Companion
At 1st level, you gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you You can choose any companion from the list in the wild companions article below
Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion’s body was destroyed, they reform within 5 feet of you. The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM If you already have a companion from this feature, they leave to be on their own when the new companion arrives
Natural Language
From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently) The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature
Primal Exploits
Starting at 2nd level, you learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity You learn three primal exploits of your choice, detailed below
- Exploit Save DC Primal Exploits Some of your exploits require creatures to make a saving throw to resist the exploit’s effects The saving throw DC is calculated as follows: Exploit save DC = 8 + your proficiency bonus + your Wisdom modifier Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see Superior Ferocity below)
- Feral Reflexes (2 Ferocity). When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack.
- Hurricane Blow (3 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you.
- Quick Hide (2 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide
Superior Ferocity
Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC
ferocious bond
Frenzied Charge
Starting when you choose this bond at 3rd level, you learn to follow your companion’s furious lead Whenever your companion enters a rampage, you can use a reaction to move up to your speed and make a melee weapon attack against a target at the end of the movement
Fury of the Wise
Also at 3rd level, your experience with your companion’s rage awes those who dare stand against you You gain proficiency in the Intimidation skill if you do not already have it Additionally, your Charisma (Intimidation) checks gain a bonus equal to your Wisdom modifier
Master Caregiver
Also at 3rd level, you gain proficiency in the Animal Handling skill If you already have profciency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill
Ability Score Improvement
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
lvl 4 feat
Source: Player's Handbook
crossbow expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Beyond Instinct
At 5th level, thanks to your care, your companion’s tenacity and versatility grow You and your companion gain the following benefits:
- Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity
- Your companion gains proficiency in saving throws with one ability score of your choice
- Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival
- Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill
When you reach 10th level in this class, the additional ferocity your companion gains increases to 3 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above When you reach 15th level in this class, the additional ferocity your companion gains increases to 5 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above
Improved Signature Attack
At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Faithful Companion
At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies You no longer need to use your bonus action to command your companion Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action
Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature You instead choose where the companion moves on your turn and which creature they attack with their signature attack
Rejuvenating Ferocity
Also at 6th level, your companion can draw on their own fury to revitalize themselves during a battle You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest