Beastheart (5e Subclass)

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Beastheart[edit]

Druid Subclass

The Beastheart Druid has forged an unbreakable bond with the natural world, attuning themselves to the primal forces of beasts. Through this connection, they can take on the forms of nature's wild creatures, using their power to protect, track, and commune with the beasts of the world. Whether through sharp senses, primal rage, or transforming into mighty predators, Beasthearts embrace their bestial side fully, becoming one with the creatures they channel.

Beast Bond[edit]

Starting at 2nd level, your connection to the wild grants you an alternative form of Wild Shape. Instead of transforming into specific beast forms, you gain a special ability called Beast Bond, which allows you to assume the form of an animal, based on your understanding of the creatures around you. Your access to animal forms is limited by a combined Challenge Rating (CR) cap, which increases as you gain experience. You can choose forms that fit your character's narrative or the environment you're in, adding versatility to your connection with beasts.

Beast Bond Progression
Level Max CR Restrictions
2 1/2 No flying or swimming speed
4 1 No flying speed
8 2
10 3 No flying or swimming speed
14 4

Example: At 4th level, you could assume the forms of a wolf (CR 1/4), a deer (CR 0), and a badger (CR 1/8) for a total of CR 1. These animals remain available until you reach your CR cap for that level. You cannot take a new form until you finish a long rest.

You can stay in your animal form until you use a bonus action to revert to your normal form, and you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Circle Spells[edit]

At 3rd level, your deep connection to beasts and primal forces allows you to cast the following spells at their lowest level, which are always prepared and don’t count against the number of spells you can prepare each day:

Circle Spells
Level Prepared Spells
3 Primal Savagery (Cantrip), Animal Friendship, Speak with Animals, Animal Messenger, Beast Sense, Animal Shapes, Summon Beast, Barkskin, Conjure Animals
5 Lesser Restoration, Beast Bond (this feature is upgraded to a spell), Call Lightning, Conjure Animals
7 Freedom of Movement, Protection from Energy, Wind Wall, Conjure Animals
9 Commune with Nature, Awaken, Animal Shapes, Conjure Fey

These spells reflect your growing mastery over nature and creatures, allowing you to call upon their primal forces in a variety of situations.

Scent[edit]

Starting at 6th level, your connection to the animals of the world sharpens your senses. You can smell creatures within 100 feet of you, even if they are behind total cover, as long as the smell can reach you (e.g., through open air). This ability is hindered by magical barriers that disrupt the passage of air.

Additionally, if a creature has been in an area recently, you can use your action to track them for up to 1 hour based on their scent, gaining advantage on Wisdom (Survival) checks to track them during that time. You can also use your bonus action to gain advantage on Wisdom (Perception) checks that rely on smell for 1 minute.

Primal Rebirth[edit]

Starting at 10th level, your bond with the primal forces of life and death allows you to enter a state of **Primal Rebirth** once per long rest. While in Beast Bond form, you can activate this transformation for 1 hour. During this transformation, you gain the following benefits:

  • Regenerative Vitality: You regain hit points equal to your druid level at the start of each of your turns.
  • Primal Resilience: You gain resistance to all damage types except force and psychic.
  • Savage Feral Strike: Once per turn, when you hit a creature with a natural attack (such as claws, bite, or tail), you can add an additional 2d6 damage of the attack’s type (piercing, slashing, or bludgeoning).
  • Primal Surge: You can expend 1 spell slot (of 2nd level or higher) to increase your damage bonus by 1d6 per level of the spell slot expended.

Additionally, during this transformation, your connection to nature deepens, and you can cast **Regenerate** (without expending a spell slot) once during the transformation. This regeneration can be used on yourself or an ally within 30 feet.

Once you've used Primal Rebirth, you cannot use it again until after completing a long rest.

Primal Strike[edit]

At 14th level, your attacks in Beast Bond forms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you hit a creature with a natural attack (such as claws, bite, or tail), you can expend one use of your Wild Shape to deal an additional 2d6 damage of the attack’s type (piercing, slashing, or bludgeoning). This extra damage increases to 3d6 at 18th level.

You may also choose to gain one of the following Primal Affinities at 14th level:

  • Affliction of the Beast: Your natural attacks impose disadvantage on creatures' Wisdom saving throws.
  • Feral Instinct: You can add your Wisdom modifier to your initiative rolls, and you gain advantage on initiative rolls when you are in Beast Bond form.
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