Path of The Beastlord, Variant (5e Subclass)

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Path of The Beastlord[edit]

The Beastlord attunes with nature on a primal level, gaining the trust of a fierce animal companion. Basically a barbarian with the ranger’s animal companion. It’s sort of like the frenzied rage of the Berserker path’s extra attack, except it’s on an animal companion. Be careful of this class as it essentially gives the barbarian an increased hit point pool and negates the penalty of attacking recklessly if you simply use the companion for flanking bonuses.

Animal Companion

At 3rd level, casting the Find Familiar spell without using components, you magically summon a primordial beast, which draws strength from its bond with nature. The beast is friendly towards you and your companions and obeys your commands. Choose your stat block - Earth Beast, Sea Beast, or Sky Beast - which uses your proficiency bonus (PB) in various places. Beasts are limited by creatures based on their terrain (Ex: Land Beast will be a lion or rhinoceros, water beast will be a crocodile or alligator and air beast will be an eagle or falcon, for example). Whichever type you choose, the beast bears primal markings, indicating its mystical origin. You summon this creature by performing a ritual that lasts up to 1 hour. In combat, the beast acts during its turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use a bonus action on your turn to command it to take another action. This action could be one on your stat block or some other action. You can also sacrifice one of your attacks when taking the Attack action to command the beast to take the Attack action. Additionally, your companion can add their rage damage bonus to your attacks whenever you are raging.

If you are incapacitated, the beast can take any action you choose, not just Dodge. If the beast died in the last hour, you spend one use of your rage point to recreate a new creature. The beast returns to life after 1 minute with all of its hit points restored. When you finish a long rest, you may summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a crossbow with this feature, it disappears when the new crossbow appears. The beast also disappears if you die.

Both in common:

Armor Class: 13 + BP (natural armor)

Hit Points: 5 + five times your barbarian level (the beast has a number of Hit Dice [d12] equal to your barbarian level.

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 11 (+0)

Senses: darkvision 60 ft., passive Perception 13

Languages: understands the languages you speak

Challenge: —Proficiency Bonus

(PB): equal to your bonus

Earth Beast

Travel: 12 meters of walking and climbing.

Charge: If the beast moves at least 20 feet in a straight line toward a target and then hits it with a maul attack in the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions

Mallet. Melee Weapon Attack: Your magic attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + BP slashing damage.

Water Beast

Movement: 1.5 meters walking and 18 meters swimming

Amphibian: The beast can breathe air and water.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions
Binding Scam.  Melee Weapon Attack: Your magic attack modifier to hit, reach 5 ft., one target.  Hit: 1d6 + 2 + BP piercing or bludgeoning damage (your choice) and the target is grappled (escape DC equals your spell DC).  Until this grab ends, the beast cannot use this attack on another target.

Sky Beast

Travel: 3 meters walk and 18 meters

Swift Flight: The beast does not provoke attacks of opportunity when it flies out of an enemy's range.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw the beast makes.

Actions

Destroy. Melee Weapon Attack: Your magic attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + BP slashing damage.


Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. 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. 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. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points 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. Your companion shares your alignment.

Wild Empathy

You become proficient with the Animal Handling skill. If you are already proficient with this skill, you instead double your proficiency modifier to Animal Handling checks. This ability does not stack with Expertise and other such features.Additionally,your companion can add your rage damage bonus to its attacks whenever you are raging.

Enlarge Companion

At 6th level, whenever you enter a rage, your animal companion increases in size by one size category, double your rage damage to its damage rolls for the duration of the rage and granting it advantage on Strength checks and Strength saving throws.

Thicker Skin

At 10th level, you and your Companion gain a bonus of +2 to AC while not wearing armor.

Animal's Charge

At 14th level, while you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you do an additional 2d6 slashing damage.

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