One with the Tribe (5e Feat)

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Scales.png This page is of questionable balance. Reason: This feat is both too powerful when you gain it, as it is effectively another pc in the party and the beasts damage and hit point scaling make the beast far too powerful for just the cost of a feat.


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One with the Tribe

Prerequisites: At least 5th level, Wisdom 13 and Strength 13 or higher
All beings have an ancestral tie to the wilds but only the wise and strong are able to make a connection to their ancestral wild heritage. To become one with the tribe one must meditate and enter an ancient wilderness within their mind. Venturing forth into the wilds for 1d4 hours testing their wisdom and strength against the ancient wild beasts. Once you have passed the test and reconnected to your ancestors when next you venture forth into the wilds a wild beast who once served your ancestors will manifest by your side. Roll on the table of companions to determine your companion.

The beast is friendly to you and your companions. Roll initiative for your beast, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you do not issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions.

Your beast may appear as though it is physically in your plane of existence, but it is a strong fabrication of your mind and soul. The alignment of the creature is the same as yours and will change if your alignment changes. The creature has its ability scores and other features; its hit points maximum is equal to yours. The beast can be outfitted with armor and magical items. Additionally, the beast levels with you increasing its abilities as the two of you grow. When you reach levels: 8, 12, 16 and 20, the beast's unarmed strikes deal an additional damage die's worth of damage. (Example: Bite (1d8) would become (2d8) at 8th level, (3d8) at 12th level, etc.)

When the beast dies, it's body disappears. You may remake the connection to your ancestors for 1d4 hours to resummon or replace your beast. You may choose to keep the same beast companion or roll 1d6 again to determine your new beast.

The Table of Companions
d6 Companion
1 Rhinoceros
2 Cave Bear
3 Saber-Toothed Tiger
4 Crag Cat
5 Guard Drake
6 Giant Boar

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