Beast Dominator (5e Class)
Beast Dominator[edit]
Once a story was told of a sorcerer that could summon a thousand warhorses for his army to ride into battle on. He conjured many beasts to lay waste to his enemies. You were interested in this story and began researching, conjuring small animals and beasts, and you succeeded. Now you are here at the brink of your own adventure wanting to become the best conjurer to ever live.
Creating a Beast Dominator[edit]
- Quick Build
You can make a Beast Dominator quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
Class Features
As a Beast Dominator you gain the following class features.
- Hit Points
Hit Dice: 1d6 or 8 or 12 per Beast Dominator level
Hit Points at 1st Level: 6 or 8 or 12 + Constitution modifier
Hit Points at Higher Levels: 1d6 or 8 or 12 (or 1) + Constitution modifier per Beast Dominator level after 1st
- Proficiencies
Armor: Light
Weapons: simple weapons and martial
Tools: alchemy kit
Saving Throws: subclass dependent
Skills: choose two from Animal handling, surival, nature, perception, insight or religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) camisão de malha or (b) armadura de couro
- (a) duas espadas curtas or (b) duas armas simples corpo-a-corpo.
- (a) An dungeoneer's pack or (b) An explorer's pack
- (a) Dependendo da subclasse você ganha uma equipamentos diferente. or (b) {{{item4b}}}
Level | Proficiency Bonus |
Features | Sorcery Points | Conjure points | Conjure CR | Cantrips known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +2 | Spellcasting ability, Conjure Beast | - | 1 | 1/8 | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Font of Magic | 2 | 2 | 1/4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Beast Dominator Archetype | 3 | 4 | 1/2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 7 | 1/2 | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Deeper Connection | 5 | 12 | 1 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Efficient Conjuring | 6 | 15 | 1 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Archetype Feature | 7 | 18 | 2 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 25 | 2 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Strength in Magic | 9 | 34 | 3 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Life Line | 10 | 40 | 3 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Archetype Feature | 11 | 47 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 12 | 57 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 13 | 68 | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 14 | 80 | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Archetype Feature | 15 | 94 | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 16 | 104 | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 17 | 118 | 7 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Mental Connection | 18 | 135 | 7 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 19 | 160 | 8 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archetype Feature | 20 | 180 | 8 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
- Spellcasting Ability
- Choose between wisdom or intelligence. this is your spellcasting ability.
- Spell Save DC = 8 + proficiency bonus + Wisdom mod
- Spell attack = proficiency bonus + chosen ability mod.
- Preparing and Casting Spells
Regain all spell slots after long rest (regardless of subclass). Depending on the subclass, you have a number of spells known as well as your spell table which will be different for each of the subclasses. When you gain a level you can exchange one known spell for another, but it must be of a level that you have spell slots. The tables for each subclass are below:
Favorite Terrain[edit]
Starting at 1st level, choose a favorite terrain from arctics, deserts, forests, coasts, mountains, swamps, plains, or the Underdark. On Intelligence or Wisdom checks related to this land, double your proficiency bonus on the skill if you are proficient.
When traveling in your favorite terrain for 1 hour you gain:
- • Difficult terrain does not reduce party travel time.
- • Your party is not lost, except by magical means.
- • Even if you are engaged in another activity while traveling (searching, tracking), you remain alert to danger.
- • If traveling alone, can move stealthily at normal speed.
- • When I search, I find twice as much food as I normally would.
- • When tracking a creature, find out exactly how big they are and how long ago they passed through the area.
