Beastblood (5e Class)
From D&D Wiki
|Work In Progress|
Child of the Beast
You have probably heard stories about a child raised by wild beasts as one of them. supporting all the wild environment, it grows and adapts, acquiring bestial characteristics in addition to a great connection with its feral brothers.
Beastbloods are individuals who were raised by wild beasts. Defying the whole wild environment, they grew up as part of the pack, adapting and strengthening. This made them acquire formidable animal characteristics, as well as a great connection with their animal brothers. This bond has great benefits for both sides. There are those who doubt that this brotherhood can be broken, even after death.
Having grown up far from the civilization, beastbloods have no idea of technology and despise any type of weapon, due to the hunters who often hunted where they grew up. Exceptional when communicating with animals, but speak very little the common language, not understanding difficult words. Something may have led them to leave their forest, some unnatural threat or a vision of their real family, but their pack will not abandon them, even outside of nature.
Creating a Beastblood
When creating a Beastblood, one of the first questions you should ask is: What beast raised and fed your bloodmate? Were you abandoned or lost in the forest? do you eat animals or just fruits? what is your hierarchical relationship with the pack?
Furthermore you should ask how your beastblood interacts with normal society. do you have any human friends or acquaintances, or do you despise any human presence? Have you tried to return to human civilization? How have the humans who have seen you treated you? When you see a human, do you try to communicate or attack them already?
- Quick Build
You can make a Beastblood quickly by following these suggestions. First, Strength or dexterity should be your highest ability score, followed by Constitution and charisma. Second, choose the Outlander background. Thirdly, choose the shield and spear, two handaxes, and an explorer's pack for your equipment.
As a Beastblood you gain the following class features.
- Hit Points
Armor: Light armor
Saving Throws: Strength, Constitution, Charisma
Skills: Choose 2 from Athletics, Acrobatics, Intimidation, Nature, Perception, Stealth, or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a club or (b) one simple weapon
- (a) leather armor or (b) a throwing weapon
- (a) a dungeoneer’s pack or (b) explorer’s pack
- If you are using starting wealth, you have 1d4 x10 in funds.
|1st||+2||1d6||Heavy Handed, Unarmored Defense, Beast Companionship|
|2nd||+2||1d6||Beastial Attunement, Abnormal Resilience|
|3rd||+2||1d6||Beast Form, Blood of the Beast|
|4th||+2||1d6||Ability Score Improvement|
|5th||+3||1d8||Extra Attack, Cursed Blood|
|6th||+3||1d8||Blood of the Beast Feature|
|8th||+3||1d8||Ability Score Improvement|
|11th||+4||1d10||Blood of the Beast Feature|
|12th||+4||1d10||Ability Score Improvement|
|15th||+5||1d10||Mind of a Monster|
|16th||+5||1d10||Ability Score Improvement|
|17th||+6||1d12||Blood of the Beast Feature|
|19th||+6||1d12||Ability Score Improvement|
At 1st level, you gain the following benefits while you are unarmed or wielding only simple weapons and you aren't wearing armor:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain beastblood levels, as shown in the Heavy Handed column of the Beastblood table. You use your Strength for this attack.
- When you use the Attack action with an unarmed strike or a melee simple weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a spear, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. This only applies when using simple melee weapons that don't have the heavy or two-handed property.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Beginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.
- 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
- It gains proficiency in any two skills of your choice
- It gains proficiency in Strength and Dexterity saving throws
For every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP 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.
Starting at 2nd level, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor.
At 2nd level, on your turn, you can use a bonus action to regain hit points equal to 1d8 + your Beastblood level. Once you use this feature, you must finish a long or short rest before you can use it again. The dice becomes 1d10 at level 8, 1d12 at level 14 and 2d8 at level 18
At 3rd level your bestial bond has grown stronger. You can use your bonus action to shift into your Beast Form in accordance with your companion. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can stay in beast form for a number of hours equal to half your beastblood level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While in this form, you retain the benefit of any features from your class, race, and items that you were wearing. However, while in your Beast Form you cannot cast any spells nor maintain concentration on any. In order to cast any spells, you would have to revert to your original form.
