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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



 

Created by

Slothkrillin.

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Generic, Text

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