TEXT: Channeler
  You learn to wield the powers of the spirits. As a Channeler
  you connect yourself to a spirit animal to enhance your
  abilities.
  Spirit Animal
  At 3rd level, you connect with a certain animal spirit. Choose
  one of the following animals to become your spirit animal:
  Bear, Eagle, Tiger, Wolf. You gain one feature for your spirit
  animal.
  Bear. After you finish a long rest, you gain temporary hit
  points equal to your Ranger level + your Wisdom modifier
  (mimimum of 1).
  Eagle. You gain advantage on perception checks that rely
  on sight. Additionally, you can see up to 1 mile away with no
  difficulty, able to discern even fine details as though looking at
  something no more than 100 feet away from you.
  Tiger. Your speed increases by 10 feet. Additionally,
  opportunity attacks against you are made with disadvantage.
  Wolf. When you make a melee attack against a creature,
  you don’t provoke opportunity attacks from that creature for
  the rest of the turn, whether you hit or not.
  Spirit Animal Attack
  At 3rd level, you can use your spiritual bond to aid you in
  combat. As an action you can summon your spirit animal to
  make a single attack. You can make a melee spell attack
  against a creature within 30 feet of you. On a hit, the target
  takes force damage equal to 1d10 + your Wisdom modifier.
  The damage increases to 2d10 + your Wisdom modifier at
  7th level.
  Spiritual Bond
  At 7th level, your bond with your spirit animal enhances your
  abilities even more. You gain one feature for the same spirit
  animal you have chosen at 3rd level.
  Bear. You have advantage on Strength (Athletics) checks in
  order to Shove or Grapple a target.
  Eagle. Your ranged attacks ignore half cover and three-
  quarters cover.
  Tiger. If you move at least 10 feet straight toward a creature
  before attacking it with a melee weapon, you have advantage
  on the attack roll.
  Wolf. If one of your allies makes a melee weapon attack
  against a target within 5 feet of you, you can use your reaction
  to give the ally advantage on the roll.
  Unified Spirits
  At 11th level, when you use your action for a spirit animal
  attack, you can make one weapon attack as a bonus action
  against the same enemy.
  Additionally you gain one feature for the same spirit animal
  you have chosen at 3rd level.
  Bear. The damage of your spirit animal attack becomes
  2d12 + your Wisdom modifier.
  Eagle. The range of your spirit animal attack becomes 120
  feet.
  Tiger. If you move at least 20 feet straight toward a creature
  before attacking it with a your spirit animal attack, that target
  must succeed on a Strength saving throw against your spell
  DC or be knocked prone.
  Wolf. If you are within 5 feet of the target, the spirit animal
  attack is made with advantage.
  Spiritual Fusion
  At 15th level, you gain one ability for the same spirit animal
  you have chosen at 3rd level. You can use this ability a number
  of times equal to your Wisdom modifier (minimum of 1)
  before you need to take a long rest.
  Bear. You gain resistance to all damage until the start of
  your next turn.
  Eagle. You gain the ability to fly for 1 minute. You have a
  flying speed equal to your current walking speed.
  Tiger. When you score a hit with a melee weapon attack on
  which you had advantage, you can make this attack a critical
  hit.
  Wolf. As an action you can Howl. Creatures of your choice
  that you can see within 30 feet and that can hear you must
  succeed on a Wisdom saving throw against your spell DC or
  have disadvantage on the next attack roll they make before the
  end of their next turn.
  Art Credit
  Spirit of the Bear by Guild Wars
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Channeler (ReRanger Subclass).pdf