Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Spiritual Sight (Greater): Allows you to see spiritual items and beings, and the flow of Reishi.
Collar of Submission: Negotiable - Partner
Flight. You have a flying speed of 50 feet. To use this flying speed, you cannot be wearing medium or heavy armor. You also cannot hover and must expand your entire flying speed on your turn or at the end of their turn, they fall to the ground.
Natural Armor. Your bear-like hide and fur provide you some semblance of protection. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
True North. You always know which way is north, and approximately what time it is.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Feature: Fearful Presence
Whenever people are around you, they feel a sense of uneasiness and anxiety. Due to this, many people tend to avoid contact with you in any way possible. Most individuals won't approach you unless they have a reason to, and others will stare from a distance. However, your presence can also be used to your advantage; confronting for information is easier due to individuals cracking under the pressure or giving you what you want to get away as soon as possible.
Magic Initiate, Variant
You get +1 on either Wisdom or Intelligence.
You can learn four cantrips of your choice from any class spell list and may add the appropriate spellcasting ability modifier to the damage of these cantrips. You sacrifice the level 1 spell slot for this variant.
In addition, you learn the spell find familiar and, using this feat, can cast it at its lowest level to call a pseudodragon. Once you cast it in this way, you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Well of Life
At 2nd level, you have access to a special demiplane of life where your slain foes and befriended companions lie. You cannot forcefully banish a creature into the demiplane unless you or a creature summoned via your Life Pact feature reduce it to 0 Hit Points. Conjured creatures are immune to this feature.
Creatures who are willing to join the Well of Life may do so without violence after a 1-minute long bonding ritual.
You may also touch any creature that has died within the past hour as an action and banish it to your Well of Life, however, you may only banish a number of creatures equal to your Wisdom modifier in this way before completing a long rest.
Any creature that is banished to the Well of Life can be summoned via your Life Pact feature, but you may only have one creature summoned from your Well of Life at any given time.
Creatures banished into the Well of Life have undying loyalty to you. You may not enter the Well of Life, and neither can any creature who is not bound there.
As more creatures are banished to your Well of Life, it grows in size to accommodate living space for each of them. While in the Well of Life, all creatures that dwell there recover their Hit Points after the Keeper completes a long rest.
If you fall unconscious or dies, any creature summoned via the Life Pact feature is immediately withdrawn into the Well of Life. If no creatures are in the Well of Life, you lose access to your Life Pact feature until you banish more creatures.
Life Pact
At 2nd level you can summon forth an ally from your Well of Life as an action in an unoccupied space next to you. You can also send a creature under your control back to your Well of Life as a bonus action.
You have a telepathic link with creatures summoned via this ability and the creature acts on your initiative. The creature has the same resistances, senses, immunities, movement, and size as it originally had before capture, but can only make a single slam attack, dealing 1d6 bludgeoning damage + the creature's strength or dexterity modifier.
The creature also loses specific actions, legendary actions, legendary traits, the ability to cast spells, and any lair action that the creature may have had, but maintains reactions and traits such as the Warhorse's Trampling Charge trait.
The creature maintains its original ability scores and Armor Class. They also have the same proficiency bonus as you and have hit points equal to (5 + their Constitution modifier) x your Keeper level.
Summoned creatures have their own bonus actions independent of you and may use them if they have traits or class features that require them. If a creature you summon has a trait that requires a saving throw the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
You are immune to any area of effect abilities their creatures generate from traits such as the Ghast's Stench trait. You may use your action to order a creature summoned from your Well of Life to do any task and it will try, to the best of its ability, to follow your order until the start of your next turn. While not under the strain of a combat situation you may freely order a creature to do a long term task such as delivering a message.
Summoned creatures must remain on the same plane as you or be forced back into the Well of Life. When a creature created via this feature drops to 0 hit points its body is turned to mud and it cannot be brought back to life or return to your Well of Life by anything short of a Wish or True Resurrection spell.
Animated Body
At 5th level, you may now order a creature summoned by your Life Pact feature with your reaction on your turn. In addition, its slam damage dice increases to a d8, and from this point onward, you may spend an action to see through the eyes of any creature under your control and feel all of their senses as they feel them. You may end this effect at any time, but as long as you remain in this state, you are blind and deaf regarding your own senses.
The Natural Order
Menagerie
You have embraced the life flowing through you and become a pure manifestation of light and nature. You dedicate yourself to the purity of life and its preservation. Your Well of Life becomes a menagerie of life and beauty. Creatures brought to the Demiplane become covered in bark, antlers, fur, claws, flowers, or other natural features. As the holy life of nature flows through you, your body may undergo some of these mutations as well. Creatures who were already Animals, Plants, or Fey that are banished to the Menagerie generally remain the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Beast, Plant, or Fey.
The Natural Order:
-Grove Soldier
At 3rd level, whenever you or a creature summoned via your Life Pact feature reduces a creature to 0 hit points, you both gain temporary hit points equal to your Wisdom modifier + your half of your Keeper level rounded up (minimum of 1 temporary hit point).
https://www.dandwiki.com/wiki/Magic_Initiate,_Variant_(5e_Feat)
To those who are dead or close to death spiritually, this presence will feel soothingly familiar to them and will draw in creatures of that nature.
Features & Traits