Animal friend[edit]
animal friend: Starting at level 1 you choose an animal friend, he is not focused for fights, but you can enter them if you wish, they enter subclasses as combat animals, but not as animal companions they can be challenge level, equal to half your level rounded down, you can have animal friends, equal to your proficiency modifier, to have more animal friends you have to try to calm the animal down to train animals after that you can perform taming as described below. When you attempt to tame a beast, make a Wisdom (train animals) check against a DC equal to 10 + the creature's challenge rating (rounded up, minimum 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands as best it can. Any action you command your creature to take during combat is used as a bonus action. If you use your animal friend as an animal companion, it functions like the subclass works in combat it has its own initiative and makes its normal attacks, you can spend your reaction to protect your animal friend from a spell or area effect (such as a breath weapon). dragon) that requires a dexterity check you can take the damage in place of your friend protecting him if you are within 1.5m, if he is controlled by an effect or spell you can force him to make a save using your action bonus, if the effect is permanent or you can't redo the save you can spend your action so your animal friend can make a check, in which case you can try to make it equal to half your total level rounded up. Also you can find your animal friend anywhere on the same plane, making a Wisdom roll of difficulty 10+ the hours you are not seeing him (minimum 1), you will know where he is seeing a bluish aura around yours or your animal friends, if you don't see it you can still feel it.
Favorite enemy[edit]
At 1st level you choose one of: aberrations, beasts, celestials, constructs, dragons, elementals, faeries, fey, infernals, giants, oozes, monstrosities, undead, or plants. At level 6 choose one more.
In addition, you can select two humanoid races (such as gnolls or orcs) at 1st level and only at that level. You have advantage on Wisdom (Survival) checks to track and on Intelligence checks to recall information about them. Upon gaining this feature, learn a language of your choice that is spoken by favored enemies (if they do).
Combat Style:[edit]
On level two choose one of: Archery: +2 to ranged weapon attacks. Defense: When wearing armor, gain a +1 bonus to Armor Class. Dueling: Using only one melee weapon in one hand can add +2 to damage rolls. Two-Weapon Fighting: When using two weapons, can add skill mod to second attack damage.
Strength of the beasts:[edit]
At the 2nd level you are even more powerful now you can fight even better with the animal companion be it of any subclass, you can use the bonus action to snort your animals both their combat and bear their injuries, besides they can help you too , imposing on your enemies, you can choose three types of beast strength, you can only spend points equal to your proficiency modifier in one turn.
You gain 1 more at level 5th and you can affect two beasts with the same chosen effect, 1 more at level 10 affecting three beasts with the same effect, plus 1 at level 18 will affect four beasts being able to choose two different effects, but affecting only once each beast, and at level 20 you can put effects on up to 5 beasts (under review) and choose which effect will be done and which beasts too, this still consumes bonus action and cannot be applied to the same creature twice on use. The amount of points for this skill is based on the level rounded up + your proficiency bonus +1, at level 5th it would be +2, at level 9th it would be +4, at level 13th +6, and at 18th it would be +8 (in which case you change from +1 to +2 to +4 to +6 to +8).
Heal animal: As one of the beasts' strength options, you can heal an animal friend or animal companion or an allied beast (e.g. an ally's horse) for 1d Hit Dice + Casting Ability mod based on your skill level. creature's challenge, if it's challenge 1 you heal by 1d beast hit dice + spellcasting skill mod, if it's challenge 5 it's 5d beast hit dice + spellcasting skill mod and so on.
Fierce attack: your beast is even more brutal with the attacks, when you make a hit you spend a point to power double the damage dealt or negate a critical that has rolled and can redo the attack, but this leaves the beast vulnerable, all attacks made against it (or all beasts affected by this Ability) has advantage, but whoever hits the creature in a melee attack causes the animal to unleash its hatred on everyone, dealing 1d6 fire damage within 10 feet, be an ally. or enemy.
Prepared attack: your beast makes an attack with advantage and you attack with disadvantage, your beast has +1 damage and hit, if the beast hits it's a crit, if you miss it's a critical miss.
Protect Child: Your beasts are like children no matter if they seem monstrous or dangerous, to you they are still like cubs, so you give your proficiency modifier to the AC of your animal friend or animal companion or animal ally (for example a horse of an ally), this lasts for turns equal to your proficiency, while it lasts you take a detriment to your proficiency value. (if on another turn you want to use this resource again before it ends, you can't).
Beast Shield: You can give +2 AC and a shield equal to your level times your proficiency as temporary health, these points cannot be healed and do not stack, AC may stack once more and for turns equal to your modifier spellcasting skill.
Improvised pack tactic: if two of your beasts are attacking the same melee target you make attacks with advantage whether ranged or melee, if you are melee your beasts or allies have +3 on attack and damage rolls, if it's ranged, everyone (except you) that attacks that target has +1 to hit and +2 to damage.
Numerical superiority: numbers are strong, but your allies are many if you work together with your beasts he will be much stronger, spending two points you let your beast work better with your friends, but your enemies started to pray for life, allies ( apart from you and your animal friends and animal companions) has advantage against the creatures that the chosen beast(s) are attacking, just as those creatures have disadvantage on Dexterity and Strength saves, as well as on attacks made against your friends, but attacked normally the beast(s), this takes turns equal to your spellcasting ability modifier.
Numerical inferiority: when you are against many, remember there will be many new graves in the graveyard, spending 2 points when your beast is alone against two or more enemies in melee it has 1 extra attack for each creature more than the two, +5 on hit and damage, +2 AC, however -1 Wisdom modifier, if an allied creature enters the threat area this effect ends, and the beast must make a Wisdom 10 check not to attack the ally if it rolls less than 10 she spends the reaction to make an attack of opportunity with advantage.
Not today...: when a beast of yours or an ally is going to face death, it will do so with courage and security, you spend a point to be able to prevent your beasts from dying, when you take fatal damage while with this mark the beast gets one health instead of dropping or dying, this effect doesn't stack, but after using it you can reuse it on the beast again, this feature lasts for 1h.
Master's Guardian: Your beasts are more loyal than your most trusted allies, when you or an ally (whether your beast or an ally or an ally itself) suffers a surprise or opportunity attack, only then can you choose to make this feature as a reaction, spending 2 points the chosen beast (or beasts) counters as a reaction, against the creature that made the attack, the beast can go towards the creature expending its movement as part of the reaction, if it reaches the target can make an attack with advantage against the attacker, this effect used as a bonus action or reaction lasts for turns equal to your proficiency modifier, this feature does not stack but can be repeated.
Dark attack: they are not stupid beasts, spending a point allows your beast to go into stealth as a free action, if it is not feasible to go into stealth the GM says it is not possible and you don't spend this resource, when stealth the next attack has advantage and if hitting is guaranteed to be a critical hit, you also add another 2d10 damage (this in turn does not double the roll it is just 2d10) the target must also succeed on a DC 14 Wisdom saving throw if it fails, in the next turn you will have disadvantage on attacks because you are confused and stunned by the unexpected attack, but if you miss the attack the enemy can make an attack as a reaction this attack will have 2d10 extra damage not increased even if it is critical, the beast also has You have to save DC 14 wisdom, otherwise you will be at a disadvantage in the next attacks this turn because you are surprised by your attack and your enemy's skillful reaction.
Not my pets: when an opponent makes a ranged attack and hits one of your beasts or ally you spend a point to cast as a bonus action, choose from nature's rebuke (similar to hellish rebuke) you cast this spell dealing 2d10 energy damage to the target if it is within 27m of you or the attacked beast and an additional 1d10 for each attack that hits your beast or moon shower dealing 2d6 radiant damage in a 4.5m radius area around the target, increased by 1d6 for each attack he hit.
Not on my turn: When an allied beast suffers a melee attack and the attacker is within your melee range, you can spend 2 points to make your beast attack with advantage and you attack that opponent normally, but if you hit it won't be that normal, he makes an opposed roll against his Athletics if he fails he falls, when his beast attacks him if he's still on the ground because of this feature the attacks that hit are considered critical, but only from the beast that was attacked and provoked this action, neither you nor your allies can take advantage of it.
