[[],[],[],[],[],[],[],[{"id":9413,"name":"Wildwalker","type":"base","hit_die":"1d8","alignment":"Any","full_text":"
Type:<\/b> base
Hit Die:<\/b> 1d8<\/p>
Class Skills<\/strong><\/p> Climbing Speed Weapons:<\/strong> Simple weapons, hand crossbows, shortswords, longswords, spears<\/p> Saving Throws:<\/strong> Dexterity and Constitution<\/p> Skills: <\/strong>Choose 4 from Survival, Stealth, Perception, Nature, Athletics, Acrobatics<\/p> Bonded Souls <\/strong>The souls of you and your companion have become entwined. This allows you to: Wild Empathy <\/b>A Wildwalker can improve the attitude of any beast. Whenever you make an Animal Handling Check, you may add twice your proficiency bonus. Evolution Points<\/strong> At level 2, you gain evolution points, which can be spent on various upgrades for your companion from the evolutions list at the bottom of this class. The total number of evolution points at your disposal is listed in the class table and increases as you level up. Selected evolutions are set and may not be changed.<\/p> Guard Dog<\/strong> Disaster Sense<\/strong> Deeply Rooted<\/strong> Land's Stride<\/strong> Nature's Sanctuary<\/strong> Nature's Shield<\/strong> Nature's Ward<\/strong> Call of the Wild<\/strong> Attack Dog<\/strong> Retaliatory Strike<\/strong> Feral Fury<\/strong> <\/p> Evolution List<\/strong><\/p> 1-Point Evolutions
Proficiencies:<\/b>
Armor:<\/strong> Light armor, hide armor<\/p>Level<\/td> Proficiency
Bonus<\/td>Evolution
Points<\/td>Features<\/td><\/tr> 1st<\/td> +2<\/td> -<\/td> Bonded Souls, Wild Empathy<\/td><\/tr> 2nd<\/td> +2<\/td> 3<\/td> Evolutions<\/td><\/tr> 3rd<\/td> +2<\/td> 5<\/td> Guard Dog<\/td><\/tr> 4th<\/td> +2<\/td> 7<\/td> Ability Score Improvement<\/td><\/tr> 5th<\/td> +3<\/td> 9<\/td> Disaster Sense<\/td><\/tr> 6th<\/td> +3<\/td> 10<\/td> Extra Attack (both), Deeply Rooted<\/td><\/tr> 7th<\/td> +3<\/td> 11<\/td> Land's Stride<\/td><\/tr> 8th<\/td> +3<\/td> 12<\/td> Ability Score Improvement<\/td><\/tr> 9th<\/td> +4<\/td> 13<\/td> Nature's Sanctuary<\/td><\/tr> 10th<\/td> +4<\/td> 15<\/td> Nature's Shield<\/td><\/tr> 11th<\/td> +4<\/td> 16<\/td> Nature's Ward<\/td><\/tr> 12th<\/td> +4<\/td> 17<\/td> Ability Score Improvement<\/td><\/tr> 13th<\/td> +5<\/td> 18<\/td> Guard Dog (2)<\/td><\/tr> 14th<\/td> +5<\/td> 19<\/td> Call of the Wild<\/td><\/tr> 15th<\/td> +5<\/td> 21<\/td> Attack Dog<\/td><\/tr> 16th<\/td> +5<\/td> 22<\/td> Ability Score Improvement<\/td><\/tr> 17th<\/td> +6<\/td> 23<\/td> Retaliatory Strike<\/td><\/tr> 18th<\/td> +6<\/td> 24<\/td> Attack Dog (2)<\/td><\/tr> 19th<\/td> +6<\/td> 25<\/td> Ability Score Improvement<\/td><\/tr> 20th<\/td> +6<\/td> 27<\/td> Feral Fury<\/td><\/tr><\/tbody><\/table>
- easily communicate with each other without the use of words.
