Beast Within (5e Class)
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Beast Within[edit]
Beast Within[edit]
A drunkard trying to steal your drink at the tavern suddenly falls to the floor, blood dripping from their face as you retract your claws and return to your drink. The executioner leaves his post at the dock, having thrown you over with chains tied to your feet, shaking your shirt loose you wet your gills and wait until it is safe to make your escape with the state thinking you are dead. Anger wells inside you and with the sounds of bones snapping you unleash your beastial strength onto your foe!
The Beast Within class is a highly thematic class with many ways to interpret its features. They can be flavored as mutations you undergo from experimentation, they can be genetic traits manifesting from your muddled bloodline, or they can be from a symbiotic relationship with a creature or magical entity using your body as a host.
You may opt to have your traits manifest when you choose, or opt to have no control over their manifestation.
This class draws heavy inspiration from Mark Hulmes' character Calianna, from his appearance on campaign 2 of Critical Role.
Creating a Beast Within[edit]
- Quick Build
You can make a Beast Within quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Strength or Dexterity. Second, choose the urchin background.
Class Features
As a Beast Within you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Beast Within level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Beast Within level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple Weapons
Tools: Alchemist's Supplies
Saving Throws: Dexterity, Charisma
Skills: Choose Two from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Perception, Survival, Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- light armor or medium armor
- Explorer's pack
- Spellcasting focus
Level | Proficiency Bonus |
Natural Weapon Damage | Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | 1d6 | Natural Weapon | 0 | — | — | — | — | — |
2nd | +2 | 1d6 | — | 2 | 2 | — | — | — | — |
3rd | +2 | 1d6 | Beastial Lineage | 3 | 3 | — | — | — | — |
4th | +2 | 1d6 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | 1d6 | — | 4 | 4 | 2 | — | — | — |
6th | +3 | 1d8 | Natural Weapon Improvement, Extra Attack | 4 | 4 | 2 | — | — | — |
7th | +3 | 1d8 | Lineage Trait | 5 | 4 | 3 | — | — | — |
8th | +3 | 1d8 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | 1d8 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | 1d8 | Strong Genes | 6 | 4 | 3 | 2 | — | — |
11th | +4 | 1d10 | Lineage Trait, Natural Weapon Improvement | 7 | 4 | 3 | 3 | — | — |
12th | +4 | 1d10 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | 1d10 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | 1d10 | Diverse Attack | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | 1d10 | Lineage Trait, Natural Weapon Improvement | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | 1d12 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | 1d12 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 1d12 | Hydra | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 1d12 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 1d12 | Inhuman | 11 | 4 | 3 | 3 | 3 | 2 |
Spellcasting Ability[edit]
Charisma is your Spellcasting ability for your Beast Spells, since the power of your magical abilities is a product of your beastly alterations. You use your Charisma modifier whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Beast spell you cast and when making an Attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Beast Spells.
As your spells come from within based on mutations, spells that you could normally cast on Allies through touch are reduced to self.
Natural Weapon[edit]
Your Beast Within grants you a natural weapon in the form of claws, fangs, or another deadly alteration. You may choose from either slashing, piercing, or bludgeoning damage for your natural weapon, and you are proficient with it. You may add either your Strength or Dexterity modifier for attack and damage rolls when using this feature. You gain additional features with this Beast Trait as you take levels in this class, outlined below.
