the Benevolent Hunter
- Speed: bonus action
- Your companion's spirit reaches out and mends the wounds of your allies. Each ally adjacent to your companion heals for (2d8 + your Wisdom modifier)
- Recharge: Short Rest
|
16th |
Primal Stampede
- Speed: 1 action
- Your companion calls to its ancestors, and they charge forward, flattening everything in sight. Each enemy in a 25 ft. blast in front of your companion must succeed on a Dexterity saving throw or take (2d8 + your Wisdom modifier) damage and be knocked prone.
- You then make a single attack, with +2 to the attack roll for each enemy who succeeded on their save, and +5 to the damage roll for each enemy who failed.
- Recharge: Long Rest
|
Call to the Great Hunter
- Bonus Action
- Your companion makes an attack that deals an extra 4d8 damage on a hit. They grant some of their primal instincts to an ally adjacent to them, giving that ally +5 on attack rolls until the end of your next turn.
- Recharge: Short Rest
|
19th |
Coordinated Takedown
- Replaces one attack on your turn
- You knock your opponent off their feet while your companion pins them down. On a hit, the attack deals an extra 5d8 damage and the target is knocked prone. The impact of your companion's takedown sends tremors, and at the start of the target's turn, all enemies within 30 ft. must succeed on a Dexterity saving throw or be knocked prone. When any creature knocked down in this way attempts to stand up, they take 3d8 damage from your companion
- Recharge: Long Rest
|
Call to the Relentless Hunter
- Bonus Action
- Your companion makes an attack and fury fills your allies, empowering their blows to push through any defense. Whenever an ally within 30 ft. of your companion misses an attack, they instead deal 1d10 damage.
- Recharge: Long Rest
|