Beast Alma (5e Subclass)
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Beast Alma[edit]
Fighter Subclass
The Beast Alma is a powerful force intrinsic to our world. Guardian spirits watch over us all the time but they rarely interfere. Those that are able to tap into the Beast Alma can draw power from those spirits, enhancing their body and mind. These spirits are the Bear, the Tiger, the Turtle and the Phoenix. They divide these spirits into stances or different unarmed fighting techniques to utilize their power to its maximum potential.
Do note that this subclass is heavily inspired by the league of legends champion, Udyr.
Bridge Between Beasts[edit]
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you choose this Archetype, you gain the following bonuses:
- You can cast the Speak with Animals spell at will.
- You gain an unarmored defense equal to 10 + your Dexterity and Constitution modifiers.
- Your unarmed strikes deal 1d6 slashing damage instead of the normal bludgeoning damage.
Spiritual Exchange[edit]
Starting at 3rd level, whenever you hit a creature with an unarmed strike, you gain a stack. You can have maximum number of stacks equal to your proficiency bonus, and you lose all your stacks if you haven't made an unarmed strike for two turns in a row. You cannot gain nor spent stacks while donning medium or heavy armor.
At the start of your turn, roll a d6. If you roll below the number of stacks you currently have, you can make an unarmed strike using your bonus action until the end of your turn.
Spirit Stances[edit]
Also at 3rd level, you can embody the Guardian Spirits that watch over you and adopt specific stances to draw from their power. You can only have one stance active at any given time. You can switch between stances at the end of a short or long rest.
Whenever a stance ability requires a saving throw, its DC = 8 + your proficiency bonus + your Constitution modifier.
- Tiger Stance. When you hit a creature with an unarmed strike you can spend a number of stacks, to cause additional damage equal to 1d6 per stack you spent.
- In addition, if you use the additional action granted by your Action Surge feature to make an unarmed strike, the target must make a Strength saving throw or become grappled by you. Your stacks reach their maximum.
- Turtle Stance. When you hit a creature with an unarmed strike you can spend a number of stacks, you gain temporary hit points equal to half the damage dealt plus the number of stacks spent.
- In addition, you can use the additional action granted by your Action Surge feature to increase your AC by your maximum number of stacks until the start of your next turn. Your stacks reach their maximum.
- Bear Stance. When you hit a creature with an unarmed strike, you can spend 1 stack to stun that creature until the end of its next turn or until it takes damage.
- In addition, if you use the additional action granted by your Action Surge feature to use the Dash action, you can move into a creature's space and Trample them. Creatures you Trample are moved 10-feet away from you and must succeed a Strength saving throw or be knocked prone. Your stacks reach their maximum.
- Phoenix Stance. When you hit a creature with an unarmed strike you can spend a number of stacks, to unleash a cone of flames. All creatures within a 15-foot cone must make a Dexterity saving throw. Taking 1d6 fire damage per stack spent on a failed save, and half as much damage on a successful one.
- In addition, you can use the additional action granted by your Action Surge feature to cover yourself in a mantle of flames. While the mantle remains active, at the end of your turn you can spend any number of stacks to gain an equal number of temporary Hit Points. If a creature hits you with a melee attack, the mantle dissipates and they take 3d6 fire damage. The mantle remains active for a number of turns equal to your Constitution modifier. Your stacks reach their maximum when the mantle dissipates.
Rending Strikes[edit]
Starting at 7th level, your bond with the spirits becomes stronger, granting you the following abilities:
- Your unarmed strikes as well as any damage dealt by one of your stances ignores resistances to non-magical attacks.
- You gain a bonus to your attack and damage rolls with unarmed strikes equal to half the amount of stacks you currently have. This bonus is not cumulative with similar magical bonuses.
- You can replace your chosen stance as a bonus action on your turn, however this reduces your current number of stacks to 0.
Spirit Seer[edit]
At 10th level, you can cast the Commune and Commune with Nature spell, but only as rituals. You can only cast either of these granted spells once per long rest and you must provide the necessary components, if any.
When you do so, a ghostly version of the animal representing your active stance appears to you to convey the information you seek.
Recovering Stance[edit]
At 15th level, whenever you use your Indomitable or Second Wind features, you can adopt a new stance as part of the same bonus action.
In addition, whenever you would gain temporary Hit Points, you can choose to forgo those Hit Points to gain stacks instead. The amount of stacks gained is equal to the amount of temporary Hit Points you would've gained. This feature does not allow you to overcome your maximum number of stacks.
Beast Soul[edit]
At 18th level, whenever you swap stances, you don't lose the amount of stacks you currently have.
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