Wildbonder (Class)
Wildbonder (Class)
Wildbonder (Class)
The Wildkeeper
Holding true to his instincts, a wood elf stands still in a silent Hard-Fought Victors
grove, waiting as the hordes of undead surround him. At the Hailing from the forests, wildkeepers focus on training their
very last second, a bright burst of light zips from a nearby tree bonded animals. They practice fighting techniques known
to his shoulder. Bringing his palm up to caress the face of his only to them, complimenting their combat abilities with that
companion, he is now confident in his victory. of their wildbond's. Wildkeepers focus their energy on
Watching from the darkness, a half-orc crawls through the strengthening their bonds to further unlock the capabilities of
mud as rain pours down overhead. He is a blade in the night, their spirit animal.
unseen and unheard. However, as he stealthily moves beside However magical their spirit bond may seem, not every
the underbrush towards his target, he is aware that he is not wildkeeper knows spells, as their spirits do not pull from the
the only predator stalking his prey. A flash of purple mist weave, but from the natural energies of the Material Plane.
disperses just as quick as it occurred, revealing a creature Due to this source, they are often observed meditating in
with the visage of a skeletal wolf, its jaws firmly clamped nature, as a form of hardening one's inner power.
deep into the neck of the half-orc's target.
Searching through the masses of bodies after a battle, a Never Alone
dwarven soldier cries out for his missing half. With the speed Whether a baker, farmer, soldier, or mercenary, a wildkeeper
of a cracking whip, a small squirrel-like creature appears at will never be without his closest ally. Often times, their bond
his side, chirping in a sing-songy voice. He smiles down at the will grant them attention from those unknowing of
animal, as if welcoming an old friend. wildkeeper traditions, be it negative or positive. Regardless,
Be they a pair on a covert mission to assassinate a political they are well respected for their tactical abilities on the
figure, or a powerful general riding his spirit into battle, a battlefield, and their well spoken diplomacy off of it. That's
wildkeeper and his spirit animal are representatives of the not to say that wildkeepers are always friendly. Some
raw strength achieved by joining man and beast. They are not wildkeepers draw their bond's power not from
gods, nor are they of the fey or druids. On the contrary, they companionship, but from lust for power. As they feed their
are simply a devastating reminder of the power two parties wildbond's ego, so too does their's grow as well. A
can obtain when they work together. When a wildkeeper is wildkeeper's spirit animal will always reflect the true nature
born, their spirit gives life to an animal companion. This of their match.
animal companion is usually brought to the physical world
for the first time through a ceremony, or some other ritual.
This is unofficial Fan Content permitted under the Open Gaming License. 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 unbreakable bond that wildkeepers possess
conveniently makes them perfect for adventuring, since they
have no fear of the loneliness most quests entail. When
The Wildkeeper interacting with an only child, those without any pets, or
Proficiency Wildbond those who have never taken a spouse, wildkeepers converse
Level Bonus Features Attack with an air of exasperation around them. They are still fairly
fast to get over their internal struggle, though, as they know
1st +2 Wildbond, Spirit Path — to judge a person's worth not by face, but by fortitude.
2nd +2 Adaptive Body, Bond Sight — Misguided single folk may be inept when it comes to the ways
of friendship and trust, but they always have the chance to
3rd +2 Sharpened Spirit 1d4 prove themselves.
Ability Score Increase,
4th +2
Growth in Power
1d4
Creating a Wildkeeper
5th +3 Extra Attack 1d6 As you create your wildkeeper character, consider the nature
6th +3 Spirit Path Feature 1d6
of the ritual that gave you your particular capabilities. Was
your life bond forged under the glow of a full moon, during a
7th +3
Spirit Strikes, Wild
1d6
ceremony conducted by an ancient shaman? Did you discover
Knowledge your wildbond by accident during a near-death experience?
8th +3 Ability Score Increase 1d6 Or did you instead receive careful teachings as you were
brought up by an elder wildkeeper, eager to show you their
9th +4
Animal Heart, Wild
1d8 ways? You might even be just now discovering your bond,
Knowledge (2) many years into your life.
