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The Wildkeeper

The 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 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. 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   The unbreakable bond that wildkeepers possess
are simply a devastating reminder of the power two parties conveniently makes them perfect for adventuring, since they
can obtain when they work together. When a wildkeeper is have no fear of the loneliness most quests entail. When
born, their spirit gives life to an animal companion. This interacting with an only child, those without any pets, or
animal companion is usually brought to the physical world those who have never taken a spouse, wildkeepers converse
for the first time through a ceremony, or some other ritual. with an air of exasperation around them. They are still fairly
fast to get over their internal struggle, though, as they know
Hard-Fought Victors to judge a person's worth not by face, but by fortitude.
Hailing from the forests, wildkeepers focus on training their Misguided single folk may be inept when it comes to the ways
bonded animals. They practice fighting techniques known of friendship and trust, but they always have the chance to
only to them, complimenting their combat abilities with that prove themselves.
of their animal's. Wildkeepers focus their energy on Creating a Wildkeeper
strengthening their bonds to further unlock the capabilities of
their spirit animal. As you create your wildkeeper character, consider the nature
However magical their spirit bond may seem, not every of the ritual that gave you your particular capabilities. Was
wildkeeper knows spells, as their spirits do not pull from the your life bond forged under the glow of a full moon, during a
weave, but from the natural energies of the Material Plane. ceremony conducted by an ancient shaman? Did you discover
Due to this source, they are often observed meditating in your animal by accident during a near-death experience? Or
nature, as a way to strengthen their inner power. did you instead receive careful teachings as you were brought
up by an elder wildkeeper, eager to show you their ways? You
Never Alone might even be just now discovering your bond, many years
into your life.
Whether a baker, farmer, soldier, or mercenary, a wildkeeper How do you treat your spirit animal? Are you relaxed and
will never be without their closest ally. Often times, their laid-back when it comes to mistakes it makes? Or do you
bond will grant them attention from those unknowing of instead give harsh scoldings? Are you happy with the way
wildkeeper traditions, be it negative or positive. Regardless, your bond works? Or does having one make you self
they are well respected for their tactical abilities on the conscious? Is there any goal that you feel you were placed on
battlefield, and their often friendly disposition off of it. That's this plane to achieve? Is your bond getting in the way of you
not to say that wildkeepers are always friendly. All succeeding? Are you best friends with your spirit twin,
wildkeepers have a relationship with their animal companion pushing everyone else away but it? Or do you instead try to
that reflects their true nature. While some may be kind and spend as much time possible socializing with others,
welcoming, others are just as easily malicious and spiteful. attempting to distance yourself from its alien ways?

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Optional Rule: Multiclassing
The Wildkeeper   Ability Score Minimum. In order to multiclass, you
Proficiency Wildbond must have at least a 13 in Dexterity and Wisdom to
Level Bonus Features Attack take a level in this class, or to take a level in
another class if you are already a wildkeeper.
1st +2 Wildbond, Spirit Path 1d6 Proficiencies Gained. If wildkeeper isn't your
initial class, you gain proficiency in simple
2nd +2 Adaptive Body 1d6 weapons, martial weapons, shields, light armor, and
Bond Sight,
one skill from the wildkeeper list when you take
3rd +2 1d6 your first level in this class.
Fang Over Fang
Ability Score Increase,
4th +2 1d6
Growth in Power
Quick Build
5th +3 Extra Attack 1d8 You can make a wildkeeper quickly by following these
6th +3 Spirit Path Feature 1d8 suggestions. First, make Dexterity your highest ability score,
Spirit Strikes, Wild
followed by Wisdom. Second, choose the outlander
7th +3
Knowledge
1d8 background.
8th +3 Ability Score Increase 1d8
Class Features
Animal Heart, Wild
9th +4 1d8 Hit Points
Knowledge (2)
Adaptive Body (second
Hit Dice: 1d8 per wildkeeper level
10th +4
choice)
1d8 Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
11th +4 Spirit Path Feature 1d10 modifier per wildkeeper level after 1st
12th +4 Ability Score Increase 1d10 Proficiencies
13th +5 Natural Luck (one use) 1d10 Armor: Light armor, shields
Weapons: Simple weapons, blowgun, net, whip
14th +5 Spirit Path Feature 1d10 Tools: None
15th +5
Spirit Vitality, Twin
Confidence
1d10 Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Animal Handling,
16th +5 Ability Score Increase 1d10 Athletics, Investigation, Insight, Performance, Nature,
17th +6 Natural Luck (two uses) 1d12
Perception, and Survival
Adaptive Body (third Equipment
18th +6
choice)
1d12 You start with the following equipment:
19th +6 Ability Score Increase 1d12 (a) a whip or (b) any simple weapon
20th +6 Synced Soul 1d12
(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.
  Awakened. Your connection to nature is empowered,
Wildbond allowing you enhanced understanding of its denizens. Your
1st-level wildkeeper feature wildbond's Intelligence score increases to 7, and it can now
Your spirit manifests itself as an animal that you are linked to, speak one language that you know. In addition, you have
your wildbond. It is friendly to you and your companions, and advantage on Intelligence (History) checks you make to recall
it obeys your commands. See the wildbond's game statistics information about beasts, monstrosities, and other natives to
in the wildbond stat block. You determine the creature's the wilderness.
appearance, such as how many legs it has, and whether it is Fleet Footed. Your wildbond's body has grown more
Tiny or Small; your choice doesn't effect its game statistics. nimble. Your wildbond is no longer slowed by nonmagical
You must also choose the natural weapon it has, such as difficult terrain.
claws, horns, or hooves, and whether it deals bludgeoning, Gills. Your wildbond manifests gills. It can now breathe air
piercing, or slashing damage. Once you choose your and water. In addition, you both gain a swimming speed equal
wildbond's natural weapon, you cannot change it again. to your movement speed. You lose your swimming speed
The damage die of your wildbond's natural weapon attack's while wearing heavy armor.
changes as you gain wildkeeper levels, as shown in the Luminescent. Light radiates from your soul. As an action,
Wildbond Attack column of the Wildkeeper table. you can command your wildbond to cast the light cantrip
On your turn, you can use your action to command your innately at will.
wildbond to make a natural weapon attack, or to take the Wings. Your wildbond grows a pair of wings. It gains a
Dash, Disengage, Dodge, Help, Hide, Ready, or Search flying speed equal to its movement speed. In addition,

action. As part of this command, you can choose for your when you make a high jump, you can now leap 5 feet

wildbond to move up to its movement speed. Your wildbond higher.


must be able to hear you to understand your commands.
If you hit a creature with a weapon attack, your wildbond
has advantage on the next attack it makes against that crea-

ture before the end of your next turn. Wildbond


If your wildbond drop to 0 hit points, it becomes part of Tiny or Small beast
your spirit once more, leaving behind no physical form.
Alternatively, as an action, you can cause your wildbond to Armor Class 12 + PB
disappear into your spirit temporarily. Hit Points Your Wisdom modifier + 5 times your
While your wildbond is part of your spirit, you can use your wildkeeper level
bonus action on your turn to bring it back to your side. When Speed 30 ft.
you do so, the wildbond regains a number of hit points equal
to 1d8 + your Wisdom modifier. It then reappears at the start STR DEX CON INT WIS CHA
of your next turn in an unoccupied space within 5 feet of you.
When your wildbond is part of your spirit, you can 12 (+1) 14 (+2) 11 (+0) 4 (-3) 10 (+0) 8 (-1)
alternatively spend a minute meditating. It then reappears at
the end of the minute in an unoccupied space within 5 feet of Condition Immunities charmed, exhaustion
you with all of its hit points restored. Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Spirit Path Proficiency Bonus (PB) equals your bonus
1st-level wildkeeper feature Agile. The wildbond doesn't provoke opportunity
Choose a path that you want your spirit to follow, causing it to attacks when it moves out of an enemy's reach.
strengthen in unique ways. Choose Path of the Dark, Path of Bond. You add your proficiency bonus to any ability
the Elements, Path of the Giant, Path of War, or Path of the check or saving throw that the wildbond makes.
Wild, all detailed at the end of the class description. The path
you choose grants you features at 1st level and again at 6th, Actions
11th, and 14th level.
Natural Weapon. Melee Weapon Attack: 2 + PB,
Adaptive Body reach 5 ft., one target. Hit: 1d6 +2 + PB chosen
damage.
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.

