Friendly Beast (5e Class)

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Friendly Beast[edit]

<!-Introduction Leader->[edit]

Creating a Friendly Beast[edit]


Quick Build

You can make a Friendly Beast quickly by following these suggestions. First, Constitution should be your highest ability score, followed by strength or dexterity. Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Friendly Beast you gain the following class features.

Hit Points

Hit Dice: 1d10 per Friendly Beast level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Friendly Beast level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapon, heavy crossbow, and hand crossbow
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 3 daggers or (b) 1 heavy crossbow and quiver with 20 bolts or (c) 1 long sword
  • (a) Components pouch or (b) Druid Focus
  • (a) Dungeoneer's Pack or (b) Explorer's pack
  • Leather armor

Table: The Friendly Beast

Level Proficiency
Bonus
Features
1st +2 Light Armor Defense, Natural Weapons, Magic Touched
2nd +2 Strong Hand, Helping Hand, Floating Carry-on
3rd +2 Training
4th +2 Ability Score Improvement
5th +3 Elemental Feedback, Elemental Attack, Natural Weapons Improvement
6th +3 Everyone's Friend
7th +3 Beast's Charm
8th +3 Ability Score Improvement
9th +4 Training Improvement
10th +4 Social Butterfly, 1 New Druid Cantrip
11th +4 Second Try, Natural Weapons Improvement
12th +4 Ability Score Improvement
13th +5 Calming Presence
14th +5 Training Improvement
15th +5 Beast Tamer
16th +5 Ability Score Improvement
17th +6 Hard as Dragon Scales, Natural Weapons Improvement
18th +6 Training Improvement
19th +6 Ability Score Improvement
20th +6 Monster Tamer

Light Armor Defense[edit]

At 1st level, as a friendly beast, you have a natural armor. While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Additionally, you have been trained to use light armor as well. If you wear light armor, you add your Constitution modifier in addition to the light armor.

Due to your odd shape, armor cost double the amount to be customized to best fit your shape.

Natural Weapons[edit]

Starting at 1st level you know how to use beast-weapons. You can take the Bite or Claw action instead of a normal Attack action.

Bite Attack

Melee Weapon Attack: 1d6 + Str piercing damage 5ft., one target.

Claw Attack

Melee Weapon Attack: 1d6 + Dex Slashing damage 5ft., one target.

As you progress, your natural weapons become more deadly. It becomes 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Magic Touched[edit]

At 1st level, you find it easy to connect to the forces of nature.

Cantrips

You learn mage hand, message, and one cantrip of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spellcasting Ability

Charisma is your spellcasting ability for your druid spells, since you learn your spells your close connection with nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid 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

Stronger Hand[edit]

At 2nd level, your mage hand is much stronger than your normal mage hand. Your mage hand can lift up weights and other objects by using your strength score instead of a limit of 10 pounds, as if you were the one lifting those objects. Additionally, you can use your mage hand to use tools and activate magic items. It cannot be use as the Somatic component of your spells. You do not gain any benefits of holding shield with mage hand. Weapon attacks with mage hand has disadvantage to hit.

Additionally, your mage hand last for 8 hours.

Helping Hand[edit]

At 2nd level, your mage hand make it easy to help others. Whenever you use the help action, you may move your mage hand by 30 ft and help a creature that is 5 ft from the mage hand.

Additionally, you can make the help action as a bonus action.

Floating Carry-on[edit]

At 2nd level, you use magic to help you carry heavy objects. During a long rest, you can choose one object to be your carry-on. You can only have one carry-on at a time.

Carry-on is a magic item that has hovering speed of 60 ft and by default floats slightly above the ground within 5 ft of you. You can mentally move carry-on to a different location. Carry-on has a carrying capacity of (Strength modifier + Charisma modifier) times 5 ft. If the weight limit becomes to great, it will slowly and safely fall to the ground.

The Carry-on has a movement of 0 when you are riding your carry-on. Other creatures does not cause this strange effect.

Training[edit]

At 3rd level, you chose a Trainings. Choose between [[#|]], [[#|]], [[#|]], <!-all/both-> detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 14th, and 18th level.

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.

Elemental Feedback[edit]

At 5th level, you can convert elemental damage into your attacks. You can cast Absorb Elements at will.

Elemental Attacks[edit]

At 5th level, you master the power of the elements. As your bonus action, you can infuse your weapon or an other weapon with 5 ft of your or your mage hand with the powers of the element. Choose acid, cold, fire, lightning, or thunder. Until the start of your next turn, that weapon deals an extra d4 of the chosen damage type.

Everyone's Friend[edit]

At 6th level, you try your best to be everyone's friends. When you make a Charisma check, you can treat a d20 roll of 9 or lower as a 10.

Additionally, you add your charisma modifier to your animal handling check.

Beast's Charm[edit]

At 7th level, being a beast makes it easier to get your way. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Animal Handling, Deception, Performance, or Persuasion.

Social Butterfly[edit]

At 10th level, you can add a bit of magic to suggest your new found friends to do you a favor. Once per long or short lest, you can cast Fast Friends spell without expending any spell slots.

Second Try[edit]

At 11th level, you can help other hit their target. When you or a creature with 30 ft of you miss an attack, you can use your reaction to reroll the attack. They must take the new result.

Calming Presence[edit]

At 13th level, you make people at ease without doing anything. If you or any friendly creatures who is in the same location as you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d10 hit points.

Additionally, creatures do not gain advantage to saving throws to your spells and spell-like abilities from being hostile to you.

Beast Tamer[edit]

At 15th level, your natural looks and your magic makes a deadly combination. Once per long or short rest, you can cast Dominate Beast and Summon Beast aa 4th level spell without expending any spell slots.

Hard as Dragon Scales[edit]

At 17th level, you become almost as hard as dragon scales. You gain resistance to piercing, slashing, and bludgeoning damage.

Monster Tamer[edit]

At 20th level, there is nothing that can stop you from making friends, even with the most dangerous monsters. Once per short or long rest, you can cast Dominate Monster without spending any spell slots.

For you, Dominate Monster does not require any concentration.

Training[edit]

Every Friendly Beast go into training to become better at their career.

Survivor Training[edit]

This world is not friendly to animals like you. You learn how to survive even in impossible odds.

Last Stand

At 3rd level, you use your remaining energy reserves to make your final stand for your life. When your hit points fall below 0, you can instead gain 1 hit point and temporary hit points equal 1d10+ your friendly beast levels. You can use this feature once per round.

After 1 minute after activating this feature, you lose all temporary hit points and gain one level of exhaustion. Once per long rest rest, you can prevent gaining exhaustion from this feature.

Strong Bones

At 9th level, your bones become stronger than metal. Your AC is increased 1.

Damage Feedback

At 14th level, you can use more than just the elements to throw back to your enemies. When you use Elemental Feedback, you can use your Absorb Elements spell for any damage type. After reducing the damage, you take 1d4 non-lethal necrotic damage. This damage can not be reduced in any way.

Endless Energy

At 18th level, long period of harsh life trained your body to survive with little energy. When you use Last Stand, you no long suffer from exhaustion.

Savior Training[edit]

In some places, people have used animals to help rescue or find people. You decide to take up on that heroic role.

Beaming with Healing Magic

At 3rd level, you are ready to heal others. You can cast Cure Wounds or Healing Word without any spell slots.

You can use this feature up to your charisma modifier per long rest

Reliable Healing

At 9th level, you can help others heal better. Whenever a creature cast a healing spell on you or a creature within 30 ft of you, you can use your reaction to reroll any 1s on the dice used for regaining hit points.

Emergancy Reserves

At 9th level, you store healing magic for a raining day. When you end your short rest with fewer than half of your hit points remaining, you regain all of your uses of Beaming with Healing Magic.

Regeneration

At 13th level, your healing becomes so great that you naturally heal yourself. You regain hit points equal to half of your friendly Beast level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Ulimimate Healing

At 18th level, you are a master of healing. Whenever you use a healing spell or a healing ability, it instead use the highest number possible for each die. For example, instead of restoring 1d8 hit points to a creature, it restores 8.

Warrior Training[edit]

You are born to fight others. It is the strongest that becomes the victor.

Fighter's Spirit

At 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature once per short or long rest.

Magic Infused Strikes

At 3rd level, you find a way to cause magic to cover up your unarmed attacks. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

At 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

At 13th level, you train into a certain fighting style. You gain one fighting style from the Fighter class.

Battle Ready

At 18th level, you are ready to take on any problems. You can use Fighter's Spirit up to your constitution modifier until you need a short or long rest.

Guardian Training[edit]

It is well known for animals to be good guardians and loyal companions. You are no different.

Come at Me

At 3rd level, you are good at taunting others. As a bonus action, you enter your taunting stance that last for 1 minute. While you’re in taunting stance, the first creature you hit with an attack on your turn becomes victim to your taunts, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.

You can enter your taunting stance once per short or long rest.

Warding Maneuver

At 9th level, you learn to fend off strikes directed at you, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your strength or dexterity modifier and you regain all expended uses of it when you finish a long rest.

Hold the Line

At 13th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Only a Flesh Wound

At 18th level, you have become used to multiple attacks hitting you. After the first attack successfully dealing damage to you, your AC is increased by 5 until the start of your turn.

Weapon Training[edit]

Weapons are the tools of war. Why should you resort to primitive bites and claws when you can use proper tool?

Warrior in Training

At 3rd level, choose one marital weapon that has the light property, you gain proficiency in it.

Light Parry

At 3rd level, you can parry enemy foes as long you wield something light. If you use a melee light weapon when you make an Attack action on your turn, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Surprising Follow Up

At 3rd level, you catch your enemy off guard when you make your off-handed ranged attack. When you use your bonus action to make an off-hand light ranged weapon attack, it deals an extra 1d4 + your damage modifier.

You cannot use this feature and Light Parry in the same turn.

Keep Up the Pace

At 9th level, you train hard to match the power level over your primitive counter part. You can replace the damage dice of your light weapon with the damage dice of your natural attacks, like bite and scratch.

You can only use this feature on weapons that only have 1 weapon damage die.

Light and Magic

At 9th level, you find light weapons are easy to enchant. Your attacks with your light weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Enchanted Blade

At 14th level, enchants on your blade lasts much longer. You use Elemental Weapon on a light weapon that you are wielding, it lasts up to 1 hour or until you let go of the weapon.

Additionally, Elemental Weapon's damage dice is increased to 1d6 when used on light weapon.

Unerring Accuracy

At 18th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a light weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Friendly Beast class, you must meet these prerequisites: 13 str or dex and 10 char

Proficiencies. When you multiclass into the Friendly Beast class, you gain the following proficiencies: light armor and simple weapons

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