Class: Wildkeeper in New World - Dragonsmoke Archipelago | World Anvil

Class: Wildkeeper

 

Original Source post-edits

Wildkeeper (DA Edition V2)

Holding true to his instincts, a wood elf stands still in a silent grove, waiting as the hordes of undead surround him. At the very last second, a bright burst of lightning zips from a nearby tree to his shoulder. Bringing his palm up to caress the face of his companion, he is now confident in his victory.   Watching from the darkness, a half-orc crawls through the mud as rain pours down overhead. She is a blade in the night, unseen and unheard. However, as she stealthily moves beside the underbrush towards her target, she is aware that she is not the only predator stalking her prey. A flash of purple mist disperses just as quick as it occurred, revealing a creature with the visage of a skeletal wolf, its jaws firmly clamped deep into the neck of the half-orc's target.   Searching through the masses of bodies after a battle, a dwarven soldier cries out for his missing half. With the speed of a cracking whip, a small squirrel-like creature appears at his side, chirping in a sing-songy voice. He smiles down at the animal, as if welcoming an old friend.   Be they a pair on a covert mission to assassinate a political figure, or a powerful general riding his spirit into battle, a wildkeeper and his spirit animal are representatives of the raw strength achieved by joining man and beast. They are not gods, nor are they of the fey or druids. On the contrary, they are simply a devastating reminder of the power two parties can obtain when they work together. When a wildkeeper is born, their spirit gives life to an animal companion. This animal companion is usually brought to the physical world for the first time through a ceremony, or some other ritual.  

Hard-Fought Victors

Hailing from the forests, wildkeepers focus on training their bonded animals. They practice fighting techniques known only to them, complimenting their combat abilities with that of their animal's. Wildkeepers focus their energy on strengthening their bonds to further unlock the capabilities of their spirit animal.   However magical their spirit bond may seem, not every wildkeeper knows spells, as their spirits do not pull from the weave, but from the natural energies of the Material Plane. Due to this source, they are often observed meditating in nature, as a way to strengthen their inner power.  

Never Alone

Whether a baker, farmer, soldier, or mercenary, a wildkeeper will never be without their closest ally. Often times, their bond will grant them attention from those unknowing of wildkeeper traditions, be it negative or positive. Regardless, they are well respected for their tactical abilities on the battlefield, and their often friendly disposition off of it. That's not to say that wildkeepers are always friendly. All wildkeepers have a relationship with their animal companion that reflects their true nature. While some may be kind and welcoming, others are just as easily malicious and spiteful.   The unbreakable bond that wildkeepers possess conveniently makes them perfect for adventuring, since they have no fear of the loneliness most quests entail. When interacting with an only child, those without any pets, or those who have never taken a spouse, wildkeepers converse with an air of exasperation around them. They are still fairly fast to get over their internal struggle, though, as they know to judge a person's worth not by face, but by fortitude. Misguided single folk may be inept when it comes to the ways of friendship and trust, but they always have the chance to prove themselves.  

Creating a Wildkeeper

As you create your wildkeeper character, consider the nature of the ritual that gave you your particular capabilities. Was your life bond forged under the glow of a full moon, during a ceremony conducted by an ancient shaman? Did you discover your animal by accident during a near-death experience? Or did you instead receive careful teachings as you were brought up by an elder wildkeeper, eager to show you their ways? You might even be just now discovering your bond, many years into your life.   How do you treat your spirit animal? Are you relaxed and laid-back when it comes to mistakes it makes? Or do you instead give harsh scoldings? Are you happy with the way your bond works? Or does having one make you self conscious? Is there any goal that you feel you were placed on this plane to achieve? Is your bond getting in the way of you succeeding? Are you best friends with your spirit twin, pushing everyone else away but it? Or do you instead try to spend as much time possible socializing with others, attempting to distance yourself from its alien ways?
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per wildkeeper level after 1st
armor proficiencies: Light armor, shields
weapon proficiencies: Simple, blowgun, net, whip
tools:
saving throws: Strength, Wisdom
skills: Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Insight, Performance, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a whip or (b) any simple weapon
  • (a) a shield or (b) two daggers
  • (a) a shortbow and a quiver of 20 arrows or (b) a light crossbow and 10 bolts
  • An explorer's pack, leather armor, and a hunting trap.

  • Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
    spellcasting:
    class features:

    Multiclassing

    To Multiclass as a Wildkeeper you must have a minimum Dexterity and Wisdom score of 13.
    If Wildkeeper is not your first class, you gain proficiency in simple weapons, martial weapons, shields, light armor, and one skill from the wildkeeper list when you take your first level in this class.  

    Multiclass Spellcasting

    Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.   Spell Slots. If you have the Path of the Element's Spellcasting feature, add a third of your levels (rounded down) in the Wildkeeper class when determining your spell slots.
     

    Wildbond

    1st-level wildkeeper feature   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, such as how many legs it has, and whether it is Tiny or Small; your choice does not effect its game statistics.   You must also choose the natural weapon it has, such as claws, horns, or hooves, and whether it deals bludgeoning, piercing, or slashing damage. Once you choose your wildbond's natural weapon, it cannot be changed. Additionally, the natural weapon's damage die increases as you gain wildkeeper levels.   In combat, the wildbond shares your initiative count. 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 your bonus action to command it to take another action. If you are incapacitated the wildbond can take any action of its choice. Your wildbond must be able to hear you to understand your commands.   When you hit a creature with an attack roll, your wildbond has advantage on the next attack it makes against that creature before the end of your next turn.   If your wildbond drops to 0 hit points, it becomes part of your spirit once more, leaving behind no physical form. Additionally, as an action, you can cause your wildbond to disappear into your spirit temporarily.   While your wildbond is part of your spirit, you may use your bonus action on your turn to bring it back to your side. When you do so, your wildbond regains a number of hit points equal to 1d8 + your Wisdom Modifier and reappears in an unoccupied space within 5 feet of you at the start of your next turn.   When your wildbond is part of your spirit, you can summon it by spending one minute meditating. At the end of the minute, it appears in an unoccupied space within 5 feet of you with all of its hit points restored.  

    Spirit Path

    1st-level wildkeeper feature   Choose a path that you want your spirit to follow, causing it to strengthen in unique ways. Choose Path of the Dark, Path of the Elements, Path of the Giant, Path of War, or Path of the Wild, all detailed at the end of the class description. The path you choose grants you features at 1st level and again at 6th, 11th, and 14th level.  

    Adaptive Body

    2nd-level wildkeeper feature   Your spirit bond's strength sparks evolution, granting unique abilities. Choose from one of the following options. You can choose a second option when you reach 10th level, and a third option when you reach 18th level.   Adhesive Coating You and your wildbond gain climbing speeds equal to your movement speeds, and can fight while climbing without risk of falling.   Awakened Your connection to nature is empowered, allowing you enhanced understanding of its denizens. Your wildbond's Intelligence score increases to 7, and it can now speak one language that you know. In addition, you have advantage on Intelligence (History) checks you make to recall information about beasts, monstrosities, and other natives to the wilderness.   Fleet Footed Your wildbond's body has grown more nimble. Your wildbond is no longer slowed by nonmagical difficult terrain.   Gills Your wildbond manifests gills. It can now breathe air and water. In addition, you both gain a swimming speed equal to your movement speed. You lose your swimming speed while wearing heavy armor.   Luminescent Light radiates from your soul. As an action, you can command your wildbond to cast the light cantrip innately at will.   Wings Your wildbond grows a pair of wings. It gains a flying speed equal to its movement speed. In addition, when you make a high jump, you can now leap 5 feet higher.  

    Bond Sight

    3rd-level wildkeeper feature   You can now use your wildbond's eyes as if they were your own. As an action, if your wildbond is on the same plane of existence as you, you can see through its 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.  

    Fang Over Fang

    3rd-level wildkeeper feature   When your wildbond hits a creature with an attack, you have advantage on the next attack you make against that creature before the end of your next turn.  

    Ability Score Improvement

    4th-level wildkeeper feature   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.  

    Growth in Power

    4th-level wildkeeper feature   Your strength progresses, enlarging your spirit. You can choose to have your wildbond increase by one size, for example from Tiny to Small, or stay the same size as it previously was.  

    Extra Attack

    5th-level wildkeeper feature   You can attack twice, instead of once, whenever you take the Attack action on your turn. You can choose to command your wildbond to attack in place of one of these attacks.  

    Spirit Strikes

    7th-level wildkeeper feature   Your wildbond's natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Wild Knowledge

    7th-level wildkeeper feature   When you reach 7th level and again at 9th level, you gain proficiency in one skill of your choice from the list of skills available to wildkeepers at 1st level.  

    Animal Heart

    9th-level wildkeeper feature   Beginning 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 9, and can discern any simple information they converse back. You learn any information it learns this way.  

    Natural Luck

    13th-level wildkeeper feature   You can reroll any roll that your wildbond makes. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 17th level.  

    Spirit Vitality

    15th-level wildkeeper feature   When you bring your wildbond out of your spirit, you both gain temporary hit points equal to your Wisdom modifier.  

    Twin Confidence

    15th-level wildkeeper feature   The mere presence of your spirit animal brings you unparalleled confidence. You have advantage on Charisma checks and saving throws you make while within 5 feet of your wildbond.  

    Synced Soul

    20th-level wildkeeper feature   You have fully bonded with your spirit animal. While your wildbond is not a part of your spirit, your wildbond gains the following benefits:
    • Your Wildbond gains resistance to bludgeoning, piercing, and slashing damage.
    • You may now mentally issue commands to your wildbond. This is a free action.
    subclass options:

    Spirit Path

    Wildkeepers can follow many different spirits. Here are the spirit options you can choose from at 1st level.   Path of the Dark Subclass

    Path of the Dark

    Your spirit now walks a path most often forbidden. Corrupted wildkeepers, as many call them, are beastmasters that have tapped into dark spirit magic, granting them the power of the night. Their wildbond's body becomes darker, its eyes glow a faint purple or yellow, and its hide writhes due to the necrotic energy within. Most see this alteration of your spirit bond as twisted and inhumane, some might even openly condemn you for allowing it to happen. You see it as another way to further strengthen your spirit bond, no matter the shadow it grants your reputation.  

    Nightbonder

    1st-level Path of the Dark feature   Your spirit bond draws power from the night. Your wildbond's darkvision extends to 120 feet, and you gain darkvision out to a range of 120 feet. You also gain proficiency in the Steath skill.   In addition, when you and your wildbond are within 30 feet of each other, you can add your Wisdom modifier to any Dexterity (Stealth) checks either of you make.  

    One with Death

    6th-level Path of the Dark feature   You tap into forbidden magic to strengthen your spirit. You and your wildbond gain resistance to necrotic damage.   In addition, you now have advantage on death saving throws you make.  

    Second Growth

    6th-level Path of the Dark feature   Your spirit has further grown. You can choose to have your wildbond increase by one size, from Small to Medium or Medium to Large, or stay the same size as it previously was.  

    Shadow Creature

    11th-level Path of the Dark feature   When your wildbond is in dim light or darkness, you can command it to teleport to an unoccupied space it can see. It must use its movement speed when it does so, as though it had walked that distance. If you are within 5 feet of your wildbond when it teleports, you can choose to teleport alongside it.   If the wildbond makes an attack on the same turn it teleports in this way, the attack deals an additional 1d8 necrotic damage.  

    Life Sapper

    14th-level Path of the Dark feature   You have fully bonded with the spirit of the dark. You and your wildbond gain immunity to necrotic damage.   Additionally, when you or your wildbond have advantage on an attack, you can choose to forgo that advantage. If the attack hits, it deals an additional 2d8 necrotic damage and you or your wildbond (your choice) regain hit points equal to the necrotic damage dealt.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
     
      Path of the Elements Subclass

    Path of the Elements

    Your spirit walks the paths that dwell in the Elemental Planes. A Path of the Elements wildkeeper connects themselves to planes beyond their own to better understand their native realm. In harnessing the elements, they achieve a sort of zen, a one-with-nature state of mind most often seen in druids. Their wildbonds tend to be happier, their connection to the different planes giving them newfound peace and energy. They are not to be underestimated, however, as the energy they pull from has ravaged the Material Plane for eons, and will do so for eons more.  

    Spellcasting

    1st-level Path of the Elements feature   Your bond draws power from the innate elemental magic of the world.   Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.   Spell Slots. The Path of the Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell snare and have a 1st-level and a 2nd-level spell slot available, you can cast snare using either slot.   Spells Known of 1st-Level and Higher. At 3rd level, you learn three 1st-level druid spells of your choice.   The Spells Known column of the Path of the Elements Spellcasting table shows when you learn more druid spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Wisdom is your spellcasting ability for your spells, since you learn your spells through an attunement to nature. You can use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell Attack Modifier = your proficiency bonus + your Wisdom modifier  
    Path of the Elements Spellcasting
    Wildkeeper Level Cantrips Spells Known 1st 2nd 3rd 4th
    1st 2 - - - - -
    2nd 2 - - - - -
    3rd 2 3 2 - - -
    4th 2 4 3 - - -
    5th 2 4 3 - - -
    6th 2 4 3 - - -
    7th 2 5 4 2 - -
    8th 2 6 4 2 - -
    9th 2 6 4 2 - -
    10th 3 7 4 3 - -
    11th 3 8 4 3 - -
    12th 3 8 4 3 - -
    13th 3 9 4 3 2 -
    14th 3 10 4 3 2 -
    15th 3 10 4 3 2 -
    16th 3 11 4 3 3 -
    17th 3 11 4 3 3 -
    18th 3 11 4 3 3 -
    19th 3 12 4 3 3 1
    20th 3 13 4 3 3 1
     

    Conduit of Nature

    1st-level Path of the Elements feature   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.   When you cast a spell through your wildbond, the spell's element can alter its physical form. This effect lasts until the start of your next turn, unless otherwise stated. Different damage types have different effects, as detailed below.   Acid Your wildbond drips with corrosive fluid. If a creature hits your wildbond with an attack while within 5 feet of it, the creature takes acid damage equal to your proficiency bonus and this effect ends.   Cold Your wildbond exudes a chilling mist. If a creature targets your wildbond with an attack while within 5 feet of it, it has disadvantage on the roll and this effect ends.   Fire Your wildbond is wreathed in flames. For the duration of this effect, it ignites any flammable objects it touches that aren't being worn or carried. Additionally, if a creature hits your wildbond with an attack while within 5 feet of it, the creature takes fire damage equal to your proficiency bonus divided by 2 (rounded down).   Lightning Your wildbond becomes a bolt of lightning. It can move through a space as narrow as 1 inch wide without squeezing for the duration of this effect. In addition, it can take the Dash action for free this turn.   Poison Your wildbond leaks a sticky goo. Wherever it walks becomes difficult terrain for creatures other that itself for the duration of this effect. You are unaffected by this difficult terrain.   Thunder If a creature hits your wildbond with an attack while within 30 feet of it, the creature is deafened until this effect ends. Additionally, all creatures adjacent to the wildbond get pushed away 5ft from the concussive blast.  

    Primordial Defense

    6th-level Path of the Elements feature   Your spirit is so in tune with the elements that you can manifest their form physically. At the end of a short or long rest, choose a damage type from acid, cold, fire, lightning, poison, or thunder. You and your wildbond have resistance to the chosen damage type until the next time you choose an option through this feature.  

    Elemental Synchronicity

    11th-level Path of the Elements feature   When you cast a spell as an action, you can command your wildbond to attack as part of that same action. If the spell you cast deals one of the damage types present in the Primordial Defense feature, your wildbond's attack deals an additional 1d4 of that damage type if it hits.  

    Environmental Fluidity

    14th-level Path of the Elements feature   You and your wildbond now gain immunity instead of resistance to the damage type you choose as part of Primordial Defense.   In addition, you can cast a spell of 1st level or higher once without expending a spell slot if the spell deals the damage type you last chose for Primordial Defense.   Once you use this feature to cast a spell, you can't use it again until you finish a long rest.
     
      Path of the Giant Subclass

    Path of the Giant

    Your spirit walks the path of the great beasts of yore. While wildkeepers that walk the Path of the Giant are few and far between, they are nevertheless the perfect example of a truly soulful bond between beast and master. 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 wildkeeper, as they are often kind hearted and helpful.  

    Spirit Growth

    1st-level Path of the Giant feature Your bond is boundless, overflowing your soul. Your wildbond's size increases to Medium when you choose this path, and further increases as you gain wildkeeper levels, as denoted in the table below.  
    Wildbond Size
    Level Size
    1 Medium
    4 Large
    11 Huge
     

    Bulky Build

    1st-level Path of the Giant feature The fortitude of your spirit changes your physical nature. The hit point maximums of both you and your wildbond each increase by 1 and increase by 1 again whenever you gain a level in this class.   In addition, your wildbond has advantage on Strength (Athletics) checks it makes when pulling, lifting, or carrying.  

    Size Control

    6th-level Path of the Giant feature   The growth of your wildbond offers you unique insight on how to control its metamorphosis. When you command your wildbond on your turn, you can cause it to change size (no action required). You can choose for its size to change to Tiny, back up to its maximum, or anything in between. Your wildbond has different benefits depending on its size. It has advantage on Charisma (Persuasion) checks it makes when interacting with creatures larger than it, and advantage on Charisma (Intimidation) checks it makes when interacting with creatures smaller than it.  

    Weighted Strikes

    11th-level Path of the Giant feature   Your wildbond's natural weapon attacks now score a critical hit on a roll of 19 or 20.   Additionally, it can roll one additional damage die when determining the extra damage for a critical hit it scores.  

    Grant Power

    14th-level Path of the Giant feature   As an action, you can command your wildbond to enhance its size and power dramatically for 1 minute. This effect ends early if your wildbond is reduced to 0 hit points or if you dismiss it as a bonus action on your turn. While the transformation is active, your wildbond gains the following benefits:  
    • Its size increases to Gargantuan.
    • It gains temporary hit points equal to your Wisdom modifier (a minimum of one) at the start of each of your turns.
    • Its AC increases by 2, and it has advantage on Strength and Constitution saving throws.
    • Its natural weapon attack's reach increases to 15 feet.
      Once you use this ability, you can't use it again until you finish a short or long rest.
     
      Path of War Subclass

    Path of War

    Your spirit now walks the path of beasts who have been weaponized for warfare. A wildkeeper that walks the Path of War is one of combat expertise. With the fighting spirit within you constantly pushing you to hone its edge, the strength and teamwork are of you and your spirit animal is unmatched by beastmasters across the lands. You both remain eternally alert in combat, seeming to know eachother's moves before you make them, striking at the optimal time to ensure a devastating flurry of attacks.  

    Bonus Proficiency

    1st-level Path of War feature   You gain proficiency with medium armor and martial weapons.  

    Ferocious

    1st-level Path of War feature   You have learned to strike in tandem with your wildbond. If you have advantage on a melee weapon attack, you can choose to forego that advantage to instead allow your wildbond to make an attack at the same time as you. You can use this feature once, regaining the ability to do so when you roll initiative again, or when you finish a short or long rest.  