10th +4 Spirit Path Feature 1d8 How do you treat your spirit animal? Are you relaxed and
laid-back about any mistakes they may make? Or do you
11th +4
Extra Attack (2), Fang and
1d8 instead give harsh punishments in the form of beatings? Are
Bone you happy with the way your bond works? Or does the
12th +4 Ability Score Increase 1d8 thought of your wildbond make you cringe and squirm? Is
13th +5 Natural Luck (one use) 1d10
there any goal that you feel you were placed on this plane to
achieve? Is your wildbond getting in the way of you
14th +5 Spirit Path Feature 1d10 succeeding? Are you best friends with your spirit twin,
15th +5 Spirit Vitality 1d10
pushing everyone else away but them? Or do you instead try
to spend as much time possible socializing with others,
16th +5 Ability Score Increase 1d10 attempting to distance yourself from their alien ways?
17th +6 Natural Luck (two uses) 1d12
Optional Rule: Multiclassing
18th +6 Lifebonder 1d12 If your group uses the optional rule for multiclassing in the
19th +6 Ability Score Increase 1d12 Player's Handbook, here's what you need to know if you
choose the wildkeeper as one of your classes.
20th +6 Truebond 1d12 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.
Class Features
As a wildkeeper, you gain the following class features.
Hit Points
Hit Dice: 1d8 per wildkeeper level
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
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Pro ciencies Adaptive Body
Armor: Light armor, shields At 2nd level, your spirit bond's strength sparks evolution.
Weapons: Simple weapons, martial weapons Choose from one of the following options:
Tools: None Gills. Your wildbond manifests gills. It can now breathe air
Saving Throws: Wisdom, Strength and water. In addition, you both gain a swimming speed equal
Skills: Choose three from Animal Handling, Athletics, to your normal speed. You lose your swimming speed while
Performance, Nature, Perception, and Survival wearing heavy armor.
Equipment Wings. Your wildbond grows a pair of wings. It gains a
You start with the following equipment, in addition to the flying speed equal to its normal speed. In addition, when you
equipment granted by your background: make a high jump, you can now leap 5 feet higher.
Fleet Footed. Your wildbond's body has grown lighter.
(a) a shortsword or (b) any simple weapon Your wildbond's can now take the Dash action as a bonus
(a) a shield or (b) any martial weapon action. In addition, your movement speed increases by 5 feet.
(a) a shortbow and a quiver of 20 arrows or (b) a hand
crossbow and 10 bolts or (c) a net
An explorer's pack, leather armor, and a hunting trap.
Wildbond
Wildbond Tiny beast, neutral
Your spirit manifests itself as an animal that you are linked to,
your wildbond. It is friendly to you and your companions, and Armor Class 12 + PB
it obeys your commands. See the wildbond's game statistics Hit Points 2 + your Wisdom modifier + five times
in the wildbond stat block. You determine the creature's your wildkeeper level (the wildbond has a number
appearance, such as how many legs it has; your choice has no of Hit Dice [d8s] equal to your wildkeeper level)
effect on its game statistics. Speed 30 ft.
In combat, the wildbond shares your initiative count, but
takes its turn immediately after yours. It can move, use its STR DEX CON INT WIS CHA
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 12 (+1) 14 (+2) 14 (+2) 4 (-4) 10 (0) 8 (-1)
take a bonus action on your turn to command it to take one of
the actions in its stat block, such as the attack it gains later Saving Throws Dex +2 plus PB, Wis 0 plus PB
on, or the Dash, Disengage, Help, Hide, or Search action. Skills Acrobatics +2 plus PB, Perception +0 plus
If you or your wildbond drop to 0 hit points, it becomes PB x 2, Stealth +2 plus PB
part of your spirit once more, leaving behind no physical Condition Immunities charmed, exhaustion
form. Alternatively, as an action, you can cause your wildbond Senses darkvision 60 ft., passive
Perception 10 + (PB x 2)
to disappear into your spirit temporarily. Languages understands the languages you speak
While your wildbond is part of your spirit, you can use your Challenge —
bonus action on your turn to bring it back to your side. When Proficiency Bonus (PB) equals your bonus
you do so, you can choose to expend one or more Hit Die. For
each Hit Die spent in this way, roll the die and add your Agile. The wildbond doesn't provoke opportunity
Wisdom modifier to it. The wildbond regains a number of hit attacks when it moves out of an enemy's reach.
points equal to the total roll. It then reappears at the start of
your next turn in an unoccupied space within 5 feet of you. Actions (Requires Your Bonus
When you spend Hit Die to restore hit points during a Action)
short rest, your wildbond regains hit points equal to half the
total hit points you regained. It regains all of its hit points at The action below is able to be taken only once you
the end of a long rest. reach level 3 in this class.
