Path of the Beastlord (5e Subclass)

From D&D Wiki

Revision as of 23:27, 21 October 2019 by Green Dragon (talk | contribs) (Reverted edits by 47.145.65.133 (talk) to last revision by 94.125.128.193)
Jump to: navigation, search


tumblr_inline_olalrxafPG1qdq19t_1280.jpg
[1]

Path of the Beastlord

The Beastlord attunes with nature on a primal level, gaining the trust of a fierce animal companion. Basically a barbarian with the ranger’s animal companion. It’s sort of like the frenzied rage of the Berserker path’s extra attack, except it’s on an animal companion. Be careful of this class as it essentially gives the barbarian an increased hit point pool and negates the penalty of attacking recklessly if you simply use the companion for flanking bonuses.

Animal Companion

At 3rd level, you learn to use your primal presence to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. Unlike the Ranger, you cannot return your animal companion to life.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your companion gets the same abilities you gained from your barbarian class. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment.

Wild Empathy

You become proficient with the Animal Handling skill. If you are already proficient with this skill, you instead double your proficiency modifier to Animal Handling checks. This ability does not stack with Expertise and other such features.

Bestial Rage

At 3th level, While raging you have resistance to all damage except psychic damage.

Enlarge Companion

At 6th level, whenever you enter a rage, your animal companion increases in size by one size category, double your rage damage to its damage rolls for the duration of the rage and granting it advantage on STR checks and STR saving throws. Additionally, your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

Animal's Charge

At 10th level, while you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you do an additional 2d6 slashing damage.

Additionally, your companion's size increases in size by one size category as it growed exponentially. (Or you change companion, up to your DM)

Thicker Skin

At 14th level, your natural armor bonus increases to +2.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: