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Seeing through its eyes, she is able to scout out where the guards are posted. Wildwalkers have an unmatched respect and love for the creatures of the wild and generally prefer their companionship over humanoid races.
They will do whatever is necessary to protect and help these beasts, having devoted their lives to them.
A wildwalker is never alone, though, as the wildlife returns the favor by protecting him or her whenever he or she calls out for help.
As you create a wildwalker, think about what developed your massive love and respect for wild creatures. Where did you first see these creatures?
Did you have a pet growing up? Have you hid yourself from civilization to live with the wildlife? If so, what event triggered this reaction? What is your viewpoint of humanoid creatures?
Can you even get along with them? Do you hunt creatures or does that idea upset you? How long have you known them? What is your relationship like?
Armor: Light Armour, Hide Armor Weapons: Daggers, dart, slings, quarterstaffs, light crossbow, spears Tools: Herbalism Kit Saving Throws: Constitution and Wisdom Skills: Animal Handling and choose 1 from Arcana, Insight, Intimidation, Medicine, Perception, Religion, Survival, Nature.
Wildwalkers draw on the magical essence of nature itself to cast their spells. As they progress in their abilities, they learn new spells.
The wildwalker table shows how many spells you can have prepared at one time. You can only choose spells that are of a spell level you can cast.
You may change your list of prepared spells after finishing a long rest. You must spend at least 1 minute per spell level for each spell on your list.
To cast one of these spells, you must expend a spell slot. You will regain all expended spell slots when you finish a long rest. The wildwalker table shows the total number of spell slots you have.
You must expend a spell slot in order to cast one of your spells and will regain all expended spell slots when you finish a short or long rest.
The wildwalker table shows the spell slot level at which all of your spells are automatically cast. You are unable to cast spells at a higher or lower level than your current spell slot level.
Wisdom is your spellcasting ability as a wildwalker, as your magic draws on your attunement to nature. You use your Wisdom whenever a spell or ability refers to your spellcasting ability.
Your Wisdom modifier is also used to determine the saving throw DC for your spells and your spell attack modifier as follows:.
A wildwalker can improve the attitude of any beast. Whenever you make a Wisdom Animal Handling check, you may add twice your proficiency bonus.
The souls of the wildwalker and their companion have become entwined. This allows multiple things:. At level 2, the companion does their best to protect their friend and master.
At level 2, You gain Evolution Points which can be spent on various upgrades for your companion from the Evolutions list at the bottom of this class.
The total number of evolution points you have to use is listed in the Evolution Points column of the class table and it increases as you level up in this class.
Evolutions can be reselected any time you level up but they are otherwise set. At level 3, you no longer use your action to command your animal companion around.
It now has a separate initiative and its own turn in combat. 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. At level 5, the wildwalker chooses which path they would like to follow.
The Path of the Shaman focuses more on summoning creatures to fight for them while the Path of the Savage focuses more on empowering themselves to fight alongside their animal companion.
You gain additional path features at levels 7, 10, 15, and At level 6, the animal companion and animal familiar are able to foresee danger and know exactly what to do to avoid it.
If the companion is ever subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only have damage if they fail.
If the animal familiar is subjected to any non-single target saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail.
At level 9, If the you are successfully damaged by an attack, the animal companion can use their reaction to split the damage in half between you and your animal companion.
You can also use your reaction to split the damage if the animal companion is successfully damaged by an attack. Regardless of whose reaction is used, this feature may only be used a number of times equal to your Wisdom modifier, gaining all expended uses upon completion of a long rest.
At level 11, the familiar and companion are able to understand, read, and write in your primary language. If they do not have arms, they must first pass an Intelligence saving throw with a DC of 10 before they can write their message down.
At level 14, you gain the uncanny ability to ward yourself from beasts, even magical ones. If the beast fails this save, they become stunned for 1 round and they must wait 2d4 rounds before being able to try to attack you again.
You can use this feature a number of times equal to your Wisdom modifier, you replenish all uses of this feature at the end of a long rest.
At level 17, the very thought of harm coming to you fills your companion with rage. If a creature successfully damages you with an attack and the companion is within range of the attacker, the companion may use its reaction to make a single attack against that creature.
This reaction takes place immediately after the attack and the companion must be able to see both you and the attacker. At level 18, you can communicate telepathically with any beast in a foot radius.
This ability does not count as an action and requires no more thought than if you were talking with someone. At level 5, the wildwalker can always count on animals to come to their aid when in a tight spot.
You always have it prepared and it does not count against the number of spells you can have prepared each day.
At level 7, friendly creatures are strengthened while in the presence of the wildwalker. At level 10, the wildwalker gains an iron will in regards to their summoned creatures.
At level 15, you gain the ability to cast "Dominate Beast" once per long rest without consuming a spell slot. Any beast under the effect of this spell has disadvantage on any Wisdom saving throws made to end the spell.
At level 20, the wildwalker has become so attuned with nature's creatures that entire populations will rush to their side in times of dire need.
You may only do this once per long rest. At level 5, you may spend evolution points to gain upgrades for yourself.
You are able to spend up to 3 evolution points on yourself plus 1 additional evolution point every odd level after this one.
Like your companion, you may change the evolutions each time you level up. You must still meet the requirements of the evolutions you seek to purchase.
At level 7, you may attack twice when you take the attack action on your turn. However, you must have your companion forgo their attack or one of their attacks if the companion took the "Extra Attack" Special Evolution in order to attack twice.
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