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beastheart

Erupting out of the sand on the back of a bulette, a half-orc leaps into the air They cleave a path through armored skeletons with a greatsword while their mount charges in the opposite direction, leaving a cloud of powdered bone in their wake. A halfling flies over a burning forest on the back of a baby green dragon. The wyrmling sniffs the air and cries out, pointing with a claw to indicate a safe path to lead fearful forest creatures through the conflagration. Sneaking upside down next to their giant spider companion, a half-elf’s web-covered feet keep them securely attached to a cavern ceiling The bandits below have no idea that their camp has been infiltrated, and that their days of attacking local settlements are at an end. A beastheart is an adventurer who forms a bond of friendship with a wild creature, and who draws power from that bond as it strengthens over time Working as a team, a beastheart and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles
hit dice: 1d8
hit points at 1st level: 8 + con mod
hit points at higher levels: 1d8 + con mod adter level 1
armor proficiencies: light, medium, shields
weapon proficiencies: Simple weapons, battleaxes, greataxes, longbows, nets, scimitars, shortswords
tools: Healer Kit.
saving throws: STR and WIS
skills: choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
starting equipment:
Equipment; You start with the following equipment, in addition to the equipment granted by your background:

  • hide armor; or leather armor, a longbow, and 20 arrows

  • a martial weapon and a shield; or two martial weapons

  • two handaxes or any simple weapon

  • a dungeoneer’s pack or an explorer’s pack


spellcasting:
  • the beastheart class cant cast any spells, certain subclasses may grant spellcasting and it will be refered to their instead
class features:
Companion
At 1st level, you gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you You can choose any companion from the list in the wild companions article below  
wild companions
Generic article | Mar 11, 2024

stat blocks and mechanics for wild companions avialble to beastheart and other caregivers.

  Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion’s body was destroyed, they reform within 5 feet of you. The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM If you already have a companion from this feature, they leave to be on their own when the new companion arrives    
Natural Language
From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently) The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature    
Primal Exploits
Starting at 2nd level, you learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity You learn three primal exploits of your choice, detailed below You learn two additional exploits of your choice at 10th and 17th level Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate beastheart level Some exploits are activated using your reaction Others are usable under specific circumstances but require no action Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn. All exploits require you to spend your companion’s ferocity to use them Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit’s cost The companion loses ferocity equal to the cost when you use the exploit. You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity. You can’t use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack This signature attack can’t be modified with additional exploits or used as part of a ferocity action  
  • Exploit Save DC Primal Exploits Some of your exploits require creatures to make a saving throw to resist the exploit’s effects The saving throw DC is calculated as follows: Exploit save DC = 8 + your proficiency bonus + your Wisdom modifier Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see Superior Ferocity below)
                                                 
expliotaction usedbeastheart levelferocityy
Aid us, friend attack action 2nd 3
bring them down reaction 2nd 4
drag them reaction 2nd 4
ferral reflexes reaction 2nd 2
hurrican blow attack action 2nd 3
no escape no action 2nd +1
primal pounce reaction 2nd 3
quick action attack action 2nd 2
thrash reaction 2nd 4
crushing charge action 10th 8
expanding fury reaction 10th 6
furrious vengance reaction 10th 5
marked prey reaction 10th 4
primal shout action 10th 6
wrath of the pack no action 10th 4
blood sport no action 17th 16
break the earth action 17th 14
burry the dead action 17th 16
imbuded projectile action 17th 14
rend action 17th 12
spirit form bonus action 17th 14
 
Primal Exploits: 2nd Level
You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels
  • Aid Us, Friend (3 Ferocity). You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action
  • Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down. The target must succeed on a Strength saving throw or fall prone
  • Drag Them (4 Ferocity). When your companion hits a Large or smaller creature with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target The target must make a Strength saving throw On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it
  • Feral Reflexes (2 Ferocity). When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack.
  • Hurricane Blow (3 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you.
  • No Escape (1+ Ferocity). At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can spend up to your Wisdom modifier in ferocity (minimum 1; no action required) Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent
  • Primal Pounce (3 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target The target must make a Dexterity saving throw On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC) The grapple also ends if your companion attacks a creature other than the target
  • Quick Hide (2 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide
  • Thrash (4 Ferocity). When your companion hits a Large or smaller creature with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next
   
Primal Exploits: 10th Level
  • Crushing Charge (8 Ferocity). As an action, you move up to your speed in a straight line without provoking opportunity attacks You can move through other creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, except for your companion, must make a Strength saving throw On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone On a success, the creature takes half as much damage and isn’t knocked prone When you reach 17th level, the damage increases to 5d6
  • Expanding Fury (6 Ferocity). When your companion uses a ferocity action that effects creatures within a specific distance of the companion, you can use your reaction to expand that distance by 10 feet
  • Furious Vengeance (5 Ferocity). When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker When you reach 17th level, the damage increases to 5d6
  • Marked Prey (4 Ferocity). When your companion uses a ferocity action that requires a creature to make a saving throw, you can use your reaction to impose disadvantage on the save
  • Primal Shout (6 Ferocity). As an action, you let loose a menacing bellow Each creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn
  • Wrath of the Pack (4 Ferocity). When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action required) On a hit, the attack deals its normal effects, and the target is knocked prone
Primal Exploits: 17th Level
 
  • Blood Sport (16 Ferocity). When you hit a Large or smaller creature with a melee weapon attack, you can also push the target up to 30 feet away from you and knock them prone If the target ends this move within 5 feet of your companion, the companion can make a signature attack against the target (no action required) On a hit, the attack deals its normal effects, and the target is pushed up to 30 feet away from your companion If the target ends this move within 5 feet of you, you can make a melee weapon attack against them (no action required) that deals an extra 4d6 damage if it hits
  • Break the Earth (14 Ferocity). As an action, you open a 10-foot-radius pit in the ground, floor, or other surface within 60 feet of you The pit can be up to 50 feet deep, depending on the depth beneath the surface where it is opened Each creature standing in the area when the pit opens must make a Dexterity saving throw On a failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone On a success, the creature moves to an unoccupied space of their choice at the edge of the pit A creature can climb the rough walls of the pit without an ability check
  • Bury the Dead (16 Ferocity). When you and your companion are within 5 feet of a creature, you can use an action to cause a vicious whirlwind filled with debris and dirt to rise around the creature, which must make a Dexterity saving throw On a failure, the creature takes 8d6 bludgeoning damage, is knocked prone, and is restrained On a success, the target takes half as much damage and isn’t knocked prone or restrained A creature restrained this way can use an action to make a Strength (Athletics) check against your exploit save DC, freeing themselves on a success
  • Imbue Projectile (14 Ferocity). As an action, you make a ranged weapon attack Whether or not the attack hits, a wave of energy explodes from the weapon or ammunition used in the attack, centered on your target Each creature within 20 feet of the target (including the target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half as much damage on a successful one
  • Rend (12 Ferocity). As an action, choose a creature you can see within 5 feet of you and your companion You make a melee weapon attack against the target, and your companion makes a signature attack against the target (no actions required) If you both hit and deal damage to the target, the target is knocked prone and takes an additional 6d6 damage of a type dealt by either attack (your choice)
  • Spirit Form (14 Ferocity). As a bonus action, you make you and your companion incorporeal until the end of your next turn While incorporeal, you each have resistance to acid, cold, fire, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks While incorporeal, you and your companion each gain a flying speed equal to your individual walking speed, and each of you can move through other creatures and objects as if they were difficult terrain Either of you takes 5 (1d10) force damage if you end your turn inside an object
 