Beastbloods, while in Beast Form, often get mistaken for shifters (ex: lycanthropes). This can result in them being chased from civilized towns or even hunted down. Talk with your DM about how your Beast Form and Beastbloods in general would be regarded in your campaign. For some, unless you've established a good reputation within a town (at your DM's discretion), it is very likely people will treat you with hostility while you are in Beast Form or if they know of your Beastblood status.
Blood of the Beast
At 3rd level you choose which path of the Beastblood to follow: Bear, Hyena, or Falcon.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level your tainted bloodline has given you a natural buff against disease and poison. Any saving throws you make to resist being poisoned or diseased are done with advantage, and you are resistant to poison damage. You additionally cannot suffer the effects of lycanthropy or similar afflictions.
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 9th level, you can chose one enemy to mark as your Chosen Prey with a bonus action. The first hit you land on that target deals additional damage equal to your Heavy Handed die. You can only roll this damage once per round, and can only target one creature at a time. It lasts until the creature is defeated or you dismiss it with a bonus action.
Once you have used this ability you must finish a long rest to regain it.
Starting at 10th level while in your Beast Form, you can use your action let out a horrifying roar. Hostile targets within 30 feet of you that are not deafened must make a Wisdom saving throw against 8 + your proficiency bonus + your Strength modifier or be frightened of you until the end of your next turn. Creatures that cannot be frightened are immune to this effect.
Once you have used this ability you must finish a long or short rest to regain it.
At 13th level your movement speed increases by 10 feet while your dash increases by 20 feet. Additionally, if you are tracking another creature you and your party can move at a normal travel speed. You can also move at normal speed when stealthing, but only gain this benefit if you are only wearing light or no armor.
Beginning at 14th level, you can add half your Constitution modifier (minimum of +1, rounded down) to any Strength, Constitution, or Wisdom saving throws you make. Additionally you gain advantage on Strength saving throws.
Body of a Monster
Starting at 15th level, your cursed bloodline takes over your body and mind. You have advantage on saving throws against being charmed and can not be frightened. In addition you become immune to disease and poison.
At 18th level, the time required for you to fulfill a short or long rest is halved. During this time you are always alert as though awake
At 20th level, your beastial blood has fully awakened, making your Beast Form and body more powerful. Increase your Constitution score by 4. The score maximum is also increased by 4. Each subtype of beastblood has an upgraded perk, which can be found in their respective lists.
Additionally, you can transform into your Beast Form an unlimited amount of times. Now your Beast Form does not end unless you chose to end it early or die.
Hulking figures that possess immense fortitude, individuals with Bear Blood are renowned for their impressive constitution and strength. Their ability to withstand a great deal of damage makes them particularly troublesome to take down. Powerful Bear Bloods are even rumored to come back from the brink of death to keep on fighting. They make for powerful friends and deadly enemies.
- Hearty Constitution
At 3rd level, when you shift into Beast Form, you are resistant to bludgeoning, slashing, and piercing damage while in this form.
- Thick Hide
At 3rd level, when you shift into Beast Form, you can use your reaction to reduce the damage dealt by a single attack or spell by 1d6 + your Constitution modifier. You may use this feature once per short or long rest. This dice increases to 1d8 at 10th level, and 1d10 at 17th level.
- Enhanced Strength
At 6th level, 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 while in your Beast Form.
- Heart of a Monster
Starting at 11th level, whenever you shift into your Beast Form, you gain temporary hit points equal to twice your beastblood level + Con modifier. When you end your Beast Form or lose it early, these temporary hit points go away.
- Bear’s Persistence
Beginning at 17th level, whenever you are reduced to 0 hit points in your Beast Form and not killed outright, you can roll half your total hit dice (rounded down) to regain hit points. Once you use this ability, you must finish a long rest before you can use it again.
- Accursed Reckoning
At 20th level, you've grown fully attuned to your Bear Blood. As a result, your Hearty Constitution now makes you resistant to all forms of damage, and immune to bludgeoning, slashing, and piercing damage from non-magical and silvered weapons.