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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
If 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 Natural Luck
You can attack twice, instead of once, whenever you take the 13th-level wildkeeper feature
Attack action on your turn. You can choose to command your You can reroll any roll that your wildbond makes. If you do so,
wildbond to attack in place of one of these attacks. you must use the new roll, and you can't use this feature
again until you finish a long rest.
Spirit Strikes You can use this feature twice between long rests starting
7th-level wildkeeper feature at 17th level.
Your wildbond's natural weapon attacks count as magical for Spirit Vitality
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. 15th-level wildkeeper feature
When you bring your wildbond out of your spirit, you both
Wild Knowledge gain temporary hit points equal to your Wisdom modifier.
7th-level wildkeeper feature Twin Confidence
When you reach 7th level and again at 9th level, you gain
proficiency in one skill of your choice from the list of skills 15th-level wildkeeper feature
available to wildkeepers at 1st level. The mere presence of your spirit animal brings you
unparalleled confidence. You have advantage on Charisma
Animal Heart checks and saving throws you make while within 5 feet of
9th-level wildkeeper feature your wildbond.
Beginning at 9th level, your wildbond has gained the ability to Synced Soul
converse with animals. Your wildbond can crudely convey
ideas to beasts with an Intelligence score lower than 9, and 20th-level wildkeeper feature
can discern any simple information they converse back.
You have fully bonded with your spirit animal. You can com-
You learn any information it learns this way. mand it to take an action as a bonus action on your turn.

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Second Growth
Spirit Path 6th-level Path of the Dark feature
Wildkeepers can follow many different spirits. Here are the Your spirit has further grown. You can choose to have your
spirit options you can choose from at 1st level. wildbond increase by one size, from Small to Medium or
Medium to Large, or stay the same size as it previously was.
Path of the Dark
Your spirit now walks a path most often forbidden. Corrupted Shadow Creature
wildkeepers, as many call them, are beastmasters that have 11th-level Path of the Dark feature
tapped into dark spirit magic, granting them the power of the When your wildbond is in dim light or darkness, you can
night. Their wildbond's body becomes darker, its eyes glow a command it to teleport to an unoccupied space it can see. It
faint purple or yellow, and its hide writhes due to the necrotic must use its movement speed when it does so, as though it
energy within. Most see this alteration of your spirit bond as had walked that distance. If you are within 5 feet of your
twisted and inhumane, some might even openly condemn you wildbond when it teleports, you can choose to teleport
for allowing it to happen. You see it as another way to further alongside it.
strengthen your spirit bond, no matter the shadow it grants If the wildbond makes an attack on the same turn it
your reputation. teleports in this way, the attack deals an additional 1d8
necrotic damage.
Nightbonder
1st-level Path of the Dark feature Life Sapper
Your spirit bond draws power from the night. Your wildbond's 14th-level Path of the Dark feature
darkvision extends to 120 feet, and you gain darkvision out to You have fully bonded with the spirit of the dark. You and
a range of 120 feet. You also gain proficiency in the Steath your wildbond gain immunity to necrotic damage.
skill. Additionally, when you or your wildbond have advantage on
In addition, when you and your wildbond are within 30 feet an attack, you can choose to forgo that advantage. If the
of each other, you can add your Wisdom modifier to any attack hits, it deals an additional 2d8 necrotic damage and
Dexterity (Stealth) checks either of you make. you or your wildbond (your choice) regain hit points equal to
the necrotic damage dealt.
One with Death You can use this feature a number of times equal to your
6th-level Path of the Dark feature Wisdom modifier (a minimum of once). You regain any
You tap into forbidden magic to strengthen your spirit. You expended uses when you finish a long rest.
and your wildbond gain resistance to necrotic damage.
In addition, you now have advantage on death saving
throws you make.
Path of the Elements Path of the Elements Spellcasting
Your spirit walks the paths that dwell in the Elemental Wildkeeper Level Cantrips Spells Known 1st 2nd 3rd 4th
Planes. A Path of the Elements wildkeeper connects 1st 2 — — — — —
themselves to planes beyond their own to better understand
their native realm. In harnessing the elements, they achieve a 3rd 2 3 2 — — —
sort of zen, a one-with-nature state of mind most often seen 4th 2 4 3 — — —
in druids. Their wildbonds tend to be happier, their
connection to the different planes giving them newfound 7th 2 5 4 2 — —
peace and energy. They are not to be underestimated, 8th 2 6 4 2 — —
however, as the energy they pull from has ravaged the
Material Plane for eons, and will do so for eons more. 10th 3 7 4 3 — —
11th 3 8 4 3 — —
Spellcasting
1st-level Path of the Elements feature 13th 3 9 4 3 2 —
Your bond draws power from the innate elemental magic of 14th 3 10 4 3 2 —
the world. 16th 3 11 4 3 3 —
Cantrips. You learn two cantrips of your choice from the
druid spell list. You learn an additional druid cantrip of your 19th 3 12 4 3 3 1
choice at 10th level. 20th 3 13 4 3 3 1
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 druid spells, since your magic draws on your
attunement to nature. You 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

