Base Class: Fighter
Feral Masters are self-taught warriors. They have little to no formal knowledge of how to wield a weapon or wear armor, but they make up for lack of training with ferocious athleticism and animalistic attacks. You may have learned your arts inside of a cabal of marauding bandits, scavenging for your tools and techniques at the same time. Perhaps you learned from the examples of wildlife. Some feral masters find their skills alone, and some take inspiration from nature.
The arts of feral masters are not easily earned, nor are they simple. Feral masters may seem butcherly and daring to the unskilled, but they are paragons of both body and tactic.
Savage Countenance
3rd-level Feral Master feature
You have advantage on Charisma (Intimidation) checks you make against creatures that are hostile towards you and your allies.
Harrowing Deeds
3rd-level Feral Master feature
When you hit a hostile creature with a weapon attack, and the attack is a critical hit, you can perform one Harrowing Deed from the list below. You can also perform a Harrowing Deed when you drop a creature to below half its maximum number of hit points, or when you drop a creature to 0 hit points. If a Harrowing Deed requires a creature to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
Harrowing Deeds
Death Snarl. Choose a number of creatures equal to your proficiency bonus that you can see within 60 feet of you. Each creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. An effected creature can make another save at the end of each of its turns, ending the effect on a success. You can use this Harrowing Deed a number of times equal to your proficiency bonus, and can't use it again until you finish a long rest.
Power Strike. The target of your attack must make a Strength saving throw. On a failed save, you push the target up to 5 times your Strength modifier feet away from you. If the target impacts a creature or object during this move, both take 1d8 bludgeoning damage, and the target stops moving. This damage increase when you reach certain levels: 2d8 at 8th level, 3d8 at 13th level, and 4d8 at 18th level.
Predator Sprint. You move up to half your speed towards another hostile creature.
Wild Arts
7th-level Feral Master feature
You have the bloodlust of a wild predator. You can take the Dash action as a bonus action on your turn. You must end your movement closer to a creature that is hostile to you than where you started. In addition, your jump distance is doubled while moving in this way.
Incarnadine Cut
10th-level Feral Master feature
You learn another Harrowing Deed:
Incarnadine Cut. The target of your attack must succeed on a Constitution saving throw, or become blinded for 1 minute. The target can make another save at the end of each of its turns, ending the effect on a success. Once you use this Harrowing Deed, you can't use it again until you finish a short or long rest.
Feral Tenacity
15th-level Feral Master feature
Each time you hit a creature with a melee weapon attack on your turn, you gain a +1 bonus to attack rolls and damage rolls against that creature. This bonus stacks until the end of the current turn, when it ends.
Master of Aggression
18th-level Feral Master feature
During your first turn in combat, you can perform a Harrowing Deed against any creature you hit with a melee weapon attack. Additionally, when you perform a Harrowing Deed, you can choose one other Harrowing Deed to perform at the same time.
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