Superior Ferocity
Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC  
Companion Bond
At 3rd level, you choose a specialized bond that you share with your companion Choose Ferocious Bond, Hunter Bond, Infernal Bond, Primordial Bond, or Protector Bond (all detailed below) Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level  
Master Caregiver
Also at 3rd level, you gain proficiency in the Animal Handling skill If you already have profciency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill  
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  
Beyond Instinct
At 5th level, thanks to your care, your companion’s tenacity and versatility grow You and your companion gain the following benefits:
  • Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity
  • Your companion gains proficiency in saving throws with one ability score of your choice
  • Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill
When you reach 10th level in this class, the additional ferocity your companion gains increases to 3 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above. When you reach 15th level in this class, the additional ferocity your companion gains increases to 5 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above
Improved Signature Attack
At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage  
Faithful Companion
At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies You no longer need to use your bonus action to command your companion Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action     Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature You instead choose where the companion moves on your turn and which creature they attack with their signature attack  
Rejuvenating Ferocity
Also at 6th level, your companion can draw on their own fury to revitalize themselves during a battle You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest  
Primal Strike
At 8th level, you gain the ability to infuse your weapon strikes with primal energy Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target The damage type is determined by you when you gain this feature, and is chosen from the following list:   acid, cold, fire, lightning, poison, or thunder. Each time you gain a level in this class, you can change the damage type for this feature to another type from the list When you reach 14th level, the extra damage increases to 2d8    
Mystic Connection
At 9th level, your connection to your companion grants a natural talent The benefit of your Mystic Connection depends on your companion If you ever gain a new companion, your new companion’s Mystic Connection benefits replaces the old one      
Loyal to the End
At 13th level, even harmful magic can’t shake you and your companion’s loyalty to each other and your friends You and your companion can’t be charmed or frightened  
Keen Senses
At 14th level, your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell Additionally, you can take the Search action as a bonus action  
Summon the Wilds
At 18th level, you can call forth nearby creatures as a distracting swarm Depending on your location, this horde could consist of birds, fish, insects, rodents, or other similar creatures of your choice As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see The swarm persists for 1 minute On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction Each creature of your choice that starts their turn in the swarm’s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn You can’t use this feature again until you finish a short or long rest  
Unbreakable Friendship
At 20th level, your affection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits:
  • You automatically succeed on Wisdom (AnimalHandling) checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose )
  • If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead
  • Whenever you roll initiative, your companion gains 1d10 ferocity
subclass options:
Companion Bonds
While every beastheart and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world A companion bond represents this specific connection and shared power. Some beasthearts and companions live to unleash their inner fury, while others embrace the silence of the hunt Another duo might bond over their need to protect nature or their pack, while a different beastheart might use their companion’s rage to harness the powers of Hell

    ferocious bond, beastheart

    Some beasthearts and companions feel closest when they abandon all control and let instinct guide their every move When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle furry of your own.
     
    Frenzied Charge
    Starting when you choose this bond at 3rd level, you learn to follow your companion’s furious lead Whenever your companion enters a rampage, you can use a reaction to move up to your speed and make a melee weapon attack against a target at the end of the movement
     
    Fury of the Wise
    Also at 3rd level, your experience with your companion’s rage awes those who dare stand against you You gain proficiency in the Intimidation skill if you do not already have it Additionally, your Charisma (Intimidation) checks gain a bonus equal to your Wisdom modifier
     
    Energizing Rampage
    At 7th level, your companion maintains their tenacity after going berserk When your companion ends a rampage, their ferocity drops to 4 instead of 0
     
    Furious Rampage
    At 11th level, your companion can channel their fury into stronger strikes Whenever your companion hits one of your enemies with a signature attack during a rampage, the attack deals extra damage equal to the companion’s ferocity (instead of half their ferocity) Additionally, whenever your companion attacks a target within 5 feet of you while in a rampage, they make the attack with advantage If you attack a creature within5 feet of your companion when you use Frenzied Charge, you make your attack with advantage
     
     
    Invigorated Rampage
    At 15th level, you and your companion can channel your anger into overwhelming strikes When your companion hits another creature with their signature attack while in a rampage, or if you hit another creature with the attack granted to you by Frenzied Charge, the target is either blinded, deafened, or frightened of the attacker (your choice) until the end of the target’s next turn

    Hunter bond; beastheart

    You and your companion share a love of the hunt The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies Many beasthearts with this bond use ranged weapons to attack prey from afar while their companion closes in for the kill
     
    Chosen Quarry
    Starting when you choose this bond at 3rd level, you and your companion can single out a creature as your prey. Whenever your companion gains ferocity at the start of your turn and doesn’t enter a rampage, you can spend 4 ferocity to mark a creature within 90 feet of you (no action required) That creature becomes your quarry for1 minute, or until you use this feature to mark another target as your quarry Whenever you or your companion hit your quarry with a weapon attack or deal damage to them with a ferocity action, the quarry takes an extra 1d6 damage
     
    Hunter’s Instincts
    At 3rd level, your instincts improve, making you a formidable tracker and granting you better intuition You gain proficiency in the Survival skill if you do not already have it. Your proficiency bonus is doubled for any ability check you make using that skill, and you can use Survival instead of Insight when you make a Wisdom check to read a creature’s intentions or discern if a creature is lying.
     