- Base Stats
Feature | Effect | Example |
---|---|---|
Reach | Your Natural Weapon now has a range of 10ft | Tail, Tentacle, Tongue |
Ranged | Your natural weapon now has a range, you have disadvantage on attack rolls if the enemy is closer than 10ft or farther than 40ft | Quills, Spit |
Melee | Your natural weapon ___ . | Claws, Teeth |
- At higher levels
Natural Weapon | 6th Level | 11th Level | 15th Level |
---|---|---|---|
Reach | Your natural weapon's damage now counts as magical for the purposes of overcoming resistances. | You may attempt to grapple a target on a successful attack. | You may move grappled creatures 5ft on your turn, or as a reaction. Creatures moved in this way do not provoke opportunity attacks. |
Ranged | Your natural weapon's damage now counts as magical for the purposes of overcoming resistances. | On a successful hit, the target is staggered and their movement speed is decreased by 5ft until the start of their next turn. | Your attack rolls have advantage against staggered targets. |
Melee | Your natural weapon's damage now counts as magical for the purposes of overcoming resistances. | Your Natural Weapon causes the enemy to take full damage on a hit and half that damage at the start of their turn. | You can attack 3 times when you make an attack action with your Natural Weapon. |
Beastial Lineages[edit]
At 3rd level you chose a lineage. Choose between Predator, Prey, Arcane Beast, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 7th, 11th and 15th 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. Alternatively, you can forgo an Ability Score Improvement and instead opt to take a Feat.
Transfigurations[edit]
Transfigurations are feats that are added to the list of available feats to take if you have at least one level in the Beast Within class.
- Natural Armor
Your unarmored AC is now equal to 10+Constitution+Dexterity
- Half-blood
Prerequisite: Level 8 Beast Within
Select one racial feat from any playable race.
- Aquatic Adaptations
You gain a swim speed equal to your walking speed and can now breath underwater. Your Dexterity increases by 1.
- Aerial Adaptations
Prerequisite: Level 12 Beast Within
You manifest wings and gain a flight speed equal to your walking speed. Your Dexterity increases by 1.
- Regenerative
Prerequisite: Level 15 Beast Within
You may cast the spell Regenerate on yourself once per day. Additionally, you can use your reaction to expend a hit die and regain the hitpoints rolled.
- Nocturnal Beast
You now only require 6 hours of sleep to complete a long rest and gain darkvision up to 30ft. If you already have darkvision it extends to 60ft.
- Tracker
Your animalistic side enhances your tracking capabilities. You now have advantage on perception checks to locate an object or person. You can add your Constitution and proficiency bonus to appropriate tracking checks.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Strong Genes[edit]
Beginning at 10th level, your mutations begin offering you protection from the damaging effects of aging. Your lifespan is now twice your natural lifespan and you age half as quickly.
Diverse Attack[edit]
Beginning at 14th level, whenever you take the attack action on your turn you may instead make one Natural Weapon attack and one spell attack.
Hydra[edit]
Beginning at 18th level, you grow an extra appendage. Choose an additional type of natural weapon and when you take the attack action on your turn you can choose which type of natural weapon is used for each attack.
Inhuman[edit]
At 20th level, you may increase either Strength, Dexterity, or Charisma up to 24 with this feature.
Predator Lineage[edit]
Your traits descend from a lineage of a predator, making you a fearsome hunter.
- Prey Stalker
Starting at level 3 your base walking speed is increased by 5ft, and increases by an additional 5ft at level 10. You can also dash as a bonus action a number of times a day equal to your proficiency modifier.
- Savage Reflexes
Starting at level 7 you draw on your deadly traits and become a fierce predator excited by the thrill of combat. You may now add your proficiency bonus to initiative rolls.
- Paralytic Poison
Your natural weapons become enhances with poison at 11th level. When you hit a creature with an attack from your natural weapon you can attempt to poison them with paralytic toxin. The target must succeed on a Constitution saving throw with a DC equal to your spell save DC or be paralyzed for 1 minute. They can re-attempt the saving throw at the end of each of their turns. You can use this feature a number of times per day equal to your Constitution modifier and regain all uses after finishing a long rest.
- Thrill of the Chase
Beginning at level 15, if you moved more than 10ft towards a target this turn you gain advantage on your attacks against them for the round, or they have disadvantage on a saving throw from a spell that you cast that targets only them.
Prey Lineage[edit]
Your traits descend from the lineage of prey granting you abilities that dramatically enhance your chances of survival.
- Give Chase
Starting at level 3 you may now dash or disengage as a bonus action and gain a climbing speed equal to your walking speed. You also learn the spell expeditious retreat and can cast it once per day without expending a spell slot. You regain this feature when you complete a long rest.
- Jump to Safety
Starting at 7 level, your nimbleness increases. You can now reduce fall damage by twice your level in this class.
- Camouflage
Beginning at 11th level, you may now attempt to hide action as a bonus action, your ability to be perceived while hidden must be made by either a Perception or Investigation check by those hunting you DC 8 + your Constitution modifier + your proficiency bonus. Your bonus to hide is equal to your proficiency bonus + your Constitution modifier.
- Haunting Visage
Beginning at 15th level, you gain proficiency in Intimidation checks, doubled if you are already proficient. Additionally, as a reaction to a creature coming within 10ft of you, you may attempt to scare them away with Batesian mimicry. Make opposed Intimidation checks, on a failure, the creature is Frightened of you for 1 minute. A creature that succeeds on this check is immune to the effects for 24 hours.
Creatures that are immune to the Frightened condition still make this check, but with advantage.
Arcane Beast Lineage[edit]
<!-For subclasses introduce this class option here->
- Arcane Hide
Your biology changes further as you grow in your symbiotic relationship with your inner beast. Gain resistance to one type of damage of your choice.
- Infused Natural Weapon
You learn to infuse your natural weapon with elemental damage. Starting when you take this trait, attacks made with your natural weapon deal an additional 1d4 damage of one of the following damage types acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage types.
- Powerful Magics
You gain one 6th level spell slot that can be used to cast a known spell. This slot increases to 7th level at level 15, and again to an 8th level spell slot at 18th level. You regain this spell slot normally after completing a long rest.
- 15th
Symbiote Lineage[edit]
Your bestial nature derives from a symbiotic relationship with another creature.
- Tentative Relationship
Select a creature of CR 2 or lower to be your symbiote. You gain one feature from that creature and it joins you as a companion.
- Two-way Street
Your symbiote demands from you. You can expend a spell slot to empower the symbiote to act on its own. If in combat, the symbiote takes its turn immediately after yours. The symbiote can remain away from you, its host, for a number of minutes equal to two times the level of the spell slot used.
- Growing Power
- Become One
You gain the ability to use any feature of your symbiote.
Spell List[edit]
- Cantrips
acid splash, blade ward, booming blade, chill touch, druid craft, frostbite, gust, infestation, light, mold earth, poison spray, primal savagery, resistance, sapping sting, shocking grasp, thorn whip
- 1st
absorb elements, arms of hadar, beast bond, cause fear, cure wounds, detect evil and good, detect poison and disease, disguise self, dissonant whispers, Ensnaring Strike, false life, feather fall, find familiar, gift of alacrity, grease, hail of thorns, hunter's mark, inflict wounds, jump, purify food and drink, sense emotion, snare, sleep, speak with animals, tasha's caustic brew, unearthly chorus, wild cunning, wrathful smite, zephyr strike
- 2nd
aganazzar's scorcher, alter self, animal messenger, barkskin, beast sense, blindness/deafness, blur, calm emotions, cordon of arrows, crown of madness, darkvision, detect thoughts, dragon's breath, enhance ability, enlarge/reduce, enthrall, find traps, gust of wind, invisibility, lesser restoration, locate animals or plants, locate object, melf's acid arrow, Mental Barrier, misty step, pass without trace, protection from poison, see invisibility, spider climb, spike growth, thought shield, web
- 3rd
blink, call lightning, catnap, conjure barrage, daylight, elemental weapon, enemies abound, fast friends, fear, feign death, fly, gaseous form, haste, hypnotic pattern, incite greed, intellect fortress, life transference, meld into stone, protection from energy, revivify, slow, speak with plants, stinking cloud, thunder step, tongues, vampiric touch, water breathing, water walk
- 4th
blight, charm monster, compulsion, confusion, death ward, dominate beast, elemental bane, evard's black tentacles, freedom of movement, grasping vine, greater invisibility, guardian of nature, hallucinatory terrain, locate creature, polymorph, sickening radiance, shadow of moil, stone shape, stone skin, vitriolic sphere
- 5th
greater restoration, legend lore
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Beast Within class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Beast Within class, you gain the following proficiencies:
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