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Wild Rider Class Guide for D&D 5E

The Wild Rider is a Dungeons & Dragons class focused on protectors of nature who bond with various mounts and animals. They have customizable builds that allow for different play styles, including damage dealing, spellcasting, and tanking, with unique features based on their chosen spiritual alignment. The class includes abilities like mounted combat, animal communication, and various combat enhancements tied to their connection with nature.

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0% found this document useful (0 votes)
3 views14 pages

Wild Rider Class Guide for D&D 5E

The Wild Rider is a Dungeons & Dragons class focused on protectors of nature who bond with various mounts and animals. They have customizable builds that allow for different play styles, including damage dealing, spellcasting, and tanking, with unique features based on their chosen spiritual alignment. The class includes abilities like mounted combat, animal communication, and various combat enhancements tied to their connection with nature.

Uploaded by

bibiaguia
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Wild Rider

A
group of bandits travel through the jungle, Quick Build
slashing bushes and vines aside with their
blades. They burn away large swaths of Normally you'd skip over this part but pay attention. Due to
vegetation for campsites and outposts. They the customizable nature of this class there is no main ability
hunt and kill wild animals native to the jungle. score for every subclass. Look into which subclass you will
As they lay comfortably in their newly burnt want to go into and take ability scores that complement them.
clearing, the bushes stir. As if the jungle itself There will be recomemnded ability scores listed for each
were groaning. Before the bandits can react, a shadowy subclass and riding style in their descriptions.
silhouette leaps from the treeline, pouncing onto one of them. Example build: Be Variant Human with the Mounted
His neck torn open before the others even rose to draw their Combatant feat. Make your background Outlander. Put most
swords. Standing before them is a human woman riding a of your points into Dexterity and your second most into
great panther the size of a horse. The woman swings her Strength. Take the archery fighting style at level 1 and select
glaive, slashing two of the bandit's throats. As the great your companion spirit as a hawk. Take the Spirit of the Jungle
panther pounces onto another, the woman leaps from the Spirtual Alignment at level 2 and take the Skirmisher riding
back of it drawing her bow mid air and letting an arrow fly at style.
one of the bandits cowering behind a crate. The panther
pounces onto the last bandit, his screams echoing throughout Important Info
the jungle. Mounted combat isn't the most common thing in D&D, so
heres a guide to mounted combat. This class uses the 5e
Protectors of Nature mounted system with a few clarifications that aren't given in
Wild Riders are sworn protectors of their homelands. They the handbook. Read One with animals on the next page for
usually are outcasts and hermits who live as one with the information.
animals of their homeland. They are extremely hostile to
outsiders who harm their home. But are cordial to travelers
who respect nature and may even guide travelers through
their lands. Although they usually stay in their forests and
jungles, they have been known to venture out to take out
outside threats to their lands.
Versatile and Customizable
Wild Rider builds can change their play style drastically.
Depending on where they're from, they can fill a damage roll,
a spellcaster roll, or even a tank role. They can mount a wide
variety of creatures. From a great panther to a grizzly bear to
even a towering mammoth. Each subclass offers multiple
different paths based off of your mount, and the spirit of a
particular biome you invoke.
Creating a Wild Rider
Wild Riders are almost always nomads and hermits. Living
with their mounts in the biome they are from. It is feasible
that they are from a tribe or small nation of like minded
people. The main thing you must come up with
is why they are leaving their home. Perhaps they aren't
leaving their home and the adventure takes place
within it. And you have decided to stay with the party
to make sure they don't harm your homeland. Or maybe
you have sensed a great threat and leave your home to
combat it. Whatever it may be, it will be strange for a
wild rider to be living in a city looking for mercenary
work but the D&D police won't come if you do.

1 Introduction
The Wild Rider
Level Proficiency Bonus Features
1st +2 Companion Spirit, Fighting Style, One With Animals
2nd +2 Spirtual Alignment, Riding Style, Bare Back Riding
3rd +2 Graceful Dismount
4th +2 Ability Score Improvement
5th +3 Spiritual Alignment Feature
6th +3 Improved Companion Spirit
7th +3
8th +3 Spiritual Alignment Feature, Ability Score Improvement
9th +4 Swift Mount
10th +4 Spirtual Alignment Feature
11th +4 Worg
12th +4 Ability Score Improvement, Nature's Ally
13th +5
14th +5
15th +5 Spirtual Alignment Feature
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Guardians of Nature