Natural Weapon. Melee Weapon Attack: your to hit
Spirit Path modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB
Choose a path that you want your spirit to follow, causing it to chosen damage.
strengthen in unique ways. Choose Spirit of the Elements,
Spirit of the Giant, Spirit of War, or Spirit of the Dark, all Reaction
detailed at the end of the class description. The spirit you Quick Steps. The wildbond imposes disadvantage on
choose grants you features at 3rd level and again at 6th, 10th, the attack roll of one creature it can see that is
and 14th level. within 5 feet of it, provided the attack roll is
targeting it.
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Nature Touched. Your bond evolves to now draw power
from the innate magic of the world. You learn two cantrips of Animal Heart
your choice from the druid spell list. Wisdom is your Beginning at 9th level, your wildbond has gained the ability to
spellcasting ability for them. Whenever you gain a level in this converse with animals. Your wildbond can crudely convey
class, you can replace one of these cantrips with another ideas to beasts with an Intelligence score lower than 9, and
cantrip from the druid spell list. can discern any simple information they converse back. You
In addition, when you cast a spell with a range other than learn any information it learns this way.
self, you can choose to have the spell originate from your
wildbond. Your wildbond must be within 100 feet of you, and Fang and Bone
it must use its reaction to deliver the spell when you cast it. If Beginning at 11th level, your bond's combat efficiency is
the spell requires an attack roll, you use your attack modifier phenomenal. Your wildbond can now add your Wisdom
for the roll. modifier to its damage rolls. In addition, if your wildbond
attempts to hit a creature within 5 feet of you with a natural
Bond Sight weapon attack, you can use your reaction to grant it
At 2nd level, you can now use your wildbond's eyes as if they advantage on its attack roll.
were your own. As an action, if your wildbond is within 100
feet of you, you can see through its eyes and hear what it Natural Luck
hears until the start of your next turn, gaining the benefits of At 13th level, you can reroll a saving throw that your
any Special Senses that the wildbond has. During this time, wildbond fails. If you do so, you must use the new roll, and
you are deaf and blind with regard to your own Senses. you can't use this feature again until you finish a long rest.
Sharpened Spirit You can use this feature twice between long rests starting
at 17th level.
At 3rd level, your wildbond has evolved to assist you in battle.
Choose the natural weapon your wildbond has grown, such Spirit Vitality
as claws, horns, or hooves, and whether it deals bludgeoning, At 15th level, your spirit is wiser, allowing you to stretch your
piercing, or slashing damage. Once you choose your Hit Die thin. Your wildbond regains the same amount of hit
wildbond's natural weapon, you cannot change it again. points you regain whenever you spend Hit Die as part of a
The damage die of your wildbond's natural weapon attacks short rest. In addition, when you roll a 1 on a Hit Die, you can
changes as you gain wildkeeper levels, as shown in the reroll the die and must use the new roll.
Wildbond Attack column of the Wildkeeper table.
Ability Score Improvement Lifebonder
When you reach 4th level, and again at 8th, 12th, 16th, and At level 18, you and your wildbond are now able to benefit
19th level, you can increase one ability score of your choice from each other's vigor. When your wildbond is within 5 feet
by 2, or you can increase two ability scores of your choice of you, you both gain a +1 bonus to your AC.
by 1. As normal, you can't increase an ability score above 20
using this feature. Truebond
At 20th level, you have fully bonded with your spirit animal.
Growth in Power While your wildbond is part of your spirit, you can use your
At 4th level, your strength progresses, empowering your bonus action or action on your turn to summon it. When you
spirit. Your wildbond grows by one size, from Tiny to Small. If spend Hit Die as part of summoning it, you gain hit points
you took the Spirit of the Giant spirit path at 3rd level, it equal to half the total roll.
instead grows from Small to Medium.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
At 11th level, your wildbond can attack twice, instead of
once, whenever it takes the Natural Weapon action on its
turn.
Spirit Strikes
Beginning at 7th level, your wildbond's natural weapon
attacks count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Wild Knowledge
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.
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Spirit Path
Wildkeepers can follow many different spirits. Here are the
spirit options you can choose from at 1st level.
Spirit of the Elements
Your spirit 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.
Elemental Study
At 1st level, when you adopt this path, you choose an element
and gain its feature. You can choose an additional cantrip to
learn from this feature when you reach level 6, 10, and 14.
Air. You learn the gust cantrip and the jump spell.