Class Resource[edit]
Incremento de valor de habilidade[edit]
Aumento do Índice de Habilidade Quando você alcança o 4º nível, e novamente no 8º, 12º, 16º e 19º nível, você pode aumentar um valor de habilidade de sua escolha por 2, ou você pode aumentar dois de sua escolha por 1. Como normal você não pode aumentar um valor de habilidade acima de 20 usando esse recurso.
Passo rápido:[edit]
No nivel 5, Mover por terreno difícil não mágico não custa deslocamento extra. Pode atravessar plantas não mágicas sem andar mais devagar ou tomar dano se elas causarem. Tem vantagem nos testes de resistência contra plantas criadas ou manipuladas por magia.
Extra attack:[edit]
Level 6º: Ataque extra: quando usar a ação de ataque pode atacar mais uma vez. Inimigo favorito: No level 6º escolha mais uma.
Recurso de subclasse:[edit]
Level 7º: Recurso de subclasse
Ataque de emboscada:[edit]
Nível 9º Ataque de emboscada: Começando no 9º nível, você começa a imitar os maneirismos de uma fera. Quando você não é notado por outras criaturas, você tem vantagem na iniciativa durante um ataque surpresa, o mesmo vale para suas feras individualmente, esse bônus não se aplica em feras de aliados. Curar feridas: suas feras já lutaram e se machucaram muito, você agora sabe como curar as feras, você cura mod de proficiência D8+ mod de habilidade de conjuração, você pode usar esse recurso igual à metade do seu mod de habilidade de conjuração + proficiência.
Esconder-se em Plena Vista + Respirar fundo:[edit]
Nível 10º Esconder-se em Plena Vista: Pode gastar 1 minuto criando uma camuflagem para você e seus aliados (cada um demorar 1 minutos). Precisa ter lama fresca, sujeira, plantas, fuligem e outros materiais. Pode tentar se esconder posicionando-se contra uma superfície sólida, como uma árvore ou parede, tão alta e larga como você. Ganha +10 no teste de Destreza (Furtividade), contando que não se mova ou faça ações. Caso se mova, faça ação ou reação, precisa se camuflar de novo para ganhar este benefício. Respirar fundo: uma vez por descanso longo você pode se respirar fundo e recupera 3d6+ seu nível de domador de feras e recupera em vida, esse recurso só se aplica em você mesmo, mas não a suas feras.
Recurso de subclasse[edit]
Nível 11º Recurso de subclasse
Proteção da Natureza:[edit]
Nível 13º Proteção da Natureza: Não pode ser amedrontado ou encantado por elementais ou feéricos, e é imune doença e tem vantagem em teste de resistência a veneno.
Desaparecer:[edit]
Nível 14º Desaparecer: Pode usar Esconder-se como ação bônus no seu turno. Não pode ser rastreado por meios não mágicos, a menos que queira, suas feras podem fazer o mesmo, mas como ação mas eles podem ser rastreados mas quem tentar segui-los terá desvantagem em rastrear(sobrevivência e percepção, se for em uma área de cidade investigação não é afetada). Ligação da natureza: feras e plantas, que o ataquem tem que fazer um save de sabedoria dificuldade do seu CD de magia, caso falhe ela escolhe outro alvo ou erra automaticamente, caso passe ela tem – o seu mod de proficiência no ataque, caso acerte e você já tenha lutado contra essa fera ou planta ou alguma da mesma espécie, você tem uma redução no dano igual a seu nível.
Habilidades no nivel 15[edit]
Nível 15º Presença Calmante: Começando no 15º nível, apesar da natureza selvagem da sua especialidade, você é capaz de aplacar quase todos os outros. Qualquer fera ou criatura que você for capaz de domesticar não mais o atacará, a menos que seja provocada ou atacada por você e seus aliados. Compartilhar Magia: Quando você conjurar uma magia eu tenha você como alvo, pode afetar sua besta companheira com a magia também se ela estiver a até 9 metros de você. Matador de gigantes: quanto maior ele for maior será a queda, começando no 15º nível, você aprende a lidar melhor com criaturas maiores que você. Você tem vantagem em ataques e testes de perícia contra qualquer criatura de tamanhos maior que você.
