Review of: Wild Walker

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On 09.11.2020
Last modified:09.11.2020

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Wild Walker

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Wild Walker
Wild Walker

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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.

Push: The companion gains the ability to push creatures away with a successful 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. Creatures pushed in this way do not provoke attacks of opportunity.

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. Each time the companion selects this evolution, it applies to a different skill.

Slam: The companion can deliver a devastating slam attack. Alternatively, the companion can replace the claws from its base form with this slam attack this still costs 1 evolution point.

Sprint: The companion gains quick reflexes, allowing it to take a dash action as a bonus action during the attack action. Sting: The companion possesses a long, barbed stinger at the end of its tail, granting it a sting attack.

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. 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. 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.

Tentacle: The companion possesses a long, sinuous tentacle, granting it a tentacle attack. 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 companion must possess the flight evolution, with wings, to select this evolution.

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.

Energy Attacks: The companion's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, poison, radiant, or necrotic.

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. 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.

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. Poison: The companion secretes toxic venom, gaining a poison attack.

Pick one bite or sting attack. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round.

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.

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