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 re-
quires an attack roll, you use your attack modifier for the roll.

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  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 1d4 acid damage. This effect then 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. This effect then 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.
Lightning. Your wildbond becomes a bolt of lightning. It Elemental Synchronicity
can move through a space as narrow as 1 inch wide without 11th-level Path of the Elements feature
squeezing for the duration of this effect. When you cast a spell as an action, you can command your
Poison. Your wildbond leaks behind a sticky goo. wildbond to attack as part of that same action. If the spell you
Wherever it walks becomes difficult terrain for creatures cast deals one of the damage types present in the Primordial
other that itself for the duration of this effect. Defense feature, your wildbond's attack deals an additional
Thunder. If a creature hits your wildbond with an attack 1d4 of that damage type if it hits.
while within 30 feet of it, the creature is deafened until this
effect ends. Environmental Fluidity
14th-level Path of the Elements feature
Primordial Defense You and your wildbond now gain immunity instead of
6th-level Path of the Elements feature resistance to the damage type you choose as part of
Your spirit is so in tune with the elements that you can Primordial Defense.
manifest their form physically. At the end of a short or long In addition, you can cast a spell of 1st level or higher once
rest, choose a damage type from acid, cold, fire, lightning, without expending a spell slot if the spell deals the damage
poison, or thunder. You and your wildbond have resistance to type you last chose for Primordial Defense.
the chosen damage type until the next time you choose an Once you use this feature to cast a spell, you can't use it
option through this feature. again until you finish a long rest.

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Size Control
6th-level Path of the Giant feature
The growth of your wildbond offers you unique insight on
Path of the Giant how to control its metamorphosis. When you command your
wildbond on your turn, you can cause it to change size (no
Your spirit walks the path of the great beasts of yore. While action required). You can choose for its size to change to Tiny,
wildkeepers that walk the Path of the Giant are few and far back up to its maximum, or anything in between.
between, they are nevertheless the perfect example of a truly Your wildbond has different benefits depending on its size.
soulful bond between beast and master. Always aiming to It has advantage on Charisma (Persuasion) checks it makes
improve alongside each other, you grow in spirit as your when interacting with creatures larger than it, and advantage
wildbond grows in size and fortitude. Your pride and love for on Charisma (Intimidation) checks it makes when interacting
your wildbond knows no bounds. Most see this growth as a with creatures smaller than it.
great accomplishment achieved by the wildkeeper, as they are
often kind hearted and helpful. Weighted Strikes
11th-level Path of the Giant feature
Spirit Growth Your wildbond's natural weapon attacks now score a critical
1st-level Path of the Giant feature hit on a roll of 19 or 20.
Your bond is boundless, overflowing your soul. Your Additionally, it can roll one additional damage die when
wildbond's size increases to Medium when you choose this determining the extra damage for a critical hit it scores.
path, and further increases as you gain wildkeeper levels, as
denoted in the table below. Grant Power
14th-level Path of the Giant feature
Wildbond Size As an action, you can command your wildbond to enhance its
Level Size size and power dramatically for 1 minute. This effect ends
1 Medium early if your wildbond is reduced to 0 hit points or if you
dismiss it as a bonus action on your turn. While the
4 Large transformation is active, your wildbond gains the following
11 Huge benefits:
Its size increases to Gargantuan.
Bulky Build It gains temporary hit points equal to your Wisdom
1st-level Path of the Giant feature modifier (a minimum of one) at the start of each of your
The fortitude of your spirit changes your physical nature. The turns.
hit point maximums of both you and your wildbond each Its AC increases by 2, and it has advantage on Strength
increase by 1 and increase by 1 again whenever you gain a and Constitution saving throws.
level in this class. Its natural weapon attack's reach increases to 15 feet.
In addition, your wildbond has advantage on Strength Once you use this ability, you can't use it again until you
(Athletics) checks it makes when pulling, lifting, or carrying. finish a short or long rest.

