Wildwalker (5e Class)

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Wildwalker

A half-orc wrapped in fur calls out to the forest and a flock of eagles comes to his aid to fight off a rapidly approaching squad of goblins. A young elf whispers to her serpentine companion, who then slithers through a crack into a nearby building. Seeing through its eyes, she is able to scout out where the guards are posted.

Wildwalkers have an unmatched respect and love for the creatures of the wild and generally prefer their companionship over humanoid races. They will do whatever is necessary to protect and help these beasts, having devoted their lives to them. A wildwalker is never alone, though, as the wildlife returns the favor by protecting him or her whenever he or she calls out for help.

Creating a Wildwalker

As you create a wildwalker, think about what developed your massive love and respect for wild creatures. Where did you first see these creatures? Did you have a pet growing up? Have you hid yourself from civilization to live with the wildlife? If so, what event triggered this reaction? What is your viewpoint of humanoid creatures? Can you even get along with them? Do you hunt creatures or does that idea upset you? As wildwalkers get both a companion and a “familiar”, how did you meet them? How long have you known them? What is your relationship like?

Class Features

As a Wildwalker you gain the following class features.

Hit Points

Hit Dice: 1d6 per Wildwalker level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wildwalker level after 1st

Proficiencies

Armor: Light Armour, Hide Armor
Weapons: Daggers, dart, slings, quarterstaffs, light crossbow, spears
Tools: Herbalism Kit
Saving Throws: Constitution and Wisdom
Skills: Animal Handling and choose 1 from Arcana, Insight, Intimidation, Medicine, Perception, Religion, Survival, Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A quarterstaff and sling with 20 pieces of ammunition or (b) A Longbow and 20 pieces of ammunition
  • (a) Leather Armor or (b) Hide Armor
  • (a) Component Pouch or (b) Druidic Focus
  • An explorer's pack, two daggers, and an herbalism kit

Table: The Wildwalker

Level Proficiency
Bonus
Spells Prepared Spells Slots Slot Level Evolution Points Features
1st +2 2 1 1st - Wild Empathy, Animal Companion, Spellcasting, Bonded Souls
2nd +2 3 2 1st 3 Evolution Points, Guard Dog
3rd +2 4 2 2nd 6 Advanced Animal Companion, Animal Familiar
4th +2 5 2 2nd 9 Ability Score Improvement
5th +3 6 2 3rd 12 Path Archetype Feature
6th +3 7 2 3rd 15 Disaster Sense
7th +3 8 2 4th 17 Path Archetype Feature
8th +3 9 2 4th 20 Ability Score Improvement
9th +4 10 2 5th 22 Undying Devotion
10th +4 10 2 5th 25 Path Archetype Feature
11th +4 11 3 5th 27 Clever Creatures
12th +4 11 3 5th 30 Ability Score Improvement
13th +5 12 3 5th 32 Guard Dog (2)
14th +5 12 3 5th 35 Master's Presence
15th +5 13 3 5th 37 Path Archetype Feature
16th +5 13 3 5th 40 Ability Score Improvement
17th +6 14 4 5th 42 Retaliatory Strike
18th +6 14 4 5th 45 Call of the Wild
19th +6 15 4 5th 47 Ability Score Improvement
20th +6 15 4 5th 50 Path Archetype Feature


Spell Casting

Wildwalkers draw on the magical essence of nature itself to cast their spells. As they progress in their abilities, they learn new spells.

Spells Prepared:

The wildwalker table shows how many spells you can have prepared at one time. You can only choose spells that are of a spell level you can cast. You may change your list of prepared spells after finishing a long rest. You must spend at least 1 minute per spell level for each spell on your list. To cast one of these spells, you must expend a spell slot. You will regain all expended spell slots when you finish a long rest.

Spell Slots:

The wildwalker table shows the total number of spell slots you have. You must expend a spell slot in order to cast one of your spells and will regain all expended spell slots when you finish a short or long rest.

Slot Level:

The wildwalker table shows the spell slot level at which all of your spells are automatically cast. You are unable to cast spells at a higher or lower level than your current spell slot level.