- always know the general direction of the other as long as you are on the same plane of existence. When within 100 feet, you know the exact location of the other.<\/p>
<\/b><\/b><\/p>
Starting at 3rd level, your companion does their best to protect their friend and master. Whenever you and your companion are within 10ft of each other, you both may add +1 bonus to your AC and saving throws. At level 13, this becomes a +2 bonus.<\/p>
At 5th level, you and your companion are able to foresee danger and know exactly what to do to avoid it. If either of you are ever subjected to a Dexterity saving throw and the other one isn't incapacitated and close to you, to take only half damage, you instead take no damage if you succeed on the saving throw and only have damage if you fail.<\/p>
Starting at 6th level, as long as you are touching soil of any kind, you and your companion have a tremorsense of 15ft.<\/p>
At 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.<\/p>
When you reach 9th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your save DC (8 + Animal Handling Proficiency). On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.<\/p>
At 10th level, when your companion hits an attack, you can decide to take half of the done damage and create a storm of leaves that travel to it, granting it temporary HP of the same amount until the end of its next turn. You can do this a number of times equal to your Wisdom modifier (a minimum of 1). You regain all uses of this feature after completing a long rest.<\/p>
After reaching 11th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.<\/p>
Starting at 14th level, you can communicate telepathically with any beast or plant in a 200 foot radius. This ability does not count as an action and requires no more thought than if you were talking with someone.<\/p>
At 15th level, both you and your companion may add +2 to your attack rolls as long as you are both within attack range of the same enemy and within 10ft of each other. At level 18, this becomes a +3 bonus.<\/p>
When you reach level 17, the very thought of harm coming to you fills your companion with rage. If a creature successfully damages you with an attack and the companion is within range of the attacker, the companion may use its reaction to make a single attack against that creature. This reaction takes place immediately after the attack and the companion must be able to see both you and the attacker.<\/p>
At 20th level, after you successfully attack someone, your companion may have a second turn in combat immediately after your turn. The companion must attack the enemy that you just attacked but may move any number of feet without triggering opportunity attacks in order to reach that enemy. After you use this ability, you must finish a long rest before you can use it again.<\/p>
Amphibious: The companion can breathe both air and water.
Beast Speech: The companion can communicate with beasts of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Bite: The companion's maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + Strength mod points of piercing damage. If the companion already has a bite attack, this evolution allows it to deal 1-1\/2 times its Strength modifier on damage rolls made with its bite. This evolution can be selected more than once, but the companion must possess an equal number of the head evolution.
Claws\/Talons: The companion has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+ Strength or Dexterity mod points of slashing damage. A claw attack can me made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. The companion must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the companion must possess an equal number of the limbs evolution.
Climb: The companion becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the companion's climb speed by 20 feet.
Hooves: The companion has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. The hooves deal 1d6 points of damage. The companion must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the companion can replace the claws evolution from its base form with these hoof attacks. This evolution can be selected more than once, but the Companion must possess an equal number of limbs evolutions.
Improved Damage: One of the companion's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step (1d4>1d6>1d8>1d10). Each time the companion selects this evolution, it applies to a different natural attack.
Improved Natural Armor: The companion's hide grows thick fur, rigid scales, or bony plates, making its AC equal to 13 + Dexterity modifier.
Keen Hearing\/Smelling\/Sight: The companion gains advantage on all Wisdom (Perception) checks that rely on either hearing, smelling, or sight. This evolution may be selected multiple times for the other options.
Magic Attacks: The companion is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If you are 8th level or higher, all of the companion's weapons are treated as the alignment of the Companion for the purpose of overcoming damage reduction.
Mount: The companion is properly skilled and formed to serve as a combat-trained mount. The companion must be at least one size category larger than its rider. This evolution is only available to companions of the quadruped and serpentine base forms.