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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 Second Growth
1st-level Path of War feature 6th-level Path of War feature
You gain proficiency with medium armor and martial Your spirit has further grown. You can choose to have your
weapons. wildbond increase by one size, from Small to Medium or
Medium to Large, or stay the same size as it previously was.
Ferocious
1st-level Path of War feature Onslaught
You have learned to strike in tandem with your wildbond. If 11th-level Path of War feature
you have advantage on a melee weapon attack, you can When you command your wildbond to attack, it can attack
choose to forego that advantage to instead allow your twice instead of once.
wildbond to make an attack at the same time as you.
You can use this feature once, regaining the ability to do so Spirit Roar
when you roll initiative again, or when you finish a short or 14th-level Path of War feature
long rest. Your spirit bond has been tempered by your combat
Quick to Strike experience, letting you harness your wildbond's innate vocal
6th-level Path of War feature power. As an action, each creature of your choice within 60
feet of you that can hear you must succeed on a Wisdom
You have learned how to pounce like a predator. Immediately saving throw against a DC equal to 8 + your Proficiency
after initiative is rolled, you can use your reaction to quickly bonus + your Wisdom modifier or become frightened of you
strike. You and your wildbond can move up to half your for 1 minute. A creature can repeat the saving throw at the
movement speeds, and then each make a melee weapon end of each of its turns, ending the effect on itself on a
attack. success. If a creature's saving throw is successful or the effect
In addition, you can add your Wisdom modifier to your ends for it, the creature is immune to this feature for the next
initiative rolls. 24 hours

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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 Mark of the Wild
Your experiences with the wilds have given you insight on 11th-level Path of the Wild feature
how to navigate them. You gain the following benefits when When you hit a creature with a weapon attack, you can
traveling for an hour or more: choose to mark it for your wildbond for 1 minute. The first
Difficult terrain doesn’t slow your group’s travel. time your wildbond hits that creature on each of your turns
Your group can’t become lost except by magical means. for the duration, you can increase the attack's damage by 1d6.
Even when you are engaged in another activity while You can use this feature to mark an enemy a number of
traveling (such as foraging, navigating, or tracking), you times equal to your proficiency bonus, and you regain all
remain alert to danger. expended uses when you finish a long rest.
If you are traveling with just your wildbond, you can move
stealthily at a normal pace. Ultimate Being
When you forage, you find twice as much food as you 14th-level Path of the Wild feature
normally would. Your wild nature has reached its zenith. You can choose to
While tracking other creatures, you also learn their exact gain three additional options from the Adaptive Body class
number, their sizes, and how long ago they passed feature. Moreover, you can no longer be tracked by any
through the area. means, unless you choose to leave a trail.

This is unofficial Fan Content permitted under the Fan Content Policy. It is not approved/endorsed by Wizards of the Coast.
Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.
The Wildkeeper
A companion-based class for the world's
greatest roleplaying game. Strengthen your bond
by fighting alongside your spirit animal. Choose a
Spirit Path from: the Dark, the Elements, the
Giant, War, or the Wild!

This is the seventh public version of the


Wildkeeper class. It is ready to be playtested!

Version 3.0

Created by /u/xSHIGUYx

Art Credits
Cover: Farfinder - Leesha Hannigan

Page 1: Proud Wildbonder - Dmitry Burmak

Page 2: Plains - Sidharth Chaturvedi

Page 3: Avenging Huntbonder - Evyn Fong

Page 4: Cat Bird - Leesha Hannigan

Page 5: Cunning Nightbonder - Ekaterina Burmak


Page 6: Dinosaur Cat Token - Brian Valeza

Page 7: Chandra's Embercat - Johan Grenier

Page 8: Fully Grown - Dmitry Burmak

Page 9: Gruul Beastmaster - Kimonas


Theodossiou

Page 10: Alert Heedbonder - Randy Vargas

Back: Mountain - Titus Lunter

Watercolor Stains: Jared Ondricek

Support me at patreon.com/dungeonmastershi
to gain access to PDFs and future versions of all
my homebrew content!

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