Spellcasting Ability:

Wisdom is your spellcasting ability as a wildwalker, as your magic draws on your attunement to nature. You use your Wisdom whenever a spell or ability refers to your spellcasting ability. Your Wisdom modifier is also used to determine the saving throw DC for your spells and your spell attack modifier as follows:

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Wildwalker Spell list
Level of Spell Spells Available
1st Animal Friendship, **Beast Bond, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie Fire, Goodberry, Healing Word, Jump, Purify Food and Drink, Speak with Animals
2nd Alter Self, Animal Messenger, Barkskin, Beast sense, Darkvision, Enhance Ability, Find Traps, Lesser Restoration, Locate Animals or Plants, Pass without a Trace, Protection from Poison
3rd Dispel Magic, Feign Death, Meld into Stone, Plant Growth, Protection from Spells, Water Breathing, Water Walk
4th Confusion, Dominate Beast, Freedom of Movement, Locate Creature, Polymorph
5th Anti-life Shell, Awaken, Commune with nature, Greater Restoration, Insect Plague, Mass Cure Wounds, Raise Dead, Tree Stride


Spells with a ** in front of them are from the Elemental Evil Player's Companion.

Wild Empathy

A wildwalker can improve the attitude of any beast. Whenever you make a Wisdom (Animal Handling) check, you may add twice your proficiency bonus.

Animal Companion

SEE BELOW

Bonded Souls

The souls of the wildwalker and their companion have become entwined. This allows multiple things:

  • They can easily communicate with each other without the use of words.
  • The wildwalker and companion always know the general direction of the other as long as they are on the same plane of existence. When within 100 feet, the wildwalker and companion know the exact location of the other.
  • The wildwalker can call their companion to their location as an action. This action provokes attacks of opportunity on the animal companion if applicable.

Guard Dog

At level 2, the companion does their best to protect their friend and master. Whenever you and your companion are within 10 ft of each other, you both may add +1 bonus to your AC and saving throws. At level 13, this becomes a +2 bonus.

Evolution Points

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 you have to use is listed in the Evolution Points column of the class table and it increases as you level up in this class. Evolutions can be reselected any time you level up but they are otherwise set.

Advanced Animal Companion

At level 3, you no longer use your action to command your animal companion around. It now has a separate initiative and its own turn in combat.

Animal Familiar

SEE BELOW

Ability Score Increase

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.

Path Archetype

At level 5, the wildwalker chooses which path they would like to follow. The Path of the Shaman focuses more on summoning creatures to fight for them while the Path of the Savage focuses more on empowering themselves to fight alongside their animal companion. You gain additional path features at levels 7, 10, 15, and 20.

Disaster Sense

At level 6, the animal companion and animal familiar are able to foresee danger and know exactly what to do to avoid it. If the companion is ever subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only have damage if they fail. If the animal familiar is subjected to any non-single target saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail.

Undying Devotion

At level 9, If the you are successfully damaged by an attack, the animal companion can use their reaction to split the damage in half between you and your animal companion. You can also use your reaction to split the damage if the animal companion is successfully damaged by an attack. Regardless of whose reaction is used, this feature may only be used a number of times equal to your Wisdom modifier, gaining all expended uses upon completion of a long rest

Additionally, if the animal companion is ever under a charm/domination effect and is ordered to attack you, the animal companion can make a Wisdom saving throw against the spell's DC prior to attacking. If they succeed, the charm/domination effect ends.

Clever Creatures

At level 11, the familiar and companion are able to understand, read, and write in your primary language. If the familiar and/or companion has arms, they can write with no problems. If they do not have arms, they must first pass an Intelligence saving throw with a DC of 10 before they can write their message down.

Master's Presence

At level 14, you gain the uncanny ability to ward yourself from beasts, even magical ones. When a beast attempts to attack you, the beast must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier or become unable to harm you. If the beast fails this save, they become stunned for 1 round and they must wait 2d4 rounds before being able to try to attack you again. You can use this feature a number of times equal to your Wisdom modifier, you replenish all uses of this feature at the end of a long rest.

Retaliatory Strike

At 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.

Call of the Wild

At level 18, you can communicate telepathically with any beast 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.

Path Archetypes

At level 5, the wildwalker chooses which path they would like to follow. The Path of the Shaman focuses more on summoning creatures to fight for them while the Path of the Savage focuses more on empowering themselves to fight alongside their animal companion. You gain additional path features at levels 7, 10, 15, and 20.


Path of the Shaman

Hear my Cry

At level 5, the wildwalker can always count on animals to come to their aid when in a tight spot. The spell “Conjure Animals” is added to your spell list. You always have it prepared and it does not count against the number of spells you can have prepared each day.

Additionally, you can cast "Conjure Animals" without consuming a spell slot once per long rest.

Stronger Together

At level 7, friendly creatures are strengthened while in the presence of the wildwalker. All creatures summoned or charmed/dominated by you receive temporary hit points equal to your wildwalker level x 1.5 (rounded down). In the case of a charm/dominated creature, these temporary hit points disappear if the creature ever succeeds on the saving throw to end the charm/domination effect.

Unbreakable Focus

At level 10, the wildwalker gains an iron will in regards to their summoned creatures. While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Master's Voice

At level 15, you gain the ability to cast "Dominate Beast" once per long rest without consuming a spell slot. Any beast under the effect of this spell has disadvantage on any Wisdom saving throws made to end the spell.

The Alpha

At level 20, the wildwalker has become so attuned with nature's creatures that entire populations will rush to their side in times of dire need. By spending two spell slots, you can cast two “Conjure Animals” spells simultaneously. Both of these spells are considered level 9 spells and you may substitute your free use of “Conjure Animals” in for one of the spell slots if you still have it available. You may only do this once per long rest.


Path of the Savage

Unnatural Selection

At level 5, you may spend evolution points to gain upgrades for yourself. You are able to spend up to 3 evolution points on yourself plus 1 additional evolution point every odd level after this one.

Like your companion, you may change the evolutions each time you level up. You must still meet the requirements of the evolutions you seek to purchase.

Coordinated Attack

At level 7, you may attack twice when you take the attack action on your turn. However, you must have your companion forgo their attack (or one of their attacks if the companion took the "Extra Attack" Special Evolution) in order to attack twice.

Feral Instincts

At level 10, you are feeling more animalistic by the second. If you bring an enemy down to 0 hit points with an evolution attack, you gain temporary hit points equal to your Wisdom modifier. You also gain these temporary hit points if your animal companion brings an enemy down to 0 hit points and you successfully damaged that enemy with at least one attack.

Attack Dog

At level 15, 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 10 feet of each other.

Feral Fury

At level 20, 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.


Creating an Animal Companion

You gain an animal companion that accompanies you on your adventures and will fight alongside you.

Choose a beast that has a challenge rating of 1 or lower. There’s a small list of beasts as well as their statistics in the Player’s handbook starting on page 304. An extensive list of these beasts can be found in the Monster Manual from page 317-341. Also, if you would like to create your own animal, feel free to post it on the page you're brought to by this link [1] so others can use it too!

Ability Scores

You will NOT be using the ability scores in the book. You will instead be giving scores to your companion. Your companion starts with 60 Ability Score points. These can be allocated any way you like but no Ability Score may exceed 16 during companion creation.

Any time the wildwalker gains an Ability Score Increase, the companion may also increase an Ability Score by 2 or two Ability Scores by 1. Just like you, any score cannot be increased past 20.

Hit Points and Proficiencies

Hit Dice: 1d8 per wildwalker level

Hits Points at First Level: 8 + Constitution Modifier.

Hits Points at Higher Levels: 1d8 (or 5) per wildwalker level

AC: Your companion's armor class is 10 + their Dexterity modifier.

Speed: Your companion uses what is listed in the player's handbook. For example, a black bear has a walking speed of 40 ft and a climb speed of 30 ft.

Saving Throws: You may choose 2 saving throws for your companion to be proficient in.

Skills: You may choose 2 skills for your companion to be proficient in.

Senses: Your companion uses whatever is listed in the player's handbook. For example, a black bear has a passive Perception of 13.

Abilities

Your companion begins with any abilities are listed in the player's handbook. For example, the black bear gains the "Keen Smell" ability.

Actions, Attacks, Damage

The companion gains all non-damaging actions listed if in the player's handbook. All attack actions are instead replaced with the version in the evolution list at the bottom of this class. For example, the black bear's claws would deal 1d4 + Strength or Dexterity mod instead of 2d4 + 3. If your companion has a multi-attack, it loses it.

At 1st and 2nd levels, your companion is unable to attack on its own volition. In order to use your companion during combat, you must use your action to command the companion. The Command action allows the companion to move as well as take their action. Starting at level 3, your companion gains it's own turn in combat and you can no longer use the Command action.