Recurso de subclasse[edit]
Nível 17º Recurso de subclasse
Habilidades no nivel 18[edit]
Nível 18º Defesa Superior do domador de feras. Um entre: Evasão: Quando fizer um teste de resistência de Destreza para tomar metade do dano, ao invés disso não toma dano se passar no teste e somente metade se falhar. Ficar Contra a Maré: Quando um inimigo errar um ataque corpo a corpo contra você, você pode usar sua reação para forçar aquela criatura a repetir o mesmo ataque contra outro alvo (que não seja ela mesma) à sua escolha. Esquiva Sobrenatural: Quando um inimigo lhe acertar com um ataque, pode usar sua reação para reduzir pela metade o dano. Contra ataque: quando sofre um ataque de um inimigo que esteja no seu alcance você pode fazer um contra ataque com +2 de acerto e dano. Escolha mais uma no level 20º Seja a fera: Começando no 18º nível, você assume mais características das feras que você doma: Agora você é capaz de escalar com uma velocidade de 9m e não é retardado pela escalada durante o combate, mas você precisa de algo para justificar a subida, como uma faca para enfia na rocha ou uma corda ou botar de escalada, algo que seja aceitável para descritivo (a critério do mestre, mas com uma noção básica), se não você terá que fazer teste de destreza (acrobacia) ou força (atletismo) CD 15, a cada turno.
Habilidades no nivel 19[edit]
Nível 19º Feras quase imortais: suas feras já passaram por batalhas mortais você já perdeu muitos amigos e talvez até suas feras, isso não acontecerá novamente quando um amigo animal, um companheiro animal ou uma fera aliada morreu você pode tentar negar a morte delas, a fera ou o rola 1d20 se cair 10 ou mais ela volta à vida, caso volte à vida role os dados de vida da fera com vantagem cada um deles, a fera volta à vida sem os recursos que tenha gastado, mas com todos os dados de vida dela que ela tinha (os que ela rola não são gastos são apenas extras), você pode usar esse recurso um numero de vezes igual a metade da sua proficiência, mas uma fera só pode se aproveitar desse beneficio caso cai de novo antes de um descanso longo, caso ela tenha morrido a mais de 24 horas a habilidade não tem efeito.
Vínculo do mestre:[edit]
Nível 20º Vínculo do mestre: Começando no 20º nível, você e seus companheiros de besta trabalham, joga e pensam como um. Quando você passa 8 horas domando um acompanhante, ocorre uma mudança drástica nelas. Agora seu modificador de habilidade em constituição, força, destreza e sabedoria são compartilhados com os amigos animais e companheiros animais, em qual quer teste de resistência, pericia ou ataque que use esses modificadores, eles recebem o seu bônus como soma, você não pode somar o deles ao seu, a não ser por um animal especifico, que tem que ser vinculado passando pelo mesmo processo e você declara que ele é o seu melhor animal, o que deixa você adicionar os mesmos modificadores dele aos seus testes de habilidade pericias e ataques.
- Conjure points per beast
Challange Rating | beasts |
1/8 | 1 points |
1/4 | 2 points |
1/2 | 4 points |
1 | 6 points |
2 | 10 points |
3 | 15 points |
4 | 20 points |
5 | 30 points |
6 | 40 points |
7 | 50 points |
8 | 60 points |
- Creating spell slots
Spells slot level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Beast Dominator Archetype[edit]
At 3rd level, you choose your Beast Dominator Archetype that best fits your play style. Lightning Conjurer or Earth Conjurer, both are detailed at the end of the character description. you get archetype features at level 3, 7, 11, 15 and 20.
