Wathes walking the path of
Freyja, Goddess of Love embody a friendship between the civilized races and the beasts of the world. United in focus, beast and Wathe work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Freyja archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Primal Companion
You magically summon a primal beast, which draws strength
from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block (
Beast of the Land,
Beast of the Sea, or
Beast of the Sky) which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Path Spells
You learn certain spells at the Wathe levels noted in the table below. These spells count as Wathe spells for you, but they don't count against the total number of your spells known.
3rd: Beast Bond
5th: Warding Bond
9th: Haste
13th: Freedom of Movement
17th: Awaken
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
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