The companion makes attack rolls just like any player character would. Roll a d20, add proficiency bonus, and then add their Strength or Dexterity mod depending on the type of attack.

Death

Because your companion is an animal, it rolls death saving throws when its health reaches 0. Upon failing three, the companion dies. A slain companion can be raised from the dead just as a character can be. If your companion dies, you may spend 8 hours magically bonding with another beast with a combat rating no greater than 1 and have it become your new companion. You may only have one companion at a time.

Creating an Animal Familiar

You start with a familiar. Your familiar is different in that it is actually a highly intelligent animal and is considered to be of the “beast” type. The creature serves as a friend and servant to you. It acts independently of you but will always follow your commands.

Choose a beast that is no larger than tiny. A small list of these beasts and their stats can be found in the back of the Player’s Handbook starting on page 304. An extensive list of these beasts can be found in the Monster Manual from page 317-341. Also, if you would like to create your own animal, feel free to post it on the page you're brought to by this link [2] so others can use it too!

Ability Scores

You will NOT be using the ability scores in the book. You will instead be giving scores to your familiar. Your familiar starts with 45 Ability Score points. These can be allocated any way you like but no Ability Score may exceed 16 during companion creation.

Any time you gain an Ability Score Increase, the familiar may also increase an Ability Score by 2 or two Ability Scores by 1. Just like you, any score cannot be increased past 20.

Hit Points and Proficiencies

Hit Dice: 1d6 per wildwalker level

Hits Points: Your familiar has half of your total Hit Points, rounded down. This does not include temporary hit points.

AC: Your familiar's armor class is 10 + their Dexterity modifier + half of your proficiency bonus (rounded down).

Speed: Your familiar uses whatever is listed in the player's handbook. For example, an owl has a walking speed of 5 feet and flying speed of 60 feet.

Saving Throws: Your familiar is proficient in all saving throws.

Skills: You may choose 2 skills for your familiar to be proficient in.

Senses: Your familiar uses whatever is listed in the player's handbook. For example, an owl has darkvision up to 120 feet and a passive Perception of 13.

Abilities

Your familiar loses the abilities and actions given to it in the player's handbook and instead gains the following abilities:

Beast Sense: Using an action, you can see through your familiar's eyes and hear what it hears as long as they are within 100 feet of you. During this time, you are deaf and blind with regard to your own senses.

Bonded Souls: Your familiar gains the same benefits from the Bonded Souls feature as your companion does.

Deliverer: When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. You must touch your familiar as you cast the spell in order to give it to them. The familiar must stay within 100 feet of you and it must use its reaction to deliver the spell as soon as the spell is given to it.

Evolutions: You are able to use evolution points from your evolution pool to buy upgrades for your familiar as well. Your familiar can take any evolution as long as it meets the requirements for it.

Hard to hit: Your familiar does not provoke opportunity attacks when it moves out of an enemy's reach.

Actions, Attacks, Damage

Your familiar has its own initiative and turn in combat. It is unable to attack but can take any non-attack action.

Death

Because your familiar is actually an animal, it rolls death saving throws when its health reaches 0. Upon failing these, the familiar dies. A slain familiar can be raised from the dead just as a character can be. If your familiar dies, you may spend 8 hours magically bonding with another tiny or smaller beast to have it become your new animal familiar. You may only have one familiar at a time.


Evolutions List

Each animal is placed in one of three categories: Quadruped (walks on 4 legs), Biped (walks on 2 legs), or Serpentine (no legs like a snake).

Your companion automatically starts out with any evolutions that are similar to the traits listed for them in the Player's Handbook. For example, a mastiff would start with two pairs of "limbs" (they would not get the move speed bonus though), a "tail", a "head", and a "bite". It is also considered to have the Quadruped base form.

For the attacks such as "bite", please use the statistics under the "bite" evolution as opposed to what it says in the Player's Handbook.

Evolutions are grouped by their cost in evolution points. Unless otherwise noted, each evolution can only be selected once.


1-Point Evolutions

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. Only the companion can obtain this evolution and 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.

Credit

Credit goes to Paizo for creating the evolution list that inspired the making of this class. Here is the link to his summoner:

http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html


Prerequisites. To qualify for multiclassing into the wildwalker class, you must meet these prerequisites: Wisdom 13, proficiency in Animal Handling Skill.

Proficiencies. When you multiclass into the wildwalker class, you gain the following proficiencies: Light armor, herbalism kit


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