Ability Score Increase[edit]
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.
Deeper connection[edit]
Starting at level 5 you use your conjured beast as a medium to deliver powerful spells to your enemies. You can cast spells through your conjured beast, and gain their resistances.
Efficient Conjuring[edit]
Starting at 6th level conjured beasts no longer return once you fall unconscious, and you can spend an hour per Conjure Points used to conjure the creature to change them from a conjured creature, to a loyal creature that can no longer be returned. You may only have one loyal creature at a time, you may change your loyal creature to a conjured creature with the same process so as to choose a new loyal creature.
Strength in Magic[edit]
Starting at level 9 you now share a spell list with the wizard, along with the sorcerer.
Life Line[edit]
Starting at level 10 you can expend the life of a summon to regain half their health into your own health pool.
Mental Connection[edit]
Starting at 18th level you gain the image ability to mentally communicate with your conjured beasts regardless of language, your beasts can understand you and you understand them, treat this feature as deepspeech, you may also for a number of times equal to your wisdom modifier see through your conjured beasts five senses, any uses of this ability are restored after a short or long rest.
Beast Dominator Archetypes[edit]
Lightning Conjurer[edit]
You focus on turning your beast into monsters to devour your enemies. You are now able to conjure monstrosities. You use lightning to enhance your beast's offensive performance. Your lightning speed training gives you proficiency with Light armor and all finesse martial weapons.
- Lightning Initiate
Your conjured beast is powered by the energy of lightning, meaning their attacks deal additional lightning damage. As a reaction you can make your conjured beast deal an additional 1d4 lightning damage on level 3, 1d6 on level 5, 2d4 at level 9, 3d4 at level 13 and 4d4 at level 17.
- Protection by Lightning
Starting at 7th level, and as a bonus action you can use your lightning power to make armor for the duration of one minute, not to protect but to scare off enemies. When a melee attack hits you, the attacker must make a constitution saving throw equal to your spell save DC. A creature takes 2d10 lightning damage on a failed save and half that much on a successful one. you regain this ability when you finish a long rest
- As Fast as Light
Beginning on the 11th level your beasts are getting more affected by the lightning. Their speed increases by 10 feet and their AC by 1 and they gain advantage on dexterity saves.
- Overly Offensive
Starting at level 15 your beast are eager to attack their enemies and have advantage on their first attack against an enemy.
- Ultimate Monster
Starting at 20th level you can summon the Guardian Naga as a conjured beast using 100 Conjure points. You regain this ability after finishing a long rest.
Earth Conjurer[edit]
You are focused more on your own protection rather than hurting your enemies, and you use the earth around you to do so. You are now able to conjure Constructs into this world. Your otherworldly strength gives you proficiency in medium/heavy armor and martial weapons that have the heavy or two handed feature(shields).
- Earthly Protection
As a bonus action, you conjure living armor form the earth and stone around you. This effect lasts for 1 minute and you regain this ability after a short or long rest. At 3rd level you gain +1 AC, this increases to +2 at level 5, +3 at level 9, +4 at level 13 and +5 at level 17.
- Tunneling
Starting at level 7 you can switch places with one of your conjured beast as a reaction once per short or long rest.
- As Hard as Stone
Beginning on the 11th level your beasts are getting more affected by the earth around them. They gain an additional 2*(charisma modifier + half your Beast Dominator level rounded down) health rounded down and they gain advantage on constitution saves.
- Overly Protective
Starting at level 15 your conjured creatures can use their reaction to take half the damage dealt to a friendly creature within 5 ft of it.
- Ultimate Construct
Starting at 20th level you can summon the Stone Golem as a conjured beast using a 100 Conjure points. You regain this ability after finishing a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Beast Dominator class, you must meet these prerequisites: charisma 13 or higher
Proficiencies. When you multiclass into the Beast Dominator class, you gain the following proficiencies: Simple weapons
Back to Main Page → 5e Homebrew → Classes