Wildkeeper in The World Within Walls | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Wildkeeper

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 light 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. He is a blade in the night, unseen and unheard. However, as he stealthily moves beside the underbrush towards his target, he is aware that he is not the only predator stalking his 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 wildbond'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 form of hardening one's inner power.

Never Alone

Whether a baker, farmer, soldier, or mercenary, a wildkeeper will never be without his 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 well spoken diplomacy off of it. That's not to say that wildkeepers are always friendly. Some wildkeepers draw their bond's power not from companionship, but from lust for power. As they feed their wildbond's ego, so too does their's grow as well. A wildkeeper's spirit animal will always reflect the true nature of their match.

Creating A Wildbonder

As you create your wildbonder 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 wildbond by accident during a near-death experience? Or did you instead receive careful teachings as you were brought up by an elder wildbonder, 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 about any mistakes they may make? Or do you instead give harsh punishments in the form of beatings? Are you happy with the way your bond works? Or does the thought of your wild bond make you cringe and squirm? Is there any goal that you feel you were placed on this plane to achieve? Is your wildbond getting in the way of you succeeding? Are you best friends with your spirit twin, pushing everyone else away but them? Or do you instead try to spend as much time possible socializing with others, attempting to distance yourself from their alien ways?

Optional Rule: Multiclassing

If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the wildkeeper as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least a 13 in Dexterity and Wisdom to take a level in this class, or to take a level in another class if you are already a wildkeeper
Proficiencies Gained If wildkeeper isn't your initial 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.

Quick Build

You can make a wildkeeper quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background.  

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.


Comments

Please Login in order to comment!