Beast Soul (5e Class)
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Beast Soul[edit]
A human clad in hide with streaks of ash across his face and chest slowly stalks through the dense, dark underbrush of the jungle at twilight. Just ahead, the silhouette of a hawk sits perched with its back towards him as he silently nocks an arrow to his bow.
Above, a panther edges forward along a large branch amongst the trees, watching the hawk and patiently waiting to strike. The hawk shifts its weight as if to take off, and a streak of dark black fur suddenly flashes towards it. Two more streaks of silver and green strike out from each side as the human unleashes his arrow.
In mere moments, it's over. The panther’s lifeless body hangs from the jaws of a massive, gray direwolf as the hawk comes to a rest on the man's shoulder. A giant snake slithers out of the underbrush, coiling and draping itself around the man's other arm and shoulder. He gently pats the dire wolf and says, “we eat well tonight.”
Bestial Spirits[edit]
Beast Souls have a connection to the nature spirits that inhabit the wild, untamed lands they call home. They tap into the raw power of an ancient bestial spirit by binding it to their own soul.
Unlike a Druid who channels magic through their connection to nature or a god, most Beast Souls channel primal savagery through their connection to an ancient, powerful bestial spirit. Some become beast-like themselves, while others tame beasts and form a pack of their own. Those that do choose to channel the spirit's magic can call on the power of nature and the spirit beast itself to aid them in battle.
The Beast Soul understands that many creatures are both predator and prey, including themselves. Through the bestial spirit, they learn to twist a creature’s strengths and instincts into weakness with a combination of cunning and savagery. Those who believe themselves to be the predator quickly become prey to a Beast Soul.
Savagery[edit]
You form a bond with a bestial spirit that imbues you with primal savagery, fueling your abilities in battle. The longer you fight, the stronger and more savage you become. If you are not wearing metal armor, Savagery can be activated in combat as a bonus action, immediately granting you one savage feat of your choice (listed below). At the start of your turn on each following round, you automatically gain another savage feat of your choice.
Your savage feats remain active until savagery ends. You can end savagery early as a bonus action, and it is removed when combat ends or if you are knocked unconscious. You can use savagery a number of times per day equal to your proficiency bonus, and once per day you can regain up to half of your expended savagery uses after finishing a short rest.
Savage feats generally add a d4 to some of your rolls. Your savagery die changes as you gain levels in this class, becoming a d6 at the 5th level, d8 at the 9th level, d10 at the 13th level, and d12 at the 17th level.
Creating a Beast Soul[edit]
When creating a beast soul character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your beast soul. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in an untamed frontier where beast souls are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to another land and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
- Quick Build
You can make a Beast Soul quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution (or Wisdom if you select the Spirit subclass). Second, choose the Outlander background.
Class Features
As a Beast Soul you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Beast Soul level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Beast Soul level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Martial weapons, simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Animal Handling and choose 2 from Athletics, Acrobatics, Intimidation, Nature, Perception, Stealth, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 simple melee weapons or (b) a martial melee weapon
- (a) a shortbow and a quiver of 20 arrows or (b) four javelins
- (a) hide Armor or (b) leather armor
- An explorer's pack
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Savagery |
---|---|---|---|
1st | +2 | Bestial Spirit, Savagery, Savage Strikes | 2 |
2nd | +2 | Savage Reflexes, Tough Hide | 2 |
3rd | +2 | Beast Soul Aspect | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Aspect Feature | 3 |
6th | +3 | Savage Might | 3 |
7th | +3 | Feral Instinct | 3 |
8th | +3 | Ability Score Improvement, Aspect Feature | 3 |
9th | +4 | Bestial Swiftness | 4 |
10th | +4 | Savage Cunning | 4 |
11th | +4 | Aspect Feature | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Bestial Swiftness Improvement | 5 |
14th | +5 | Aspect Feature | 5 |
15th | +5 | Persistent Savagery | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | — | 6 |
18th | +6 | Feral Senses | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Savage Soul | 6 |
Bestial Spirit[edit]
At the 1st level, you bond with a bestial spirit and can ritual cast the Find Familiar spell once per day to summon it without a spell slot.
The bond also grants you the ability to comprehend and verbally communicate with beasts.
Savagery[edit]
At the 1st level, if you are not wearing metal armor, you can use a bonus action to activate savagery and choose a savage feat to gain immediately. At the start of your turn on each following round, you gain another savage feat of your choice as a free action. Savage feats remain active until savagery ends. Savagery can be ended early as a bonus action, and is removed when combat ends or if you are knocked unconscious.