Pincers: The companion grows large pincers at the end of one pair of its limbs, giving it two pincers. The pincers deal 1d6+ Strength modifier points of bludgeoning damage. A pincer attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. Companions with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The companion must have the limbs (arms) evolution to take this evolution. Alternatively, the companion can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the companion must possess an equal number of the limbs evolution
Pounce: Choose one natural attack. If the companion moves at least 20 feet straight toward a creature right before using that attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. This evolution can be selected more than once. Its effects do not stack. Each time the companion selects this evolution, it applies to a different natural attack. This evolution is only available to companions of the quadruped base form.
Pull: The companion gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the companion makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pulled 5 feet closer to the companion. This ability only works on creatures of a size equal to or smaller than the companion. Creatures pulled in this way do not provoke attacks of opportunity. The companion must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time the companion selects this evolution, it applies to a different natural attack.
Push: The companion gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the companion makes a successful attack of the selected type, it can attempt a Strength check versus the target's Dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the companion. This ability only works on creatures of a size equal to or smaller than the companion. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time the companion selects this evolution, it applies to a different natural attack.
Reach: One of the companion's attacks is capable of striking at foes at a distance. Pick one attack type. The companion's reach with that attack type increases by 5 feet. This evolution may be taken multiple times but may only apply once to each natural weapon.
Resistance: The companion's form takes on a resiliency to one particular damage type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one damage type from acid, cold, fire, lightning, psychic, poison, necrotic, radiant, or thunder. The companion is considered resistant to that type of damage. You may only choose this evolution once.
Scent: The companion's sense of smell becomes quite acute. The companion gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the companion to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The companion can pinpoint the creature's location if it is within 5 feet. The companion can use scent to track creatures.
Skilled: The companion becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the companion selects this evolution, it applies to a different skill.
Slam: The companion can deliver a devastating slam attack. The slam deals 1d8+ Strength points of bludgeoning damage. The companion must have the limbs (arms) evolution to take this evolution. Alternatively, the companion can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the companion must possess an equal number of the limbs evolution.
Sprint: The companion gains quick reflexes, allowing it to take a dash action as a bonus action during the attack action. This evolution is only available to companions of the quadruped base form.
Sting: The companion possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ Strength or Dexterity mod points of piercing damage. A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The companion must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the companion must possess an equal number of the tail evolution.
Swim: The companion gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the companion the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the companion's swim speed by 20 feet.
Tail: The companion grows a long, powerful tail. This grants it proficiency on any attempts to keep its balance or to stay standing.
Tail Slap: The companion can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + Strength or Dexterity mod points of bludgeoning damage. A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The companion must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the companion must possess an equal number of the tail evolution.
Tentacle: The companion possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + Strength or Dexterity points of bludgeoning damage. A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier This evolution can be selected more than once.
Wing Buffet: The companion learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4 + Strength or Dexterity points of bludgeoning damage. The companion must possess the flight evolution, with wings, to select this evolution.
2-Point Evolutions
Constrict: The companion gains powerful muscles that allow it to crush those it grapples. Whenever the companion successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to companions of the serpentine base form.
Darkvision: The companion can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Energy Attacks: The companion's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, poison, radiant, or necrotic. Whenever the selected attack hits, the target makes a Constitution saving throw with a DC of 8 + proficiency bonus + companions Constitution modifier. On a failed save, the target takes 2d4 points of damage of the selected type. This energy can be used no more than once per turn. You must be at least 7th level before selecting this evolution.
Gore: The companion grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 + Strength mod points of piercing damage.
Grab: The companion becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the companion makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the companion or smaller.
Head: The companion grows an additional head. The companion does not gain any additional natural attacks for the additional head, but the additional head does allow the Companion to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.
Keen Hearing\/Smelling\/Sight: The companion gains advantage on all Wisdom (Perception) checks that rely on either hearing, smelling, or sight. This evolution may be selected multiple times for the other options.
Limbs: The companion grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the companion's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The companion does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the companion is proficient. This evolution can be selected more than once.