Perhaps the most reviled and ferocious of beastblood types, a person with Hyena Blood is a savage fighter that revels in drawing blood and shredding their enemies to pieces. More feral than any other subset of beastblood, these individuals are deadly opponents. Especially for those already bearing injuries.
- Blood Frenzy
At 3rd level while in Beast Form, you do an additional +2 damage with any attacks you deal to an enemy whose current hit points are below half of their hit point max.
- Hunter’s Senses
Starting at 3rd level, you have advantage on any Survival (Wisdom) checks made to track a creature while you are in your Beast Form. If you have an item belonging to this creature that carries its scent (should it have one), you add an additional +2 to your rolls made to find it.
- Feral Appearance
At 6th level, when in your Beast Form, you gain advantage on any Intimidation (Charisma) checks made against another creature.
- Gore Monger
At 11th level, while in your Beast Form, you can use your reaction to gain advantage on one of your attacks against a creature that has been injured (their current hit points are below their hit point maximum). You must declare this before you roll to attack.
- Bloody Maw
At 17th level, while in your Beast Form, your bonus action unarmed strike is replaced with a special bite attack that you are proficient with. This bite attack deals piercing damage equal to 1d10 + your Strength modifier. Should it hit, you regain a total number of hit points equal to half of the damage you dealt (rounded up).
You do not regain hit points if your target is a construct, elemental, ooze, or incorporeal undead (ie: ghosts or apparitions).
- Accursed Reckoning
At 20th level, you've grown fully attuned to your Hyena Blood. As a result, your Blood Frenzy now gives you an additional +5 rather than +2 damage to any attacks you deal to an enemy whose health is below its hit point maximum.
The most elusive and cunning of beastbloods, a person with Falcon Blood is a mobile and perceptive fighter who strikes hard and fast. These beastbloods are especially alert and hard to hide from. Particularly strong Falcon Bloods are even capable of debilitating their enemies to leave them vulnerable to other attacks. All in all, they make for worthy foes and beneficial allies.
- Light Limbed
At 3rd level, when you shift into Beast Form, you gain an additional 10 feet of movement speed while in this form. This only applies if you are wearing light or no armor. Additionally, you can jump (long-jump or vertical jump) twice as far as you normally could in your Beast Form.
- Bird’s Eye View
At 3rd level, when in your Beast Form, you can take the Search action as a bonus action. In addition, you gain advantage on Perception (Wisdom) checks that rely on sight. You do not gain this advantage if you are blinded.
- Swift Retreat
At 6th level, when in your Beast Form, you can use your reaction to move up to half your movement speed away from an enemy that ends its turn within 5 feet of you. This movement does not provoke opportunity attacks.
- Quick Claws
At 11th level, while in your Beast Form, you do two unarmed strikes instead of one when you use your bonus action to attack after taking the Attack action.
- Vicious Cunning
At 17th level, when you shift into your Beast Form, you may replace your bonus action attacks with a Cunning Strike. Roll to attack with an unarmed strike. If you manage to hit your target, you may choose to do one of the following:
- Precise Perforation: The target must make a Constitution saving throw against 8 + your proficiency bonus + your Strength Modifier. If it fails, the target suffers a -2 to its Armor Class until the start of your next turn and the very next attack against it is done with advantage.
- Malicious Misalignment: The target must make a Strength saving throw against 8 + your proficiency bonus + your Strength Modifier. If it fails, the target has disadvantage on any attack rolls it makes until the end of its turn.
The Cunning Strike itself does not deal any damage when it hits. If a target manages to succeed on its saving throw, nothing happens. You may only deal one Cunning Strike per turn, regardless if you gain an additional bonus action.
- Accursed Reckoning
At 20th level, you've grown fully attuned to your Falcon Blood. As a result, your Light Limbed ability now grants you an additional 20 feet of movement speed instead of 10. This still only applies if you are wearing light or no armor. Additionally you now have a flying speed equal to half your total movement speed.
Prerequisites. To qualify for multiclassing into the Beastblood class, you must meet these prerequisites: a 13 in Strength and 13 in Constitution
Proficiencies. When you multiclass into the Beastblood class, you gain the following proficiencies: All Simple weapons, Light armor.