Nathan's Class

Hit Points

 * Hit Dice: 1d8 per Kindred Spirits level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Kindred Spirits level after 1st

Proficiencies

 * Armor: Light armor
 * Weapons: Simple weapons
 * Tools: None
 * Saving Throws: Dexterity and Wisdom
 * Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment
Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.
 * (a) a Handaxe (b) a Club
 * (a) a Explorer's Pack (b) a Dungeoneer's Pack
 * a Dagger

Familiar
At 1st level, you have bonded with a creature that becomes an familiar that accompanies you on your adventures and fight alongside you.

Choose a beast, elemental, or monstrosity to be your familiar that has a challenge rating of 1/2 or lower.
 * Add your proficiency bonus to the creatures AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
 * Its hit point maximum equals its normal maxiumum or five times your Kindred Spirits level, whichever is higher and uses your spell save for any abilities it uses that require a saving throw.
 * If your familiar is slain you can manifest a new one which is identical to your old one after taking a long rest as a 10 minute ritual.
 * The familiar obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command your avatar to attack, defend or where to move (no action required). Your avatar will follow out your command until it is slain or given a new command.

Evolution
You have a number of evolution points indicated by the evolution table with which to spend for your familiar, detailed [https://dndwithin.wikia.com/wiki/Nathan%27s_%3F%3F%3F? here]. You do not regain spent evolution points.

These evolutions can vary in cost, being 1 to 3 evolution points based off of which section it is marked in.

Major Evolutions are obtained from either evolution and at 5th level.

Cantrips
At 1st level, you know three cantrips of your choice from the Kindred Spirits spell list. You learn additional Kindred Spirits cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Kindred Spirits table.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Kindred Spirits spell list.

The Spells Known column of the Kindred Spirits table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Kindred Spirits spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your Kindred Spirits spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

In addition, you use your Wisdom modifier and proficiency bonus for the spell save DC of a Kindred Spirits spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell Attack modifier = your proficiency bonus + your Wisdom modifier.

Spirit Link
Starting at 2nd level, the Kindred Spirit and Familiar can share their pain. When you or your familiar is dealt damage, you may use your reaction or Familiar's reaction to divide the damage between one another. Should the damage divided exceed you or your avatars maximum hitpoints, the rest is dealt normally to you or your avatar.

Spiritual Archetype
At 3rd level, you choose an archetype that will further help you improve your combat skills or techniques.
 * Evolutionary
 * Bonded One

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Protector
Starting at 5th level, when you are within 5 feet of your familiar, you gain +2 to your AC.

Major Evolution
Starting at 5th level, you can select one Major Evolution listed in the chart under Evolution. You can select another major evolution at 10th level as well as 15th level. You cannot select the same major evolution more that once.

Always By Your Side
Starting at 7th level, you can choose your familiar to be teleported by your side or you teleport to your avatar. This can occur at any distance, as long as you are on the same plane of existence. Once you use this power, you must take a long rest to use this ability again.

Bond Senses
Starting at 9th level, you are able to perceive the world through your familiar. Additionally, you can communicate telepathically with your familiar as long as you are on the same plane of existence. As an action you can see and hear what your familiar sees and hears and gain the benefit of any special senses it may have.

Same Soul
At 17th level, when you target yourself with a spell, you may also target your avatar if they are within 60 feet.

As One
At 20th level, you can join with your Kindred Spirit and become one with them if you are within 5 feet of your familiar using an action. While joined together, you cannot be targeted by spells or attacks. If your familiar is slain while you are joined together, you appear where your slain familiar was. Once you have done this ability, you must take a long rest to use this ability again.

Resilient
Starting at 3rd level, your familiars hitpoints increase by 6, plus an additional 2 for every Kindred Spirit level past 3rd.

Evolve
At 6th level, your familiar gains 3 ability points. You can spend these points to increase your familiars stats to a maximum of 20.

Superior Evolution
At 14th level, your familiar gains an additional Major Evolution.

Forced Evolution
Starting at 3rd level, you gain 3 evolution points to spend that are applied to you and not your familiar.

Greater Being
At 6th level, you gain an additional 3 evolution points to spend on evolutions on yourself.

Perfection
At 14th level, you gain 1 evolution of your choice and 1 major evolution.