(a) four javilens (b) longbow, 20 arrows


(a) explorer's pack (b) burglar's pack
Class Features
As a wild rider, you gain the following class features. All or Nothing (Optional)
Due to your devotion to protecting nature, you have been
Hit Points blessed with your connection with animals. But if your
Hit Dice: 1d8 per wild rider level devotion wavers into another class your gifts will be stripped
Hit Points at 1st Level: 8 + your Constitution modifier from you. Your character level must equal your wild rider
Hit Points at Higher Levels: 1d8 (or 10 if you have the spirit level or you become a beast-master ranger equal to your wild
of the tundra spirtual alignment) + your Constitution rider level and lose access to any bonded animals.
modifier per wild rider level after 1st.
Proficiencies One With Animals
Armor: Light armor, Medium armor At 1st level, you are proficient in Animal Handling and any
Weapons: Simple weapons, Martial weapons creature that you are bonded with takes it turn simultanously
Tools: Land Vehicles with you. You can telepathically communicate with your
Saving Throws: Strength, Dexterity bonded animals (companion spirits and guardian mounts)
Skills: Choose two from Perception, Stealth, Athletics, and can comand it without expending any actions. Your
Medicine, Acrobatics, Nature, Survival. bonded animal can only use its action to attack if you have
started your turn dismounted (Unless you have Bonded
Equipment Weapon Training). However you can forgo your action to
You start with the following equipment, in addition to the allow your mount to attack.
equipment granted by your background:
(a) glaive (b) two shortswords
(a) hide armor (b) any martial weapon
Class Details 2
Companion Spirit
At 1st level, you bond with a small animal that will assist you
in your travels. You gain access to the find familiar spell. You
can cast this spell without expending a spell slot. You regain
the ability to cast this spell after finishing a long rest. You also
ignore material components for this spell.
Fighting style
At 1st level, you gain a fighting style from the fighter fighting
style list. Choose from: Archery, Defense, Dueling, Great
Weapon Fighting, Protection, and Two-Weapon Fighting.

Spiritual Alignment
At 2nd Level you become spirtually aligned to a biome of your
choice. Choose from up to 3 different alignments.
Spirit of the Jungle
Spirit of the Forest
Spirit of the Tundra
Spirit of the Desert(WIP)
Spirit of the Sea
These alignments are subclasses for the Wild Rider.
Depending on which spirit you align to , you gain access to
different mounts and different passive bonuses.
Bare Back Riding
Starting at 2nd level, you do not suffer disadvantages for
staying on your mount when riding without a saddle. You also
do not recieve any advantages either.
Graceful Dismount
At 3rd level, you gain the ability to leap off of your mount
while using only 5 feet of movement, at a minimum landing Nature's Ally
within 5 feet of your mount. But you can leap as far as your
long jump distance, and as high as your high jump distance. When you reach 12th level, nature itself recognizes you as its
ally. Wherever you go, animals are friendly with you and feel
Improved Companion Spirit comforted by your presence. You can cast Speak with
Animals and Animal Friendship without using a spell slot as
When you reach 6th level, you can now have up to 2 much as you want.
companion spirits at once. You can only summon or change
one at a time. Guardians of Nature
Swift Mount Upon reaching level 20 in this class, the Spirits of Nature
recognizes you as their most worthy protector. You gain
Starting at 9th level, you learn the ability to swiftly jump to access to all guardian mounts. You can only have one in your
your mount. mounting only costs 5 feet of movement if you service at a time and they will arrive within 1 min of your
are 5 feet from your mount. You can also jump up to your calling. Additionally you can have up to three companion
long jump distance and land riding your mount. spirits and animals naturally follow you and listen to your
commands. <img
Worg
Starting at 11th level, you can use your action to possess your
bonded animals. You become unconcious and you inhabit the
body of either your guardian mount or one of your companion
spirits.

Class Details
3
Spirit of the Jungle

A
human knight sits atop her great panther. Her Bonded Weapon Training
silver armor glistening in the jungle's hot sun.
She lets out a battle cry and her mount roars Upon reaching 5th Wild Rider level, you and your mount's
alongsider her. She charges, leading a company bond grows. Your mount can now attack even if you have
of infantry against an army of orcs. The battle started your turn mounted. And you gain additional benefits
lines clash and she darts from orc to orc, a based on your riding style.
silver and black blur of blood and fury. Knight of the Panther: Rampage - While mounted and
wielding a one-handed melee weapon, a primal rampage
overtakes you in battle. If you kill a creature, both you and
Guardian of the Jungle your mount can make another weapon attack agaisnt a
Upon taking this alignment at 2nd level, you earn the service different creature. This can only be used once per turn.
of a great panther the size of a horse. You add your Prowler: Assassinate - You are adept in getting the jump
proficiency bonus to its AC, attacks and saving throws. It uses on your prey. You have advantage on attack rolls against any
its own health pool or your wild rider level times 4, whichever creature that hasn't taken a turn in the combat yet. In
is higher. It regains its hitpoints whenever you finish a long addition, any hit you score against a creature that is surprised
rest. You have advantage on saving throws to avoid falling off is a critical hit.
of your guardian. Your guardian can live independently until Skirmisher: Air Shot - If you begin your turn mounted, you
called upon, feeding itself by hunting. You can call upon your can use Graceful Dismount and attack with a bow as a bonus
guardian and it will arive to your side within 1 min or at a action mid air. This attack can ignore cover depending on at
convenient time deemed by the DM. If your guardian dies you what position you fire in the air.
can summon another by spending 100 gold on a ritual that
takes 1 hour to complete. Insatiable
Starting at 8th level, if you or your guardian kill an enemy, you
Blessings of the Jungle regain temporary hit points equal to half of the damage you
Upon taking this alignment at 2nd level, You gain passive and your guardian dealt to enemies that turn. Your mount
bonuses due to your devotion to the jungle. You have a instead gains hit points equal to half the damage dealt to
climbing speed equal to your movement speed and you can enemies that turn.
long jump and additional 10 feet and high jump and
additional 5 feet. Additionaly, you gain proficency in Dexterity
(Stealh) checks. If you are already proficent, you gain
expertise. But not benefit if you already have expertise.
Riding Style
At 2nd level you can choose a riding style tied to your spirtual
alignment. This can be described as your subclass' subclass.
Knight of the Panther - You gain proficiency in heavy
armor and shields. While mounted, either you or your mount
can use a bonus action to disengage or dash.
Prowler - While mounted, you can attempt to hide even
when your slightly obscured and have advantage to do so
when in jungle terrain. Additionaly either you or a mount can
use your bonus action to hide. If you have advantage on an
attack roll, add a 1d6 sneak attack die to the
damage roll.
Skirmisher - Either you or your mount can use
a reaction to move up to half your speed
when an enemy ends its turn within
5 feet of you. This movement doesn’t
provoke opportunity attacks.
Recommended ability scores for each
riding style.
Knight of the Panther - STR CON
Prowler - STR DEX
Skirmisher - DEX STR

Spirit of the Jungle 4


Bonded Riding Training
At 10th level, you gain additional benefits based off of your guardian Panther
riding style. Alternatively, you can take the first feature of a Large Beast, Unaligned
different riding style.
Knight of the Panther: Extra Attack - You can attack twice Armor Class 13
when you take the attack action. Your mount becomes Hit Points 18
proficient in light barding armor. Speed 50ft. Climbing 30ft.
Prowler: Inescapable - Increase your sneak attack damage
die to a 4d6. Additionaly, your mounts pounce ability is STR DEX CON INT WIS CHA
guaranteed to hit if you have advantage on the attack roll.
Skirmisher: Extra Attack - You can attack twice when you 14 (+2) 16 (+3) 13 (+1) 6 (-2) 16 (+3) 5 (-3)
take the attack action. You gain advantage on inititive roles.
Condition Immunities
Panther Hunting Pack Senses passive Perception 16
Languages None
Upon reaching 15th Wild Rider level and having the Spirit of Challenge 1/2 (150 XP)
the Jungle alignment, you and your mount become infamous
hunters. You become the leader of a panther hunting pack of Keen Smell. The guardian panther has advantage on
4 other panthers. These panthers are not guardian panthers Wisdom (Perception) checks that rely on smell.
like your mount. These panthers also take their turn
simultaneously with you, and you can telepathically Pounce. If the guardian panther moves at least 20
command them much like your mount. This pack does not ft. straight toward a creature and then hits it with a
count towards your guardian mount limit. (Use the base claw attack on the same turn, that target must
panther monster stats for 5e) succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the panther
can make one bite attack against it as a bonus
action. Cannot pounce on creatures on size larger
than the guardian panther.
This counts as a weapon attack, if you do not have
Bonded Weapon Training you cannot use it without
forgoing your action.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: (1d8 + 3) piercing damage.
Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) slashing damage.

5 Spirit of the Jungle


Spirit of the Forest

A
n Elven man sits atop his trusted companion. A
magnificent stag as large as a warhorse. He
gazes upon a beautiful waterfall and spots a
traveler dangling off the lip of the waterfall. He
immediately springs to action, his mout
gracefully jumping from rock to rock, ledge to
ledge. Reaching the traveler just in time.

Guardian of the Forest


Upon taking this alignment at 2nd level, you earn the service
of a guardian stag the size of a horse. You add your
proficiency bonus to its AC, attacks and saving throws. It uses
its own health pool or your wild rider level times 5, whichever
is higher. It regains its hitpoints whenever you finish a long
rest. You have advantage on saving throws to avoid falling off
of your guardian. Your guardian can live independently until
called upon, feeding itself by grazing. You can call upon your
guardian and it will arive to your side within 1 min or at a
convenient time deemed by the DM. If your guardian dies you
can summon another by spending 100 gold on a ritual that
takes 1 hour to complete.
Blessings of the Forest
When you pick this alignment at 2nd level, you add 10 feet to
your movement speed. Additionally, you and your mount
ignore difficult terrain when in a forest terrain. You also
become proficient in Wisdom (Nature) checks, if you already
are proficient, gain expertise. But no benefit if you already
have expertise. Bonded Weapon Training
Upon reaching 5th Wild Rider level, you and your mount's
Riding Style bond grows. Your mount can now attack even if you have
started your turn mounted. And you gain additional
At 2nd level you can choose a riding style tied to your spirtual benefits based on your riding style.
alignment. This can be described as your subclass' subclass. Knight of the Forest: Unyielding - Your polearm
Knight of the Forest - You gain proficiency in shields and attacks' damage die become a 1d12 while mounted.
can wield a polearm in one hand while mounted. While doing Additionally your mount is proficient in light barding
so, if you move at least 10 feet towards a target you gain a armor.
plus 2 the the attack roll and damage roll. Order of the Thorn: Shield of Thorns - You gain access
Order of the Thorn - While not wearing medium or heavy to the Shield of Thorns ability. Choose up to 5 creatures.
armor, you gain access to spellcasting. You gain access to the Each creature gains +1 to their AC, and add your
Druid and Ranger spell lists. Wisdom is your spellcasting proficiency bonus to one of their damage rolls per turn.
modifier for these spells. You learn spells at the same rate a Lasts 1 min and has a range of 60 feet. Once you use this
ranger does, the same goes for how many spell slots you ability, you can't use it again until you finish a long rest.
have. Found here Your javilens also do 1d8 piercing instead This ability requires concentration.
of 1d6. Additionaly, add your wisdom modifier to the attack Skirmisher: Air Shot - If you begin your turn mounted,
roll and damage roll for throwing javilens. Standard WIS DC you can use Graceful Dismount and attack with a bow as a
Skirmisher Either you or your mount can use a reaction to bonus action mid air. This attack can ignore cover
move up to half your speed when an enemy ends its turn depending on at what position you fire in the air.
within 5 feet of you. This movement doesn’t provoke
opportunity attacks.
Recommended ability scores for each riding style Great Leap
Upon reaching 8th Wild Rider level, your mount has gained
Knight of the Stag - STR CON/DEX the ability to leap over enemies in battle. If you begin your
Order of the Thorn - WIS DEX turn mounted, your mount can use its action to leap up to 30
feet without provoking opportunity attacks. You can use this
Skirmisher - DEX STR ability equal to your strength modifier (minimum of 1). You
regain all of your usages when you finish a long rest

Spirit of the Forest 6


Bonded Riding Training
At 10th level, you gain additional benefits based off of your Guardian Stag
riding style. Alternatively, you can take the first feature of a Large Beast, Unaligned
different riding style.
Knight of the Forest: Extra Attack - You can attack twice Armor Class 12
when you take the attack action. Hit Points 21
Order of the Thorn: Warden of the Thorn - Your javilens' Speed 60ft.
damage die is increased to a 1d10. You can now cast Shield
of Thorns an additional time berfore needing to long rest. STR DEX CON INT WIS CHA
Skirmisher: Multiattack - You can attack twice when you
take the attack action. 16 (+3) 14 (+2) 13 (+1) 6 (-2) 16 (+3) 5 (-3)

Guardian eagle Condition Immunities


Senses passive Perception 16
Upon reaching 15th Wild Rider level and having the Spirit of Languages None
the Forest alignment. You earn the service of a guardian Challenge 1/2 (150 XP)
eagle mount. You can only have one of your guardians
summoned at a time. Keen Smell. The guardian stag has advantage on
Wisdom (Perception) checks that rely on smell.
Antler Pin. If a creature is 10 feet from a hard wall
Guardian Eagle and the guardian stag has moved at least 20 feet,
Large Beast, Unaligned the guardian stag can roll an antler attack to charge
into it. If it hits, the creature must make a DC 13
Armor Class 13 Strength saving throw or be pinned to the wall. On
Hit Points 26 a fail the creature is restrained. The creature can
Speed 10 feet, fly 80ft. use its action to make a DC 13 Strength saving
throw to free itself. Cannot pin creatures one size
larger than the guardian stag.
STR DEX CON INT WIS CHA
This counts as a weapon attack, if you do not have
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (0) Bonded Weapon Training you cannot use it without
forgoing your action.
Skills Perception +6
Senses passive Perception 16 Actions
Languages None Antlers. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Challenge 1 (200 XP) one target. Hit: (1d8 + 3) piercing damage.
Hooves Melee Weapon Attack: +4 to hit, reach 5 ft., one
Keen Sight. The Guardian eagle has advantage on target. Hit: (1d6 + 3) bludgeoning damage.
Wisdom (Perception) checks that rely on sight.
Deafening Screech The guardian eagle can let out a
deafening screech. All creatures within a 20foot
cone in front of the guardian eagle make DC 15
constitution saving throw. On a failed save take
5d6 thunder damage and become deafened for 10
miniutes. On a successful save the target takes half
damage and is not deafened.
This counts as a weapon attack, if you do not have
Bonded Weapon Training you cannot use it without
forgoing your action.

Actions
Multiattack. The guardian eagle makes two attacks:
one with its beak and one with its talons..
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: (2d6 + 3) slashing damage.

7 Spirit of the Forest


Spirit of the Tundra

A
heavily armored man pats him faitful
companion and says, "Don't worry Sasha, we've
been through worse." The towering grizzly bear
lets out an uncertain growl. The man draws his
great hammer and looks to the men beside him.
"Stay near me and Sasha! We are the men of
the north! And we will not be overcome!" His
men let out harrowing battlecrys as an army of kobolds crash
into them.

Guardian of the Tundra


Upon taking this alignment at 2nd level, you earn the service
of a guardian bear. You add your proficiency bonus to its AC,
attacks and saving throws. It uses its own health pool or your
wild rider level times 6, whichever is higher. It regains its
hitpoints whenever you finish a long rest. You have advantage
on saving throws to avoid falling off of your guardian. Your
guardian can live independently until called upon, feeding
itself by hunting. You can call upon your guardian and it will
arive to your side within 1 min or at a convenient time
deemed by the DM. If your guardian dies you can summon
another by spending 100 gold on a ritual that takes 1 hour to Bonded Defense Training
complete. Starting at 5th level and while mounted, when you or your
mount take damage you can choose who will take the
Blessings of the Tundra damage. Additionally, you gain benefits based off of your
These harsh lands are no easy place to live in. Your hit die fighting style.
becomes 1d10 instead of a 1d8 and add +2 to you current Knight of the Tundra: Bonded Weapon Training - Your
maximum health. You also gain proficiency in heavy armor. mount can now attack even if you have started your turn
mounted.
Protector: Dominating Presence - Hostile creatures within
Riding Style 5 feet of your mount have disadvantage on attack rolls
At 2nd level you can choose a riding style tied to your spirtual agaisnt creatures other than you. This replaces your mounts
alignment. This can be described as your subclass' subclass. Roar ability.
Knight of the Tundra - If you are a wielding a great sword Walking Fortress: Area of Control - If an enemy leaves
or a maul your weapon gains the reach property and have a your mounts reach you can make special ranged weapon
+1 to attack rolls. attacks against them. You can use this feature a number of
Protector - Your mount is proficient in all types of barding times equal your wisdom modifier (minimum of 1) each
armor, and begins with chain shirt barding. You also gain round.
proficiency in shields
Walking Fortress - Your mount has a small howdah Armored Defense
attached to it. While mounted, you gain 1/2 cover to ranged Upon reaching 8th level and having the Spirit of the Tundra
and melee attacks, but your melee attacks have disadvantage spirtual alignment, your mount is proficient in light and
and your mount has a maximum movement speed of 30 ft. medium barding armor if you do not have it already.
Additionally, being within 5 feet of a hostile creature doesn’t Additionaly, while your mount is wearing barding armor it
impose disadvantage on your ranged attack rolls. gains a +1 to its AC
Recomended ability scores for each riding style
Knight of the Bear - STR CON
Protector - CON STR
Waling Fortress - DEX CON/WIS