Earth. You learn the mold earth cantrip and the earth
tremor spell.
Fire. You learn the control flames cantrip and the burning
hands spell.
Water. You learn the shape water cantrip and the
ice knife spell.
The spell you learn can be cast at 1st level twice with this
trait, requiring no material components, and you regain the
ability to cast it this way when you finish a short or long rest.
Spellcasting
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 spell from Planar Resistance
this path you cast and when making an attack roll with one. At 10th level, your spirit has walked the Elemental Planes
Spell Save DC = 8 + your proficiency bonus + long enough to expose you to their harshest climates. You
your Wisdom modifier gain a unique defensive capability based on the element of
your choice. You can choose the same element you selected
Spell attack modifier = your proficiency bonus + previously or a different one.
Air. You have advantage on Dexterity (Acrobatics) checks
your Wisdom modifier you make to break free of grapples. In addition, you can add
If at later levels you use your bonus action to command your your Dexterity modifier to your high jump distance, and half
wildbond to attack on the same turn that you have casted a your Dexterity score to your long jump distance.
spell, or are maintaining concentration on a spell, that you Earth. You can move across difficult terrain made of earth
have gained from this spirit path, your wildbond's attack or stone without expending extra movement.
deals 1d8 additional force damage. This damage increases to Fire. You gain resistance to fire damage.
2d8 at level 10. Water. You gain resistance to cold damage.
Elemental Enhancement Elemental Mastery
At level 6, you gain a magical benefit based on the element of At level 14, you gain a powerful boon based on the element of
your choice. You can choose the same element you selected your choice. You can choose the same element you selected
at 1st level or a different one. previously or a different one.
Air. You learn the warding wind spell. Air. You learn the fly spell.
Earth. You learn the maximilian's earthen grasp spell. Earth. You learn the erupting earth spell.
Fire. You learn the scorching ray spell. Fire. You learn the fireball spell.
Water. You learn the snilloc's snowball storm spell. Water. You learn the tidal wave spell.
The spell you learn can be cast at 2nd level twice with this The spell you learn can be cast at 3rd level twice with this
trait, requiring no material components, and you regain the trait, requiring no material components, and you regain the
ability to cast it this way when you finish a short or long rest. ability to cast it this way when you finish a short or long rest.
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Spirit of the Giant
Your spirit walks the path of the great beasts of yore. A Spirit
of the Giant wildbond is one that truly shows the depth and Improved Spirit Growth
connection of a wildbond and its partner. Always aiming to At 10th level, your spirit bond has reached an extremely
improve alongside each other, you grow in spirit as your impressive size. Your wildbond gains the following benefits:
wildbond grows in size and fortitude. Your pride and love for Size Increase. Its size increases to Huge.
your wildbond knows no bounds. Most see this growth as a Boundful. Its movement speed increases by 10 feet.
great accomplishment achieved by the wildkeeper, as they are
often kind hearted and helpful. Strengthened Strikes. Its natural weapon attacks now
score a critical hit on a roll of 19 or 20.
Spirit Growth
Starting at level 1, your spirit bond grows faster than any Grant Power
other spirit. Your wildbond gains the following benefits: At 14th level, as an action, you can cause your wildbond to
Size Increase. Its size increases to Small. grow in size and power for 1 minute. This effect ends early if
Bulky Build. Its hit point maximum increases by 2. your wildbond is reduced to 0 hit points or if you dismiss it as
Whenever you gain a level hereafter, its hit point maximum a bonus action on your turn. While the transformation is
increases by an additional 2 hit points. active, your wildbond gains the following benefits:
Pack Mule. It has advantage on Strength (Athletics) Its size increases to Gargantuan.
checks it makes when pulling, lifting, or carrying. It gains temporary hit points equal to half its
current hit points.
Gentle Giant Its AC increases by 2, and it has advantage on Strength
At level 6, your wildbond keeps growing, and it has also and Constitution saving throws.
grown a thick coat of fur. Your wildbond gains the following Its natural weapon attack's reach increases to 10 feet.
benefits:
Size Increase. Its size increases to Large. Once you use this ability, you can't use it again until you
Thicker Hide. Its AC increases by 2. finish a short or long rest.
Playful Nature. Its Charisma score increases by 4 and it
now has advantage on any Charisma checks made when
interacting with children.
