Druid Alteration: Wild Companion



Not all druids experience the ways of beasts firsthand. Some prefer to remain aloof, surveying nature with the dignity of a scholar or the authority of a chieftain. Creatures of the wilds see these druids as spiritual guides or packleaders, and many will answer the call to walk at the druid's side.

Exchanging features

When a player recieves their first level in Druid, they may choose to gain the following features rather than the features they would usually gain at each level. If they do, they cannot rescind this choice later on, and they must abide by all changes. If there are no changes for a particular level, use the origional features for that level.

Level 2: Wild Companion

At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of meditation, you call forth a beast from the wilderness to serve as your faithful companion. At the end of the 8 hours, your animal companion appears. The animal you select must be native to the locale you presently inhabit. Alternatively, you may spend 1 hour connecting with a friendly beast that you touch. You can have only one animal companion at a time.

Your druid level determines the beasts you can connect with, as shown in the Companion table.

Companions

Level Max. CR Example 2nd 1/8 Pony 4th 1/4 Wolf 8th 1/2 Crocodile

The creature is charmed by you for as long as it remains your companion. Additionally, you can speak to it as if you were under the effect of a Speak with Animals spell.

The companion loses its Multiattack action, if it has one.

Your animal companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Level 18: Beast Spells

Beginning at 18th level, you learn how to channel spells through your companion. As long as you are within 60 feet of your companion, you may cast spells as though you were in its space.

Level 20: Archdruid

You may have up to five animal companions. Whenever you cast a spell or activate an effect that benefits one of them, you may have the spell or effect apply to all of them.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell.

Subclass Alterations

Players that choose to apply Wild Companion alterations also gain the following changes to their subclass features.

Circle of the Land

Land druids that take animal companions are often recluses that prefer the company of beasts to that of their own race. They keep good relations with the many creatures of their land, often knowing every one of their fellow denizens by name.

Level 6: Land's Stride

Your companion also gains the benefits of your Land's Stride feature.