Nature Pact

=Titles and Abilities=
  • The Connected. Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature. While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll.
  • The Pack Leader. As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again.
  • The Primal. If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher.
  • The Speaker You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance.
  • The Stalwart. As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again
=Specializations and Powers=
  • Nature Pact: Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain’s agents, and with these forces on your side, you are unstoppable.
  •               Domain Power: Vine Entrapment. As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is restrained for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the restrained condition but takes piercing damage equal to 1d10 × your domain size
  • Barbarian Tribe Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.
  •              Domain Power: Impenetrable Defense. As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die
  • Druid Circle. As the leaders of a druid circle, you gain the allegiance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other
  •               Domain Power: Primal Conjuration. As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter. Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first
  • Hunter Conclave. You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosities, undead, and other unnatural creatures that threaten the wilds.
  •               Domain Power: Rapid Assault. When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die.