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Spirit of War
Your spirit now walks the path of beasts who have been Second Growth
weaponized for warfare. A Spirit of War wildbond is one of At 6th level, your spirit has further grown. You can choose to
combat expertise. The fighting spirit within you constantly have your wildbond increase in size from Small to Medium,
pushing you to train with your wildbond, your strength and or stay the same size as it previously was.
teamwork are unmatched by those around you. It always
remains alert, allowing you to perceive threats through its Bond Unrelenting
animal eyes and, in combat, seems to know your moves At level 10, your connection with your wildbond feels
before you make them, striking at the optimal time to ensure untouchable. When your wildbond is reduced to 0 hit points,
a devastating flurry of attacks. you can use your reaction to cause it to drop to 1 hit point
instead. You can’t use this feature again until you finish a
Warbonder short or long rest.
At 1st level, your spirit bond has grown strong enough to
allow you to coordinate attacks with your wildbond. Your Spirit Roar
wildbond can take the Help action as a bonus action on At 14th level, your spirit bond has been tempered by your
its turn. combat experience, letting you harness your wildbond's
innate vocal power. As an action, each creature of your choice
Quick to Strike within 60 feet of you that can hear you must succeed on a
At 6th level, you have learned how to pounce like a predator. Wisdom saving throw against a DC equal to 8 + your
Immediately after initiative is rolled, you can use your Proficiency bonus + your Wisdom modifier or become
reaction to quickly strike. You and your wildbond can move frightened of you for 1 minute. A creature can repeat the
up to half your movement speeds, and then each make a saving throw at the end of each of its turns, ending the effect
melee weapon attack. on itself on a success. If a creature's saving throw is
In addition, you now have advantage on any initiative rolls successful or the effect ends for it, the creature is immune to
made while within 30 feet of your wildbond. this feature for the next 24 hours
This is unofficial Fan Content permitted under the Open Gaming License. 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.
Spirit of the Dark Second Growth
At 6th level, your spirit has further grown. You can choose to
Your spirit now walks the paths of the Plane of Shadow. A have your wildbond increase in size from Small to Medium,
Spirit of the Dark wildbond is one that has tapped into dark or stay the same size as it previously was.
spirit magic, giving it the power of the night. It’s body
becomes darker and its eyes glow a faint purple, writhing Shadow Creature
from the necrotic energy within. Most see this alteration of At level 10, when your wildbond is in dim light or darkness,
your spirit bond as twisted and corrupt, some even the wildbond can use its bonus action to teleport up to 60 feet
condemning you for allowing it to happen. You see its to an unoccupied space it can see that is also in dim light or
potential and prowess in mastering the shadows. darkness. If you are within 60 feet of your wildbond when it
teleports, you can choose to swap places with your wildbond.
Nightbonder If the wildbond makes an attack on the same turn it
Starting at level 1, your spirit bond draws power from the teleports in this way, the attack deals an additional 1d8
night. Your wildbond's darkvision extends to 120 feet. In necrotic damage.
addition, when you and your wildbond are within 30 feet of
each other, you can each add your Wisdom modifier to any Life Sapper
Dexterity (Stealth) checks you make. At 14th level, you have fully bonded with the spirit of the dark.
One with Death
You and your wildbond gain immunity to necrotic damage.
At 6th level, you tap into forbidden magic to strengthen your Additionally, when you or your wildbond have advantage on
spirit. You and your wildbond gain resistance to necrotic an attack, you can choose to forgo that advantage. If the
damage. In addition, you now have advantage on death saving attack hits, it deals an additional 2d8 necrotic damage and
throws you make. 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 short or long
rest.
This is unofficial Fan Content permitted under the Open Gaming License. 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 martial class for the world's
greatest roleplaying game. Strengthen your bond
by fighting alongside your spirit animal. Choose
an Spirit Path from: the Elements, the Giant, War,
or the Dark!
Version 2.1
Created by /u/xSHIGUYx
Art Credits
Cover: Farfinder - Leesha Hannigan
Page 1: Proud Wildkeeper - Dmitry Burmak
Page 2, 3, and Back: Plains - Sidharth Chaturvedi
Page 4: Avenging Huntbonder - Evyn Fong
Page 5: Dinosaur Cat Token - Brian Valeza
Page 6: Fully Grown - Dmitry Burmak
Page 7: Gruul Beastmaster - Kimonas
Theodossiou
Page 8: Cunning Nightbonder - Ekaterina Burmak
Support me at patreon.com/dungeonmastershi
to gain access to PDFs and future versions of all
my homebrew content!