Spiritcaller
The natural world is not a passive system. Each bird, beast, rock, tree, and drop of water is indelibly connected, a manifestation of a larger force. Spiritcallers see these connections in a way few others can, creating lasting bonds with the spirits that inhabit the wild places of the world. These rangers channel the will of nature, empowering themselves with the best traits of the varied spirits, and calling mighty manifestations of life itself to fight by their sides.
Wild Weapon
3rd-level Spiritcaller feature
You can imbue a weapon with the ability to channel the spirits of nature, physically altering it. The weapon might become illuminated by a localized aurora, sprout moss or vines, or change in appearance to resemble stone, horn, bone, or crystal.
When you finish a long rest, you can create your wild weapon by touching a simple or martial weapon and infusing it with nature's power. You can use Wisdom, instead of Strength or Dexterity, for the attack and damage rolls when you attack with your wild weapon, and attacks with your wild weapon deal an extra 1d4 force damage on a hit. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon retains this magic until you finish a long rest.
Spirit Bonds
3rd-level Spiritcaller feature
Ever present, never seen, the spirits of nature heed your call. You learn two spirit bonds of your choice, which are detailed in "Spirit Bonds" below. Each bond represents a spirit of nature that you have forged a connection with.
If a spirit bond forces a creature to make a saving throw, the DC is equal to your spell save DC.
You learn one additional spirit bond at 6th, 11th, and 15th level. When you gain a level in this class, you can replace one spirit bond you know with a different one.
Primal Awakening
6th-level Spiritcaller feature
The forces of nature are stirred by your call, appearing at your side in times of need. As a bonus action, you can learn an additional spirit bond of your choice, which you retain for a number of hours equal to your Wisdom modifier, or until you dismiss it as a bonus action.
The number of times you can use this feature is based on the level you've reached in this class: 6th level, once; 11th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Phantasmal Guardian
11th-level Spiritcaller feature
To see the patience of nature turn to wrath is to see one's life cut short. As an action, you can call forth the spirit of a beast of your choice. The beast must be of a CR equal to or lower than the number of spirit bonds you know. The spirit appears in an unoccupied space of your choice within 30 feet of you, and is a ghostly and translucent version of the beast. The spirit shares the statistics of the beast you chose, but it has resistance to all damage and can move through creatures and objects as if they were difficult terrain. The spirit's attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
The spirit remains for 1 hour, until it falls to 0 hit points, or until you lose your concentration (as if you were concentrating on a spell). Once you summon the spirit, you cannot do so again until you finish a short or long rest.
Symbiotic Manifestation
15th-level Spiritcaller feature
Nature itself is alive, an interconnected system in self-sustaining harmony. When you use your Phantasmal Guardian feature, the spirit shares all the spirit bonds you know. If the spirit forces a creature to make a saving throw, it uses your spell save DC. All of its weapon attacks are considered to be its wild weapon, causing its attacks to deal an extra 2d4 force damage on a hit.
Additionally, whenever you finish a long rest, you can replace one spirit bond you know with a different one.
Spiritcaller Ranger v1.0 for D&D 5e
Created by: u/NotTheDreadPirateArtist Credits: Yongjae Choi - Vivien, Arkbow Ranger Randy Vargas - Primal Might
Spirit Bonds
The spirit bonds are presented in alphabetical order.
Bat. While you can hear, you have blind sight, and the range is a number of feet equal to five times the number of spirit bonds you know. If you already have blind sight, its range increases by the same amount. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Bear. Your carrying capacity, and the weight you can push, drag, or lift, are doubled. You count as one size larger for the purposes of grappling, shoving, and throwing, and your height is increased by a number of inches equal to the number of spirit bonds you know.
Boar. The damage die of the extra force damage dealt by your wild weapon increases to a d6 if the attack is a melee attack. This damage die increases to a d8 if you move at least 20 feet in a straight line immediately before making the attack roll.
Cloud. When you take the Attack action on your turn while wielding your wild weapon, you can forgo making one of your attacks to teleport up to 30 feet to an unoccupied space you can see. You can use this ability a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Crocodile. You have advantage on attacks with your wild weapon against creatures that are grappled by you. When a creature attempts to escape being grappled by you, you can make one attack against the creature with your wild weapon as a reaction before the contested check is made.
Eagle. You gain a bonus to Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight. The bonus equals the number of spirit bonds you know.
Fire. When you hit an attack with your wild weapon, you can cause the extra force damage to become fire damage instead. Once on each of your turns when you deal fire damage to a creature this way, you can force the creature to make a Dexterity saving throw. On a failure, you cause the creature to become wreathed in flame, and the next time a creature makes an attack against the target before the start of your next turn, they gain a bonus to the attack roll equal to the number of spirit bonds you know.
Fish. Your swimming speed is increased by a number of feet equal to five times the number of spirit bonds you know. In addition, you can breathe underwater.
Flower. When you hit an attack with your wild weapon, you can cause the extra force damage to become radiant damage instead. Once per turn you deal radiant damage to a creature this way, you can force the creature to make a Wisdom saving throw or become charmed by you until the end of your next turn.
Fog. You gain a bonus to Dexterity (Stealth) checks equal to the number of spirit bonds you know, and you can attempt to hide while you are only lightly obscured.
Fox. You gain a bonus to initiative rolls equal to the number of spirit bonds you know.
Frog. Your jump distance is tripled, and you can use Wisdom, instead of Strength, to determine how far you can jump.
Frost. When you hit an attack with your wild weapon, you can cause the extra force damage to become cold damage instead. When you deal cold damage to a creature this way, you can reduce its speed by 10 feet until the start of your next turn. A creature's speed can only be reduced this way once per turn.
Grass. You can speak with Plant creatures and vegitation as if you shared a language. You gain a bonus to ability checks made to interact with them equal to the number of spirit bonds you know.
Hawk. The damage die of the extra force damage dealt by your wild weapon increases to a d6 if the attack is a ranged attack. This damage die increases to a d8 if you make the attack with a ranged weapon at long range.
Lake. You have a number of d10s equal to the number of spirit bonds you know. As a bonus action, you can touch a creature and expend one or more of the dice. Roll the dice you expended, add them together, and restore a number of hit points to the creature equal to the total. You regain all expended dice when you finish a long rest.
Lightning. When you hit an attack with your wild weapon, you can cause the extra force damage to become lightning damage instead. Once per turn when you deal lightning damage to a creature this way, you can cause a different creature within 10 feet of the target to take lightning damage equal to the number of spirit bonds you know.
Lion. When a hostile creature you can see ends its turn within 5 feet of one of your allies, you can use your reaction to move up to half your speed towards the creature and make one attack against it with your wild weapon. You can use this ability a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Lizard. Each hour while you are missing half or more of your hit points, you regain a number of hit points equal to the number of spirit bonds you know. You don't gain this benefit if you have 0 hit points. You can regrow any missing body parts such as severed limbs over the course of 24 hours.
Mountain. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals the number of spirit bonds you know.
Owl. When you fail an ability check or miss an attack roll with your wild weapon, you can choose to grant yourself a bonus to the roll equal to the number of spirit bonds you know, potentially causing it to succeed. Once you use this ability, you cannot use it again until you finish a short or long rest.
Rabbit. As a bonus action, you can take the Dash and Disengage actions simultaneously. You can use this ability a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Rain. Once per turn when you score a critical hit with your wild weapon, you can immediately make one attack with your wild weapon. If this attack hits, it deals extra damage equal to the number of spirit bonds you know.
Raven. You can speak with Beasts as if you shared a language. You gain a bonus to ability checks made to interact with them equal to the number of spirit bonds you know.
Rhino. You deal double damage to objects and structures. When you hit a creature with an attack with your wild weapon, you can push the creature away from you, by a number of feet equal to five times the number of spirit bonds you know. Once you use this ability, you can't use it again until you finish a short or long rest.
River. When you hit a creature with your wild weapon, you can force it to make a Strength saving throw or be knocked prone. A creature cannot be forced to make this saving throw more than once per turn.
Robin. As a bonus action, you can grant yourself a flying speed for 10 minutes. This flying speed is a number of feet equal to equal to five times the number of spirit bonds you know. Once you take this bonus action, you can't do so again until you finish a short or long rest.
Snake. You have resistance to poison damage. You gain a bonus to saving throws you make to avoid or end the blinded, deafened, paralyzed, or poisoned conditions on yourself. This bonus equals the number of spirit bonds you know.
Spider. When you hit an attack with your wild weapon, you can cause the extra force damage to become necrotic damage instead. Once per turn you deal necrotic damage to a creature this way, you can force the creature to make a Wisdom saving throw or become frightened of you until the end of your next turn.
Squirrel. Your climbing speed increases by 10 feet, and you have advantage on ability checks made to climb difficult surfaces. In addition, any falling damage you take is reduced by an amount equal to five times the number of spirit bonds you know.
Stag. Your walking speed increases by 10 feet. As a bonus action, you can grant yourself the ability to ignore any effect that would reduce your speed or cause you to expend extra movement until the end of your turn. You can use this ability a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Stone. Bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to the number of spirit bonds you know.
Swan. You can create two wild weapons whenever you finish a long rest. When you use your action to cast a spell of 1st level or higher, you can make one attack with one of your wild weapons as a bonus action.
Tiger. Attacks with your wild weapon score a critical hit on a roll of 19 or 20 on the d20. Your wild weapon scores a critical hit on a roll of 18-20 if the target hasn't taken a turn yet in the current combat.
Tree. At the end of each of your turns, you gain temporary hit points equal to the number of spirit bonds you know, provided you have not moved from the space where you began your turn.
Turtle. When you roll initiative, you can choose to take a -5 penalty to the roll. If you do so, you gain a +1 bonus to your AC for the next 10 minutes or until you roll initiative again.
Vulture. As a reaction when a creature is reduced to 0 hit points within 10 feet of you, you can regain a number of hit points equal to your proficiency bonus + the number of spirit bonds you know, provided you had fewer than half your maximum hit points when the creature died.
Wildcat. When you hit a creature with an attack with your wild weapon, you can choose to reroll all the attack's damage dice and use either total. You can use this ability a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Wind. Once per turn when you make an attack with your wild weapon, you can move up to 10 feet immediately before or after making the attack. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Wolf. As a bonus action, you can grant yourself and a creature you choose within 30 feet of you advantage on attack rolls until the start of your next turn. To gain this benefit, the target of the attack roll must be within 5 feet of one of the attacker's allies and the ally can't be incapacitated. You can use this bonus action a number of times equal to the number of spirit bonds you know, and you regain all expended uses when you finish a long rest.
Wolverine. When you create your wild weapon, you can choose your unarmed strikes or one of your natural weapons instead of a simple or martial weapon. While you are missing half or more of your hit points, you gain a bonus to damage rolls made with your wild weapon equal to the number of spirit bonds you know.