You can use savagery a number of times per day listed on the Beast Soul table, and once per day you can regain up to half of your expended uses after finishing a short rest.
Savage Strikes[edit]
Savage Feature
At the 1st level, when activated you and your beasts can add a savagery die to all melee and ranged weapon damage rolls (including natural weapons).
Savage Reflexes[edit]
Savage Feature
At the 2nd level, when activated you and your beasts can add a savagery die to all Dexterity skill checks and saving throws until combat ends.
In addition, when you are attacked, you can use a reaction to roll a savagery die and add the result to your AC until the beginning of your next turn.
Tough Hide[edit]
At the 2nd level, you can add your Constitution modifier to your armor class while you are not wearing armor. Your beasts can do the same if they are not wearing armor or barding.
In addition, you or your beasts can use an action to roll a savagery die and gain an amount of temporary hit points equal to the roll. You must finish a short rest before you can use this feature again.
Beast Soul Aspect[edit]
At the 3rd level, you chose an Aspect of your bestial spirit's power to embody. Choose between the Pack Hunter, Werebeast, and Spirit Beast, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 5th, 8th, 11th, and 14th levels.
Ability Score Improvement[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.
Savage Might[edit]
Savage Feature
At the 6th level, when activated you and your beasts can add a savagery die to all Strength and Constitution skill checks and saving throws.
Feral Instinct[edit]
By 7th level, your instincts are so honed that you can add a savagery die to your initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use savagery before doing anything else on that turn.
Bestial Swiftness[edit]
At the 9th level, you and your beasts gain 5 movement speed.
Savage Cunning[edit]
Savage Feature
At the 10th level, when activated, you or any of your beasts can take the Dash, Disengage, or Hide action as a bonus action.
Bestial Swiftness Improvement[edit]
At the 13th level, you and your beasts gain another 5 movement speed.
Persistent Savagery[edit]
At the 15th level, your savagery is persistent, and is only removed when you are knocked unconscious, take a long rest, or choose to end it with a bonus action.
Feral Senses[edit]
At the 18th level, you and your beasts gain Blindsight up to 30 feet.
Savage Soul[edit]
At the 20th level, you gain all of your savage feats immediately when you activate savagery, and any creature that rolls a 1 with your savagery die must reroll it once and use the new roll.
In addition, you now regain all of your savagery uses any time you finish a short rest.
Optional Class Features[edit]
Double-Swing[edit]
Replaces the Two-Weapon Fighting bonus action at the 1st level.
When you take the Attack action while wielding a light weapon in each hand, you attack with both weapons at the same time. This can only occur once per turn, even if you are able to take extra attacks.
If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
Beast Soul Aspects[edit]
Aspect of the Pack[edit]
You become a hunter that embodies the spirit of the pack, cornering and overwhelming your prey. You specialize in taming powerful beasts to aid you in combat. The pack hunter requires a cunning mind for tactics and strategy.
Familiar Companion[edit]
At the 3rd level, your familiar can now attack and takes its turn immediately after yours.
- You can add your proficiency bonus to the beast’s total hit points, AC, attack rolls, all skill checks, and all saving throws.
- It has 2 hit points for each level your character has, and it can use a number of d4 hit dice equal to your level to regain hit points during a short rest.
The familiar is the only companion that does not add your proficiency bonus to its DC or damage rolls.
Beast Companion[edit]
At the 5th level, you can tame a beast that is no more than CR 1/2 and that is medium or smaller. Your DM will have the beast's stat block, and it keeps all abilities except Multiattack.
- Your beasts all take their turn at the same time, immediately after yours.
- You can command the beast to move and take an action with no action required by you. If you do not give a command, it takes the Dodge action. If you are incapacitated or absent, it can take any action of its choice.
- You can add your proficiency bonus to the beast’s total hit points, AC, DC, attack rolls, damage rolls, all skill checks, and all saving throws.
- Its hit points are equal to 4 plus its constitution modifier for each level your character has, and it can use a number of d8 hit dice equal to your level to regain hit points during a short rest.
If your beast dies, you can use a ritual to return its spirit to its body within one day of its death. This ritual requires 10 minutes of concentration to complete and you must finish a long rest before you can use the resurrection ability again.
Cornered[edit]
At the 8th level, anytime two or more members of your pack are within 5 feet of the same target, they can add a savagery die to their attack rolls. If you or your beasts are hit by an opponent while the Savage Reflexes ability is active, other members of your pack within 5 feet of the attacker can use their reaction to make a melee attack against it.
In addition, your beasts’ attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Alpha Companion[edit]
At the 11th level, you can tame a beast that is no more than CR 1 and that is large or smaller. It gains the same benefits and follows the same rules as your beast companion, except this beast’s hit points are equal to 5 + its Constitution modifier per level your character has, and it uses d10 hit dice during a short rest.
In addition, your resurrection ritual can now be used twice per long rest.
Feeding Frenzy[edit]
At the 14h level, while your Savage Strikes ability is active, your beasts can use a bonus action to cause their next attack to restore hit points equal to half of the damage dealt by their savagery die (minimum 1 hit point).
Aspect of the Beast[edit]
You don't tame a beast, you become a beast. When you channel the bestial spirit's savagery, it inhabits and shapes your body into a powerful werebeast. Unlike lycanthropes that are turned through a curse, your bond with the bestial spirit allows you to control yourself while transformed, making you a powerful adversary.
The Beast Within[edit]
At the 3rd level, when you activate savagery, you take the form of a werebeast. When savagery ends you exit the form. You and your DM can decide whether your gear stays equipped, becomes part of your form, or is shed (dropped on the ground) during your transformations. Whenever you transform into a werebeast, you gain the following benefits:
- You gain resistance to Piercing, Slashing, and Bludgeoning damage (including falling damage) you take from Non-magical Attacks that aren't Silvered.
- Retain your current size or become a medium-sized creature (whichever is larger).
- Your movement speed increases by 10 feet.
- Gain a climbing speed equal to your movement speed.
- Melee weapons and shields can be wielded normally, or you can use your claws and bite to attack.
- Your claws and bite have a reach of 5 feet and can use either Strength or Dexterity for attack and damage rolls.
- Claw attacks deal 1d6 slashing damage and can only be used when the hand you wish to attack with is empty.
- Bite attacks deal 1d8 piercing damage and can be used in place of a melee weapon attack (it cannot be used in place of, or with, an off-hand weapon strike).
- You can make 2 claw attacks or 1 bite attack when you take the Attack action.
- You cannot cast spells or concentrate on them while in this form, but you can still use your action to send your familiar to or from its pocket dimension.
You gain additional abilities based on the form you take.
- Bear
When you take the form of a Werebear, you gain resistance to all damage you take, except from Silvered weapons and psychic damage.
In addition, you gain advantage on Perception checks that rely on smell.
- Panther
When you take the form of a Werepanther, if your target is prone or you have advantage on the attack roll, you can use a bonus action to make a bite attack against the target.
In addition, you gain advantage on perception checks that rely on smell.
- Raven
When you take the form of a Wereraven, you gain a flying speed equal to your movement speed and can grapple using your talons.
In addition, you gain advantage on Perception checks that rely on sight.
- Wolf
When you take the form of a Werewolf, anytime you and an ally are within 5 feet of the same opponent during combat, you can add a savagery die to your attack rolls.
In addition, you gain advantage on Perception checks that rely on hearing or smell.
Multiattack[edit]
Beginning at 5th level, while wielding weapons you can attack twice, instead of once, whenever you take the Attack action on your turn. Or you can make two claw attacks and one bite attack with your natural weapons.
In addition, your claw and bite attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Bestial Ferocity[edit]
At the 8th level, you can choose one of the following feats to use while Savage Might is active. You are able to change your selection during a short rest.
In addition, your claw and bite attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
- Feral Charge
When you hit a creature no more than 1 size larger than you with a claw attack after moving at least 10 feet in a straight line on the same turn, it must succeed a Strength saving throw (DC 8 + Strength + Proficiency) or is knocked prone.
- Lockjaw
When you hit a creature that is no more than 1 size larger than you with your bite attack, you grapple the target unless it succeeds a Strength saving throw (DC 8 + Strength + Proficiency). You cannot use your bite again until the grapple is released.
- Overpowering Strike
If your target is no more than 1 size larger than you, you can use a bonus action to cause your next attack to knock the creature prone unless it succeeds a Strength saving throw (DC 8 + Strength + Proficiency).
Swipe[edit]
At the 11th level, while Savage Strikes is active, you can use a bonus action to cause your next attack to hit up to 3 creatures within 5 feet of you. Use the same attack roll for all targets. The primary target takes normal attack damage plus a savagery die if it is hit, and the extra creatures take damage equal to the savagery die roll if they are hit.
Nature of the Beast[edit]
At the 14th level, you can choose one of the following feats that defines your bestial nature.
- Empowering Aura
When you are within 5 feet of a hostile creature, your allies can add a savagery die to their melee attack rolls against it.
- Menacing Presence
All enemies within 5 feet of you have to subtract a savagery die from their attack rolls against any target other than you.