Spirit of the Tundra


8
Bonded Riding Training
At 10th level, you gain additional benefits based off of your Guardian Mammoth
riding style. Alternatively, you can take the first feature of a Huge Beast, Unaligned
different riding style.
Knight of the Tundra: Extra Attack - You can attack twice Armor Class 12 (natural armor)
when you use the attack action on your turn. Hit Points 76 (8d12+24)
Protector: Unbreakable - You become a master of locking Speed 40ft.
down your enemies. Creatures provoke an opportunity attack
from you when they move 5 feet or more while within your STR DEX CON INT WIS CHA
reach, and if you hit a creature with an opportunity attack, the
target's speed is reduced to 0 until the end of the current 22 (+6) 9 (-1) 17 (+3) 6 (-2) 11 (0) 5 (-3)
turn.
Walking Fortress: Bonded Weapon Training - Your mount Damage Immunities Cold
can now attack even if you have started your turn mounted. Senses passive Perception 10
Languages None
Challenge 4 (150 XP)
Mammoth
When you reach 15th Wild Rider level and have the Spirit of Trampling Charge. If the elephant moves at least 20
the Tundra alignment you earn the service of a mammoth ft. straight toward a creature and then hits it with a
mount. You can only have one of your guardians summoned gore attack on the same turn, that target must
at a time. succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the elephant
can make one stomp attack against it as a bonus
action.
Guardian Bear
Large Beast, Unaligned Actions
Armor Class 11 Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit Points 26 one target. Hit: (3d8 + 6) piercing damage.
Speed 40ft. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
prone creature. Hit: (3d10 + 6) bludgeoning damage.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (0) 5 (-3)

Damage Resistances Cold


Senses passive Perception 13
Languages None
Challenge 1/2 (150 XP)

Keen Smell. The guardian bear has advantage on


Wisdom (Perception) checks that rely on smell.
Roar. If an hostile creature within 5 feet of the
guardian bear makes a weapon attack against a
creature other than it, it can use its reaction to
impose disadvantage on the attack role.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) bludgeoning damage.

9 Spirit of the Tundra


Spirit of the Sea

A
s a massive tidal wave is about to crash into a
village, a woman riding a massive serpent
springs from the tidal wave, landing next to Recommended Ability Scores for each Riding Style
where most of the residents are gathered. She Knight of the Sea - STR DEX/CON
leaps off her mount and with a strained magical
movement of her hands. She creates a bubble Soothing Tide - WIS DEX/CON
of safety as the massive wave goes over them. Wrathful Tide - WIS DEX/CON
Guardian of the Sea Bonded Weapon Training
Upon taking this alignment at 2nd level, you earn the service Upon reaching 5th Wild Rider level, you and your mount's
of a great sea serpent the size of a horse. You add your bond grows. Your mount can now attack even if you have
proficiency bonus to its AC, attacks and saving throws. It uses started your turn mounted. And you gain additional benefits
its own health pool or your wild rider level times 4, whichever based on your riding style.
is higher. It regains its hitpoints whenever you finish a long Knight of the Sea: Marlin's Wrath - Your trident attacks
rest. You have advantage on saving throws to avoid falling off damage die is increased to a 1d12 while two-handed and a
of your guardian. Your guardian can live independently until 1d10 while one-handed.
called upon, feeding itself by hunting. You can call upon your Soothing Tide: - Gain access to the Ebb and Flow spell,
guardian and it will arive to your side within 1 min or at a This spell does not count towards your prepared spells or
convenient time deemed by the DM. If your guardian dies you spells known.
can summon another by spending 100 gold on a ritual that Wrathful tide: Wrath of the Depths - You gain access to
takes 1 hour to complete. The sea serpent itself is slender one of the sorcerer's meta magic effects. You can use this
and long, making it much easier to enter places where other effect twice, you regain all usages when you finish a long rest.
mounts would not fit. It can move on land in a limited
capacity. Due to the awkard nature of riding a sea serpent on Master of the Sea
land, your mounts maximum speed is reduced to 30 feet At 8th level, your guardian serpent is no longer hindered
while on land. while on land. It has a land movement speed equal to its
swimming speed. Additionally, you can cast the Control Water
Blessings of the Sea spell without expending a spell slot and it does not count
Starting at 2nd level, You have a swimming speed equal to towards your spells known. Additionally the amount of water
your movement speed. Additionally, you can breath you can control with this spell is increased to 200 foot cube.
underwater. Additionally you gain the shape water cantrip You can use it once before having to finish a long rest to use it
and can cast it at will. The water you can effect with the water again. If you already have the Control Water spell you can
cantrip is increased to 10 feet. cast that seperately but still receives the range increase.