    Quick to Strike

    6th-level Path of War feature   You have learned how to pounce like a predator. Immediately after initiative is rolled, you can use your reaction to quickly strike. You and your wildbond can move up to half your movement speeds, and then each make a melee weapon attack.   In addition, you can add your Wisdom modifier to your initiative rolls.  

    Second Growth

    6th-level Path of War feature   Your spirit has further grown. You can choose to have your wildbond increase by one size, from Small to Medium or Medium to Large, or stay the same size as it previously was.  

    Onslaught

    11th-level Path of War feature   When you command your wildbond to attack, it can attack twice instead of once.  

    Spirit Roar

    14th-level Path of War feature   Your spirit bond has been tempered by your combat experience, letting you harness your wildbond's innate vocal power. As an action, each creature of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against a DC equal to 8 + your Proficiency bonus + your Wisdom modifier or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours  
     
      Path of the Wild Subclass

    Path of the Wild

    The most common path walked by wildkeepers, the Path of the Wild is one wrought with hardship. Only the strongest spirits can brave the brambles, swamps, storms, and crags, both physical and metaphorical. To strengthen themselves, these wildkeepers become worldly beings, learning to see the world from the eyes of every culture they come across. They learn foreign languages, navigate treacherous terrain, and forage for any food they can find along the way. To find themselves, and attain a true mastery of their bond, they must walk every road on the larger path that is life. Fortunately, they are never along, always able to count on their animal companion to guide them back to the apth when they've been led astray.  

    Bonus Proficiency

    1st-level Path of the Wild feature   You gain proficiency with either navigator’s tools or cartographer supplies (your choice).  

    Well-Traveled

    1st-level Path of the Wild feature   Your soul and body have wandered extensively, you gain the following benefits:
    • You are able to speak, read, and write two extra languages of your choice.
    • You can take the Search or Hide action as a bonus action on your turn. When you do so, you can command your wildbond to take the same action.
    • Your wildbond has advantage on Wisdom (Perception) checks that rely on hearing or smell.
     

    Second Growth

    6th-level Path of the Wild feature   Your spirit has further grown. You can choose to have your wildbond increase by one size, from Small to Medium or Medium to Large, or stay the same size as it previously was.  

    Trailblazer

    6th-level Path of the Wild feature   Your experiences with the wilds have given you insight on how to navigate them. You gain the following benefits when traveling for an hour or more:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling with just your wildbond, you can move stealthily at a normal pace.
    • When you forage, you find twice as much food as you normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
     

    Mark of the Wild

    11th-level Path of the Wild feature   When you hit a creature with a weapon attack, you can choose to mark it for your wildbond for 1 minute. The first time your wildbond hits that creature on each of your turns for the duration, you can increase the attack's damage by 1d6.   You can use this feature to mark an enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Ultimate Being

    14th-level Path of the Wild feature   Your wild nature has reached its zenith. You can choose to gain three additional options from the Adaptive Body class feature.   Moreover, you can no longer be tracked by any means, unless you choose to leave a trail.  
     
    LevelProficiency BonusClass FeaturesWildbond Attack
    1+2Wildbond, Spirit Path1d6
    2+2Adaptive Body1d6
    3+2Bond Sight, Fang Over Fang1d6
    4+2Ability Score Increase, Growth in Power1d6
    5+3Extra Attack1d8
    6+3Spirit Path Feature1d8
    7+3Spirit Strikes, Wild Knowledge1d8
    8+3Ability Score Improvement1d8
    9+4Animal Heart, Wild Knowledge (2)1d8
    10+4Adaptive Body (second choice)1d8
    11+4Spirit Path Feature1d10
    12+4Ability Score Improvement1d10
    13+5Natural Luck (one use)1d10
    14+5Spirit Path Feature1d10
    15+5Spirit Vitality, Twin Confidence1d10
    16+5Ability Score Improvement1d10
    17+6Natural Luck (two uses)1d12
    18+6Adaptive Body (third choice)1d12
    19+6Ability Score Improvement1d12
    20+7Synced Soul1d12

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