- Primal Roar
When an opponent within 30 feet of you makes an attack roll, ability check, or damage roll against one of your allies, you can use your reaction to distract or frighten the target and subtract a savagery die from their total roll.
- Rabid Bite
You can add your proficiency bonus to your bite attack damage.
Aspect of the Spirit[edit]
You use your connection with the spirit beast to channel nature magic through it. The process strengthens the spirit as well, and when you summon it to your side, the spirit beast becomes a force to be reckoned with.
Spellcasting[edit]
At the 3rd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. The Beast Soul uses the Ranger spell list, plus the Find Familiar and Dominate Beast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Ranger spell list.
- Spell Slots
The Beast Soul spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Beast Soul table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new 1st level spell.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Beast Soul Level | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
1st | -- | -- | -- | -- | -- |
2nd | -- | -- | -- | -- | -- |
3rd | 3 | 2 | -- | -- | -- |
4th | 3 | 3 | -- | -- | -- |
5th | 4 | 3 | -- | -- | -- |
6th | 4 | 3 | -- | -- | -- |
7th | 5 | 4 | 2 | -- | -- |
8th | 5 | 4 | 2 | -- | -- |
9th | 6 | 4 | 2 | -- | -- |
10th | 6 | 4 | 3 | -- | -- |
11th | 7 | 4 | 3 | -- | -- |
12th | 7 | 4 | 3 | -- | -- |
13th | 8 | 4 | 3 | 2 | -- |
14th | 8 | 4 | 3 | 2 | -- |
15th | 9 | 4 | 3 | 2 | -- |
16th | 9 | 4 | 3 | 3 | -- |
17th | 10 | 4 | 3 | 3 | -- |
18th | 10 | 4 | 3 | 3 | -- |
19th | 11 | 4 | 3 | 3 | 1 |
20th | 11 | 4 | 3 | 3 | 1 |
Spirit Beast Companion[edit]
At the 3rd level, your familiar can now attack, shares your initiative, and takes the form of a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower when you cast the Find Familiar spell.
- Proficiency: Add your proficiency bonus to the beast’s AC, DC, attack rolls, damage rolls, all skill checks, and all saving throws.
- Initiative: Your beast takes its turn during yours and can move with no action required by you.
- Actions: You can use a Bonus action to command the beast to take an action. If you don't issue a command, it takes the Dodge action. If you are incapacitated or absent, the beast can take any action of its choice. *Once you gain an Extra Attack at the 5th level, you can sacrifice one of your Attacks to command the beast to take the Attack action.
- Hit Points: Its health is equal to 5 times your character level plus your proficiency bonus, and it can use a number of d8 hit dice equal to your level to regain hit points during a short rest.
- Abilities: The beast keeps all abilities except Multiattack, and makes Intimidation skill checks with Strength instead of Charisma. Also, it can sacrifice an attack to Shove or Grapple a creature, and grapples using its bite, claws, talons, etc... but cannot attack while grappling unless it has an ability that allows it to.
During a short rest, you can change your companion's form to any other beast that meets the requirements.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ethereal Affinity[edit]
At the 8th level, when you activate Savagery, your spirit beast takes on a spectral form. While spectral, the beast's physical attacks deal force damage and it gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons and attacks.
You can also dismiss your familiar to the Ethereal plane instead of a pocket dimension if you choose.
Bestial Fury[edit]
Starting at 11th level, when you command your spirit beast to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Soul Bond[edit]
At the 14th level, when you cast a spell targeting yourself, you can also affect your spirit beast with the spell if it is within 30 feet of you. Your beast also benefits from spells that grant you benefits when they are cast on opponents, such as the Hunter’s Mark spell.
Beast Soul Spell List[edit]
You know all of the spells on the Ranger spell list as well as the Blink and Dominate Beast spells.
- 1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Find Familiar
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter’s Mark
- Jump
- Longstrider
- Snare
- Speak with Animals
- Zephyr Strike
- 2nd Level
- Air Bubble
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- Find Traps
- Healing Spirit
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Silence
- Spike Growth
- Summon Beast
- 3rd Level
- Ashardalon’s Stride
- Blink
- Conjure Animals
- Conjure Barrage
- Daylight
- Flame Arrows
- Lightning Arrow
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Summon Fey
- Water Breathing
- Water Walk
- Wind Wall
- 4th Level
- Conjure Woodland Beings
- Dominate Beast
- Freedom of Movement
- Grasping Vine
- Guardian of Nature
- Locate Creature
- Stoneskin
- Summon Elemental
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