Riding Style
At 2nd level you can choose a riding style tied to your spirtual
alignment. This can be described as your subclass' subclass.
Knight of the Sea - Your trident attacks damage die is
increased to a 1d10 when two-handed and a 1d8 when one
handed. You gain proficiency in shields. Also while wielding a
trident in two hands it gains the reach property.
Soothing Tide - While not wearing medium or heavy
armor, you gain access to spellcasting. You gain access to the
druid spell list, WaterShape spells, and learn spells at the
same rate as a druid and have the same amount of spell
slots/cantrips per level. Wisdom is your spellcasting modifier
for these spells. Refer to the WaterShape page for more
information.
Wrathful Tide - While not wearing medium or heavy
armor, you gain access to spellcasting. You gain access to the
sorcerer spell list,WaterShape spells, and learn spells at the
same rate as a sorcerer and have the same amount of spell
slots/cantrips per level. Wisdom is your spellcasting modifier
for these spells. Refer to the WaterShape page for more
information.

Spirit of the Sea


10
Bonded Riding Training
At 10th level, You gain additional benefits based off of your Guardian Serpent
Large Beast, Unaligned
riding style. Unlike other alignments, you cannot opt to
instead pick the first feature of a differenet riding style. Armor Class 13 (Dex)
Knight of the Sea Extra attack - You can attack twice Hit Points 18
when you take the attack action on yoour turn. Speed 30ft. Swiming 60 ft.
Soothing Tide Healing Waters - Whenever you cast a
healing spell on an ally creature (including yourself,) add a
1d6 to the healing amount per turn. Refer to STR DEX CON INT WIS CHA
Wrathful Tide Spiteful Waters - Gain access to another of 14 (+2) 17 (+3) 13 (+1) 6 (-2) 11 (0) 5 (-3)
the sorcerer's metamagic effects. You can use use these
effects four times, you regain all usages when you finish a Damage Resistances Cold
long rest. Senses passive Perception 13 blindsight 10ft.
Languages None
Guardian Whale Challenge 1/2 (150 XP)
Upon reaching level 15, you earn the service of a great blue
whale that can transport you and your companions. The Keen Sight. The guardian serpent has advantage on
Wisdom (Perception) checks that rely on sight.
creature itself is a peaceful one and will not attack unless
provoked. You and up to six other creatures can take shelter
in its mouth safely. There is breathable air within the Actions
creatures mouth for up to 4 hours, and is refilled when the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
blue whale returns to the surface. The creature does not one target. Hit: (1d8 + 3) piercing damage.
attack and has an AC of 22 and a health pool of 10 times your Constrict. Melee Weapon Attack: +4 to hit, reach 5
wild rider level. You can have this creature in your service as ft., one creature. Hit: (2d8 + 3) bludgeoning
well as your other guardian mount. It can move at a fast travel damage. The target is grappled (escape dc 16 STR)
pace without disadvantages. Until this grapple ends, the creature is restrained,
and the guardian serpent can't constrict another
target

