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Totem Jumpers are the ghosts of murders and exploited wild animals who wound up have their souls fuse with wild energies of the fey wild.
These beings then go off the serve as protector spirits of natural areas keeping them safe from hunters and explotation.
However it is possible for you receive the personal aid of one of these fey spirits assuming you provide food a good place to live and create a potential teleportation circle for them worth 500 gold pieces per Cr in the creature you intend to conjure and bond to.
- Add 3 hit dice
- Add both the konor keeper and pact protector abilities
- Add 1 to the challenger rating
- Double the base type to fey.
- Grant 12s in inteligence and wisdom1
- Grant a 16 for charisma
- Add the ability to communicate in common telepathicly.
- Double the bases dice damage for natural attacks.
The stat below show a sample statistic for a tiger Totem jumper.
Tiger ( Totem Jumper
Large Fey, Chaotic Good
Armor Class 12
Hit Points 57 (8d10 + 16)
Speed 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
12(+1)
WIS
12 (+1)
CHA
16 (+3)
Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Common, and one other chosen by the individual who conjured it. Telepathy 20 feet
Challenge 2 (200 XP)
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Honor Keeper: As long as the totem jumper has a home and folks that lover her she will defend and grant assistance to both and may even return to the place she calls home. The torem jumper can use these spells once a week each
Plane Shift, teleport, polymorph, dimension door
Pact Protector: any spell that conures a fey or an animal can also conjur an animal with the rotem Jumper template. Totem Jumper rarely require animal handling checks to get them to cooperate but the animal handling skill can help you out with them in the folowing ways
1: Animal handling DC 14 grants you advantedge on all other skills checks with the Totem
2: Nature check DC 16 sets all the social checks made with the jumper to a maximum of 15 Survival.
3: Survival Check DC 15 let’s you form a bond with the being assuming you can provide food and shelter.
4: Slight of hand check DC 13 + Number of sentences in the message grant you the ability to silently communicate within one standard action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10(2d8 + 3) slashing damage.
