Branch of the Wilds Inquisitor
Hit Points
Hit Dice: d4 per Branch of the Wilds Inquisitor level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Wild Spellcasting
Starting at 3rd level, you choose your cantrips and spells from the Druid or Ranger Spell List. Whenever you gain a new spell known, you can exchange any spell you currently know for a Druid or Ranger spell.
Beasts and Plants that would normally be hostile towards you instead view you as friendly. You cannot lose your way from getting lost, even by magical means.
Wilderness Stalker
Starting at 3rd level, you gain Proficiency in Nature checks. If you already have proficiency in nature checks you can double your proficiency bonus. Additionally, Difficult Terrain no longer affects you. You can follow the trail of any Ranger or Druid so long as it is not being magically hidden.
You can add your proficiency bonus against spells cast from a Wild Spellcaster.
Veil of the Wilds
Starting at 7th level, you can re-roll any failed Wisdom (Nature) Check once for free, per long rest.
Additionally, if you sacrifice a Vengeful Soul of equal value, you can cast Pass without Trace, without requiring concentration, expending a soul slot, or without needing material components. The duration is equal to the CR of the Soul x 10.
Beastslayer
Starting at 17th level, Whenever you are engaged with a Beast, including a Shapeshifted one, You deal an additional 1d10 force damage on a successful hit.
Additionally, Slaying a beast of significant threat regains an expended Inner Spirit Charge.