11 Spirit of the Sea


WaterShape Spells
Riding Style Spells Steam Gyser
You receive these spells upon reaching the appropriate level 1st-level Evocation
shown. These do not count towards your spells known or Casting Time: 1 action
prepared spells. Range: 60feet
Soothing Tide Components: S, M (At least a pint of water)
Level Spells Learned Duration: Instantaneous
2nd Curing Current, Hydroburst You send water below a target in range and it erupts into
steam. The target must make a dextertiy saving throw of
5th Ebb and Flow, Greater Restoration your spell save DC or take 3d8 fire damage. On a
10th Tidal Wall, River of Life successful save the target takes half damage.
At higher levels - When you cast this spell using a spell
Wrathful Tide slot of 2nd level or higher, the damage increases by 1d8 for
Level Spells Learned each slot level above 2nd.
2nd Steam Gyser, Hydroburst Ebb and Flow
3rd-level transmutation
5th Water Jet, Gaseous Form
Casting Time: 1 action
10th Maelstrom, Conjure Elemental Range: 60 feet
Components: V, S, M (At least a gallon of water)
Ground rules Duration: Instantaneous
Most WaterShape spells require some amount of water. The
water is not consumed on use and can be returned to a You transform a gallon of water into a healing current to
container. Your Spellcasting modifier for your spells is allies and a wrathful concoction to enemies. Target an ally
Wisdom and your Spell save DC is 8 + your proficiency creature within 60 feet. The target is healed for 1d10 plus
bonus + your wisdom modifier. your spellcasting modifier. If there is an enemy within 10
feet of that ally make a spell ranged attack roll against the
Hydroburst creature. If it hits, the target takes 1d10 bludgeoning
Evocation Cantrip damage plus your spellcasting modifier. If you hit an
Casting Time: 1 action enemey target with the attack, target a different ally
Range: 120feet creature within 10 feet (Including yourself). The ally is
Components: S, M (At least a pint of water) healed for 1d8 plus your spellcasting modifier.
Duration: Instantaneous At higher levels - When you cast this spell using a spell
slot of 4th level or higher, the damage and the healing
Water dances around your fingertips and lashes out at a increases by 1d8 for each slot level above 4th.
target in range. Make a ranged attack roll agaisnt the Water Jet
creature, if it hits the target takes 1d8 Blugeoning damage. 3rd-level transmutation
At higher levels - This spell's damage increases when you Casting Time: 1 action
reach 5th level (2d8), 10th (3d8), 15th level(4d8). Range: 60 feet
Curing Current Components: V, S, M (At least a gallon of water)
1st-level Evocation Duration: Instantaneous
Casting Time: 1 action You fire a burst of water in a 5ft wide, 60ft long line. Each
Range: 60feet creature in the line must make a dexterity saving throw of
Components: S, M (At least a pint of water) your spell save DC. On a failed save, a creature takes 5d8
Duration: Instantaneous bludgeoning damage and is knocked prone on a failed save.
Water flows and heals the wounds of your allies. Target two On a successful save, it takes half as much damage and
allies within range(including yourself). They receive both isn’t knocked prone by this spell.
receive 1d4 plus your spellcasting modifier in healing.
At higher levels - When you cast this spell using a spell
slot of 2nd level or higher, the healing increases by 1d4 for
each slot level above 2nd.
.

Spirit of the Sea


12
Tidal Wall
5th-level transmutation Credits
[Link] Creator of Homebrewery
Casting Time: 1 action
Range: 60 feet This entire class barring artwork is my original creation. You
Components: V, S, M (At least a gallon of water) are more than welcome to make variant versions but if you do
link it to me I wanna see. You can contact me on discord at
Duration: Concentration, Up to 1 min Bweezy#6305. If you export this to another website or make a
variant please give me credit. Additional spirits are in the
You create a suspended tidal wave in the shape of a wall. works for the future. Thanks for reading!
The wall can be up to 60 feet long and is 20 feet high and
10 feet thick. Each 5 foot section of the wall requires one Art In Order of Appearance
gallon of water, you can create a wall as small as 5 feet by 5 [Link] - Page 1
feet up to 60 feet long. When the wall appears, each [Link] - Page 3 Top
creature within it must make a dexterity saving throw of [Link] - Page 4
your spell save DC or be knocked back 20 feet in a Unknown, Art from Dragon Eterniy - Page 5
direction you choose. Creatures who succeed are pushed 5 [Link] - Page 6
feet in a direction of your choosing. Creatures who attempt [Link] - Page 8
to move through the wall repeat the saving throw. You can [Link] - Page 10
use your action to send the wall crashing down in a [Link] - Page 11
direction of your choosing. Creatures repeat the same
saving throw or be pushed 40 feet in the direction. On a Dungeons and Dragons
successful save they do not move. Dungeons and Dragons, D&D, Wizards of the Coast and
River of Life all other Wizards of the Coast product are trademarks of
5th-level transmutation Wizard of the Coast.
Casting Time: 1 action
Range: 60 feet V1.1 9/17/2019
Components: V, S, M (At least a gallon of water) Added Spirit of the Sea spirtual alignment
Duration: Concentration, Up to 1 min Changed a few things with each of the classes
You create a floating stream of healing waters. Choose an Added cover page
creature in range, the target is healed for 2d10 plus your
spellcasting modifer. Each time you start your turn for the
duration you can use your bonus action to move the stream
to another creature. Healing them for 1d10 plus your
spellcasting.
At higher levels - When you cast this spell using a spell
slot of 4th level or higher, the healing increases by 1d10 for
each slot level above 4th.

Spirit of the Sea


13

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