    Primal Warding
    At 7th level, you learn to use primal magic to set traps made of nearly invisible force As an action, you trap a 10-foot-square area of ground centered on a point you can see within 30 feet of you, with the trap lasting for 8 hours or until it is triggered When you set the trap, you can designate any number of specific creatures that are unaffected by it Finding the trap requires a successful Intelligence (Investigation) check against your exploit save DC. A creature that walks into the trap’s area triggers the trap and must make a Constitution saving throw against your exploit save DC On a failure, the creature takes 4d8 force damage and is blinded for 1 minute On a success, the creature takes half as much damage and isn’t blinded A creature blinded by the trap can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the trap when it is triggered This ping awakens you if you are sleeping If you set more than one trap, you know which one was triggered You can use this feature to set a number of traps equal to your Wisdom modifier (minimum one) You regain all expended uses when you finish a long rest
     
    Synchronized Stealth
    At 11th level, you and your companion learn to become unseen at the same time in the blink of an eye When either you or your companion takes the Hide action, the other can take the Hide action as a reaction if they are able to hide Additionally, when you take the Hide action within 5 feet of your companion, you have advantage on the Dexterity (Stealth) check made as part of the action
     
    Unseen Hunters
    At 15th level, you can use an action to make you and your companion invisible for 10 minutes While invisible, neither of you can be tracked by nonmagical means unless you or your companion chooses to leave a trail. Either of you can end the invisibility spell on yourself for free as a bonus action. Once you use this feature, you cant use it again untill you finish a long rest
     

    infernal bond; beastheart

    You and your companion share a deep connection with each other … and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic
     
     
     
    Devil’s Understanding
    Starting when you choose this bond at 3rd level, you can speak, write, and understand Infernal Additionally, you gain proficiency in the Arcana or Religion skill (your choice) if you do not already have proficiency in those skills
     
    Infernal Exploits
    At 3rd level, you gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level. You gain one additional infernal exploit at 11th level Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate beastheart level
     
    Infernal Exploits:
    3rd Level You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level
     

    • Drain Them (4 Ferocity). When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt

    • Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required) At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have. All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC

    • Infernal Teleport (4 Ferocity). As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position

    • Wicked Deception (3 Ferocity). As an action, choose a creature hostile to you that you can see within 30 feet of you That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn While in this state, the creature is unable to attack or otherwise harm you or your companion This effect ends early if you or your companion attacks the affected creature. Creatures immune to the charmed condition can’t be affected by this exploit


    Infernal Exploits: 11th Level You can take one of the following exploits when you gain a new infernal exploit at 11th level


    • Brimstone Teleport (8 Ferocity). As an action, you teleport to an unoccupied space that you can see within 30 feet of you Each creature within 5 feet of the space you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this effect When you reach 17th level, the damage increases to 5d6

    • Chains from Hell (8 Ferocity). As an action, you manifest fiery chains that attempt to wrap around up to three creatures of your choice that you can see within 30 feet of you Each target must make a Dexterity savingthrow On a failure, a target takes 4d6 fire damage and is restrained until the end of your next turn On a success, a target takes half as much damage and isn’t restrained. When you reach 17th level, the damage increases to 5d6

    • Dark of Hell (8 Ferocity). As an action, you cause your companion to radiate an aura of magical darkness in a 10-foot radius until the end of your next turn You and your companion can see within this darkness, which moves with your companion

    • nfernal Flames (8 Ferocity). As an action, you cause a blast of fire to erupt from your companion Each creature within 20 feet of the companion must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this effect. When you reach 17th level, the damage increases to 5d10

    • Poison Rain (8 Ferocity). As an action, you cause toxic green rain to fall in a 20-foot cube centered on a point you can see within 60 feet of you Each creature in the area except for you and your companion must succeed on a Constitution saving throw or become poisoned until the end of your next turn


     
    Hell’s Charmer
    At 7th level, your companion can harness the supernatural charm of devils to work enchantment magic on other creatures As an action, choose one creature that can see you and your companion within 30 feet of you That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature The charmed creature is friendly to you When this effect ends, a charmed creature doesn’t remember what happened during the time they were charmed You can use this feature a number of times equal to your Wisdom modifier (minimum once) You regain all uses when you finish a long rest
     
     
    Fiendish Traits
    At 11th level, your companion’s connection to Hell causes them to become more fiendish Choose one of the following traits for your companion: Barbed Hide. Your companion grows barbs all over their body When a creature within 5 feet of your companion grapples them or hits them with a melee attack, that creature takes 1d10 piercing damage Fiendish Immunities. Your companion’s skin, fur, or other coloring turns red, and the companion is immune to fire and poison damage and to the poisoned condition Fiery Weapons. Your companion’s natural weapons, such as teeth or claws, become sheathed in black fire Whenever your companion hits with their signature attack, the attack deals an extra 1d6 fire damage Wings. Your companion sprouts leathery wings from their back and gains a flying speed of 40 feet If your companion already has wings, those wings take on a fiendish look and their flying speed increases to 40 feet. Whenever you finish a long rest, you can replace your companion’s fiendish trait with another from this list
     
    Fiendish Form
    At 15th level, your companion can become a scale-covered child of Hell As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute While in this form, your companion undergoes the following changes:

    • They are a fiend

    • They have resistance to bludgeoning, piercing, and slashing damage

    • They have advantage on saving throws against spells and other magical effects



     
     

    Protector bond; bestheart

    Nothing is as important to you and your companion as your pack The bond you both share sharpens your offensive and defensive prowess, letting you put your bodies and lives on the line to protect your allies and those who travel with you
     
     
    Beast Vitality
    At 3rd level when you choose this bond, your connection to your companion increases your natural vitality Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class
     

    Pack Phalanx
    At 3rd level, you and your companion learn to engage foes up close to keep them from harming those you protect Whenever you and your companion are not incapacitated and are both within 5 feet of a creature, that creature has disadvantage on attack rolls against any target that is not you or your companion
     
     
    Thickened Hide
    At 7th level, your companion’s natural defenses improve, making them harder to hurt Your companion’s AC increases by 2
     

    Sentinel Companion
    At 11th level, your companion’s fierce vigilance drives them to attack cowards who attempt to harm other members of your pack When a creature within 5 feet of your companion makes an attack against a creature other than you or your companion, you can spend 2 ferocity to have your companion use their reaction to make a signature attack against the attacking creature
     
     
    Undying protector
    At 15th level, your companion’s rage sustains you through grievous injuries and staggering blows If you can see your companion when you drop to 0 hit points, you can spend 2 ferocity to drop to 1 hit point instead Each time you use this feature after the first, the ferocity cost increases by 2. when you finish a short or long rest the cost resets to 2
     

    Primordial bond; beastheart

    You and your companion share an especially deep connection with the magic of the natural world By harnessing the fury of your companion, you can wield the primal power of the elements against your foes Primordial Bond Features
     
    Nature Exploits 
    At 3rd level, you gain one nature exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level You gain one additional nature exploit at 11th level Whenever you gain a level in this class, you can choose one of the nature exploits you know and replace it with another nature exploit, for which you must have the appropriate beastheart level
     
    Nature Exploits You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new nature exploit at 11th level


    • Elemental Shield (3 Ferocity). When a creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use a reaction to give the affected creature resistance to that damage type (including against the triggering attack) until the end of their next turn

    • Freezing Strike (2 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, the attack deals an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn The extra damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

    • Sickening Strike (3 Ferocity). You can activate this exploit whenever you take the Attack action The frst time you hit a creature with a weapon attack this turn, the target must succeed on a Constitution saving throw or be poisoned until the start of your next turn

    • wings when i need them (5 Ferocity). At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can manifest a spectral eagle (no action required) that lifts you or your companion (your choice) to the sky The target gains a flying speed equal to their walking speed until the start of their next turn


    Nature Exploits: 11th Level You can take one of the following exploits when you gain a new nature exploit at 11th level


    • Lava Geyser (8 Ferocity). As an action, you summon a powerful rush of lava centered on a point on the ground you can see within 30 feet of you The lava fills a cylinder that is 10 feet tall with a 5-foot radius, and forces each creature in its area to make a Dexterity saving throw On a failure, a creature takes 4d6 fire damage and is knocked prone On a success, a creature takes half as much damage and isn’t knocked prone The lava then dissolves into fiery mist and fades away When you reach 17th level, the damage increases to 5d6

    • Lightning Eruption (8 Ferocity). When you hit a creature with a weapon attack, the attack deals an extra 5d6 lightning damage and you can choose one other creature within 30 feet of the target that you can see That creature must make a Dexterity saving throw, taking 5d6 lightning damage on a failed save, or half as much damage on a successful one When you reach 17th level, both instances of damage increase to 6d6

    • Plant Prison (5 Ferocity). As an action, choose a creature you can see within 30 feet of you Thorny vines erupt from the ground beneath the target, which must make a Dexterity saving throw On a failure, the target takes 4d6 piercing damage and is restrained until the start of your next turn On a success, the target takes half as much damage and isn’t restrained When you reach 17th level, the damage increases to 5d6

    • Stinging Swarm (6 Ferocity). As an action, you conjure a swarm of stinging insects in a line that is 5 feet wide and 30 feet long Each creature in the line except your companion must make a Constitution saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one The insects then dissolve to shadow and fade away When you reach 17th level, the damage increases to 5d6

    • Thunderous Rebuke (6 Ferocity). When you or your companion is hit with a melee attack by a creature within 5 feet of that target, you can use your reaction to force the attacker to make a Constitution saving throw On a failure, the attacker takes 3d6 thunder damage and is pushed 10 feet away from the target On a success, the attacker takes half as much damage and isn’t pushed. When you reach 17th level, the damage increases to 4d6


     
     
    Primal Understanding 
    At 3rd level, you can speak, write, and understand Primordial and Sylvan Additionally, you gain proficiency in the Nature skill if you do not already have it
    Allied Earth At 7th level, the ground around your companion sprouts with vines and plants that hamper foes Whenever your companion has at least 1 ferocity, the ground within 10 feet of them is difficult terrain for their enemies
     

     
    Spirit Stampede 
    At 11th level, when your companion enters a rampage, they summon the unseen spirits of dead creatures that run wild alongside them Each creature of your choice within 30 feet of your companion takes force damage equal to the companion’s ferocity
     
     
    Allied Weather 
    At 15th level, the weather around your companion answers to your will, battering foes who harm them Whenever your companion has at least 1 ferocity and is hit with a melee attack by a creature within 10 feet of them, choose one of the following effects:

    • The attacker must succeed on a Strength saving throw against your exploit save DC or fall prone

    • The attacker must succeed on a Dexterity saving throw against your exploit save DC or take lightning damage equal to your companion’s ferocity



     
levelproficiency bonusprimal exploitsfeatures
1rst+2-Companion, Natural Language
2nd+23Primal Exploits, Superior Ferocity
3rd+23Companion Bond, Master Caregiver
4th+23Ability Score Improvement
5th+33Beyond Instinct, Improved Signature Attack (1 die)
6th+33Faithful Companion, Rejuvenating Ferocity
7th+33Companion Bond feature
8th+33Ability Score Improvement, Primal Strike (1d8)
9th+43Mystic Connection
10th+45Beyond Instinct improvement
11th+45Improved Signature Attack (2 dice), Companion Bond feature
12th+45Ability Score Improvement
13th+55Loyal to the End
14th+55Keen Senses, Primal Strike (2d8)
15th+55Beyond Instinct improvement, Companion Bond feature
16th+55Ability Score Improvement
17th+67Improved Signature Attack (3 dice)
18th+67Summon the Wilds
19th+67Ability Score Improvement
20th+67Unbreakable Friendship

Created by

Slothkrillin.

Statblock Type

Class Features

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