Wildheart Daramir
Wildheart Daramirs in the Forgotten Realms are celebrated guardians of nature, roaming the High Forest and Moonshae Isles. They connect with the fierce and gentle spirits of the animal kingdom and mediate between civilization and the wild. Their bond with primal forces is crucial in defending the realm’s delicate balance.
Players drawn to the Wildheart subclass will appreciate its unique mix of martial spirit and natural mysticism. With a strong connection to animals and the wilderness, the Wildheart offers both flavor and functionality, perfect for those who wish to embody nature's raw energy. The Wildheart Daramir provides a unique and immersive play experience, whether you lead allies into battle with primal boosts or connect with the world’s wild creatures.
Wildheart Daramir Features By Level
You gain proficiency with Animal Handling.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
You heal for an additional hit die per die spent at level 11, and 18.
As an action, you can summon two spectral wolves to harry your foes. Each wolf makes one attack using your spell attack modifier against a creature of your choice within 60 feet. On a hit, a wolf deals 1d6 + your proficiency bonus piercing damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
You can use this feature a number of times equal to your proficiency bonus per short rest. Alternatively, you can expend a 1st-level or higher spell slot or Weaving Points to summon the wolves. For each spell slot level or Weaving Point above 1st, the wolves deal an additional 2d6 damage on a hit.
This feature counts as a spell and can be used with Weaving Points as part of your spellcasting ability.
You summon a majestic spirit mount in an unoccupied space within range. The mount takes the form of a Ki-rin (using its Monster Manual statistics) but is instead a celestial, fey, or fiend (your choice). If its Intelligence is 5 or lower, it becomes 6 and it understands one language you speak.
You control the mount in combat and must concentrate on its form (up to 8 hours). While within 1 mile, you can communicate with it telepathically, and while mounted, any spell you cast that targets only you can also affect the mount. The mount disappears when reduced to 0 hit points or if you dismiss it. Casting this feature again restores the mount at full hit points and removes conditions. You can have only one bonded mount at a time, and it can carry you plus up to 8 allies. As an action, you can permanently release the mount from its bond, at which point it leaves behind any worn or carried objects.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level or higher spell slot to summon it sooner.
You gain a +1 bonus to all saving throws for each friendly creature within 5 feet of you, up to a maximum of +5.
Once per turn, when a creature affected by your Celestial Mark is hit by an ally, one Call of the Wild attack automatically triggers against that creature. This attack does not consume a use of the feature or require an action.
If the marked creature is reduced to 0 hit points while the mark persists, the spirit wolf releases a calming aura around the creature that dealt the finishing blow, ending one condition affecting them.