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Get Back!

Get Back!

( points)

When a creature successfully damages your animal companion, you order it to retreat. As long as it can hear you, your companion moves up to its Speed toward you in the most direct course it is able to, stopping at the end of its movement or when you are between it and the creature that injured it (whichever comes first).

Fetch!

Fetch!

( points)

Choose a creature of the up to one size category larger than your animal companion within 20 feet.

Bounding Charge

Bounding Charge

( points)

If you have Extra Attack, you may use this maneuver in place of one attack. You command your animal companion to move up to its base movement speed in a straight line toward a creature. If your animal companion ends this movement within melee range, it makes one attack against that creature. Your animal companion cannot take the Dash action and this maneuver on the same turn.

Trace Magic Aura

Trace Magic Aura

-level (
)
Duration:

Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.

Stone Sentinel

Stone Sentinel

-level (
)
Duration:

You touch a statue and transform it into a

Eavesdrop

Eavesdrop

-level (
)
Duration:

You touch the target and mark it with a glyph that acts as a scrying sensor. The glyph is visible and resembles a one-inch-tall drawing of an ear. The sensor can be covered or concealed without changing the function of the spell. A creature can wipe it away as an action, ending the spell. You can only have one such sensor active at once.

Reopen Rift

Reopen Rift

-level (
)
Duration:

If any creature used teleportation or plane shift magic, such as

Identify Weapon

Identify Weapon

-level (
)
Duration:

While casting this spell, you touch a wound on a creature or corpse.

Sky-Seeker Simirengo

Sky-Seeker Simirengo

Sky-seeker flocks live on the loftiest mountain peaks, seeing the high places as a representation of the last part of the hunter’s journey before their enlightenment. Such simirengo are focused on spiritual perfection and the time they don’t spend hunting is used for meditation and communion with birds and spirits alike. Skyseekers tend to be reclusive, actively hiding from the outside world so they can find greater spiritual understanding. They especially revere simirengo that are capable of true flight.


Characters raised in the sky-seeker simirengo culture share a variety of traits in common with one another.

Bird Speech. You have an innate ability to communicate simple thoughts and ideas with birds of size Small or smaller.

Divinely Gifted. You know a cantrip of your choice chosen from the druid spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).

Mountain Spirit Guidance. When you are in mountainous terrain, you can always choose to use your Wisdom modifier for Athletics, Survival, and Stealth checks.

Skyborn. You’re acclimated to high altitudes, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.

Ways of the Spirit. You are proficient in Arcana and Religion, as well as a musical instrument of your choice.

Languages. You can speak, read, write, and sign Common and Auran.