Savage Beast (5e Subclass)

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Savage Beast[edit]

The savage beast is a fighter archetype. Savage beasts are corrupted by a spirit of madness and bloodlust which possesses them when they fight, turning them into brutal living weapons. Most such fighters are the worst sort of chaotic and evil, although there are a rare few who manage to live in harmony with their nature.

Black Marked

In battle, your monstrous nature reveals itself as your hands twist and warp into brutal weapons of war. You can roll a d10 in place of the normal damage of your unarmed strike, and deal your choice of bludgeoning or slashing damage.

Also, when you hit a creature with an unarmed strike, you may attempt to knock a creature to the ground. When you do so, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is knocked prone. Once you have used this feature, you may not use it again until the start of your next turn.

Unnatural Physique

Your speed increases by 10 feet, and you can reduce the damage you take from all damage except for psychic damage by an amount equal to your Constitution modifier. You lose the benefits of this feature if you are wearing heavy armor.

Greater Black Mark

At 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.You may also add your proficiency bonus to the damage roll of any attack you make which uses Strength.


Red Mist

Beginning at 7th level, you can use your reaction to end one effect on yourself that is causing you to be charmed or frightened.

Unnatural Might

Starting at 10th level, you count as a size bigger when calculating carrying capacity. Improvized weapons also deal an extra 1d4 in damage.

Implacable

Beginning at 15th level, you are so determined that there's hardly a trick left in a defender's book which can impede your attacks. No attack roll you make is ever made at disadvantage.

Rend

Once you reach 18th level, your strikes become tremendously lethal, ripping enemies limb from limb with ease. When you attack a creature and roll a 20 on the attack roll, that creature takes an extra 4d6 damage of the weapon's damage type and must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, you tear off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

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