Poison: The companion secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a Constitution save equal to 8+prof bonus of companion + Constitution mod of companion. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round. You must be at least 7th level before selecting this evolution
Spell Sharing The companion gains the ability to allow any spell the wildwalker casts on themselves to also affect the companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if it moves farther than 5 feet away and will not affect the companion again even if it returns to you before the duration expires. You and your companion can share spells even if the spells normally do not affect creatures of the companion’s type.
Rake: The companion grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The companion receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage. This evolution is only available to companions of the quadruped base form. You must be at least 4th level before selecting this evolution.
Rend: The companion learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the companion makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1.5 times the companion's Strength or Dexterity modifier rounded down. The companion must possess the claws evolution to select this evolution. You must be at least 6th level before selecting this evolution.
Trample: The companion gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the companion can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the companion does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of bludgeoning damage, plus 1-1\/2 times the companion's Strength modifier. Targets of the trample can make attacks of opportunity at disadvantage. If a target forgoes the attack of opportunity, it can make a Dexterity saving throw for half damage. The DC of this save is 8 + proficiency bonus + companion's Strength modifier. A trampling companion can only deal trampling damage to a creature once per round. This evolution is only available to companions of the biped or quadruped base forms.
Tremorsense: The companion becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the companion and the creature to be pinpointed are in contact with the ground. You must be at least 7th level before selecting this evolution.
Trip: The companion becomes adept at knocking foes to the ground with its bite, tail slap, or tentacle attack, granting it a trip attack. Whenever the companion makes a successful bite, tail slap, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8 + the companion’s proficiency bonus + the companion's Strength or Dexterity modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the companion. The companion must possess the bite, tail slap, or tentacles evolutions to select this evolution.
3-Point Evolutions
Blindsense: The companion's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the companion to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the companion. You must be at least 9th level before selecting this evolution.
Burrow: The companion grows thick and gnarled claws, allowing it to move through the earth. The companion gains a burrow speed equal to 1\/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. You must be at least 9th level before selecting this evolution.
Frightful Presence: The companion becomes unsettling to its foes, gaining the frightful presence ability. The companion can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the companion must make a Wisdom saving throw or become frightened. The DC of this save is equal to 8 + proficiency bonus + companion's Charisma modifier. If the companion has at least 4 more Hit Dice than an opponent, that opponent is paralyzed instead. Foes with more HD than the companion are immune to this effect. You must be at least 11th level before selecting this evolution.
Long Tongue: The companion gains a long sticky tongue which can be retracted into its mouth when not in use. The tongue can be used to grapple enemies from a range of up to 5 feet plus 5 feet for each size category above medium you are. The Reach evolution also adds onto this. Enemies that are grappled by the Companion's tongue may be pulled closer as if by a grappling hook. By spending an additional 2 points the tongue gains a naturally corrosive coating which deals 1d4 points of acid damage to any enemies grappled by it each round. This ability only works on creatures of a size equal to the companion or smaller.
Sacrifice: The companion can sacrifice its own health to heal another creature. As a standard action, the companion can sacrifice up to 2 hit points per wildwalker level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
Swallow Whole: The companion gains the swallow whole ability, giving it the ability to consume its foes. If the companion begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the companion. Swallowed creatures take damage equal to the companion's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1\/10 the companion's total hit points. The companion's AC against these attacks is equal to 10 + 1\/2 its natural armor bonus. If a swallowed creature cuts its way out, the companion loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the companion's mouth, where it can attempt to escape or be swallowed again. The companion must possess the grab evolution, tied to a bite attack, to take this evolution. You must be at least 9th level before selecting this evolution.
Web: The companion gains a pair of spinnerets, giving it the ability to spin webs. The companion can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, entangling a creature up to one size larger than the companion. The webbing has a range of 50 feet and a 10-foot range increment, and ignores bonuses from armor or a shield. Creatures entangled by the web can escape with a Dexterity (Acrobatics) check or a Strength saving throw (at disadvantage). The DC of these checks is equal to 8 + proficiency bonus + the companion's Constitution modifier. The webs have a Hardness of 0 and a number of hits points equal to the companion's total Hit Dice. The companion can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The companion must possess the climb evolution to take this evolution. You must be at least 7th level before selecting this evolution.
4-Point Evolutions
Blindsight: The companion's senses sharpen even further, granting it blindsight out to a range of 30 feet. The companion can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The companion must possess the blindsense evolution to take this evolution. You must be at least 11th level before selecting this evolution.
Breath Weapon: The companion learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The companion can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per level you possess. Those caught in the breath weapon can attempt a Dexterity saving throw for half damage. The DC is equal to 8 + proficiency bonus + companion's Constitution modifier. The companion can use this ability once per day. The companion can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3\/day). You must be at least 9th level before selecting this evolution.
Dimension Door: The companion learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to your level. The save DC for this spell is 8 + proficiency bonus + companion’s Charisma modifier. The companion must have a Charisma score of at least 14 to take this evolution. You must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.
Fast Healing: The companion's body gains the ability to heal wounds very quickly, giving it fast healing 1. The companion heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the companion to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the companion is alive. This fast healing does not function when the companion is not on the same plane as you. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). You must be at least 11th level before selecting this evolution.
Flight: The companion grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The companion gains a fly speed equal to its base speed. For 2 additional evolution points, the companion flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The companion's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. You must be at least 9th level before selecting this evolution.
Spell Sense: The companion is well-versed in the effects that magic can have and gains advantage on saving throws against magical effects. This spell sense does not apply to spells cast by you. You must be at least 9th level before selecting this evolution.
Special Evolutions
Change Shape: The companion's body type changes from its current body type to one of the other two. As mentioned above, there are three body types: Quadruped (walks on 4 legs), Biped (walks on 2 legs), and Serpentine (no legs like a snake). If the companion changes body types, it loses any evolutions that require a different body type to use. This costs 2 evolution points
Change Size: The companion grows or shrinks by one size category to a minimum of tiny or a maximum of huge. Refer to the table below.
Size Table
Evolution Point Cost Size Space Reach Carry Capacity Push, Pull or Lift Disadvantage
1 Tiny 2 1\/2 by 2 1\/2 2 1\/2 ft (Strength Score x 15)\/2 (Strength Score x 30)\/2
2 Small 5 by 5 5 ft Strength Score x 15 Strength Score x 30
3 Medium 5 by 5 5 ft Strength Score x 15 Strength Score x 30
4 Large 10 by 10 10 ft for biped, 5 ft for everything else (Strength Score x 15) x 2 (Strength Score x 30) x 2 Stealth
6 Huge 15 by 15 15 ft for biped, 10 ft for everything else (Strength Score x 15) x 4 (Strength Score x 30) x 4 Stealth
You cannot skip sizes and must buy each size up to the one you want. For example, if a panther (a medium creature) wanted to be the large size, it would cost 4 evolution points as noted on the table. If a frog (a tiny creature) wanted to be the large size, it would cost 9 points as you must first purchase small (2 points), medium (3 points), and then large (4 points). The same rule applies if you are shrinking multiple sizes.
Extra Attack The companion can attack twice, instead of once, whenever they take the Attack action on their turn. It can only be obtained by taking it in place of one of your companion's Ability Score Increases.
Spiritual Link: The companion and the wildwalker may become linked together, connecting the two permanently. If the companion dies, you may perform a 10 minute ritual to call upon the spirit of your late companion to help you for 24 hours. The companion’s spirit still retains all of the evolutions and abilities they had before they died but no new evolutions may be added to them. After the 24 hour period of time is up, the companion's spirit must return back to the afterlife and you cannot summon them again for 7 days. This evolution doesn't cost any points but you must be at least level 10. This evolution may only be used on one companion.
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