Barbarian
Base Class: Barbarian

The Old Ways were different. Man and Beast were seen as equals, and they hunted, fought, and protected their land and their people as united warriors. The Old Ways may have long since passed, but there still remains warriors that honor the sacred primal bond between a barbarian and their beast. Brothers in arms, a Barbarian of the Old Ways and his beast are an unstoppable pair.

The Old Ways

When you begin this path at 3rd level, like the primal warriors of old, you befriend a mighty beast to be your Primal Guardian Companion. You and your beast are sworn to each other, a bond deep as any oath old or new.

As an action, you can magically summon the Primal Guardian that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. Your Primal Guardian does not count for any benefits flanking another creature.

The Primal Guardian is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Primal Guardian Companion stat block, which uses your proficiency bonus (PB) in several places.  You can determine the cosmetic characteristics of the beast, such as its color, markings or patterns, etc; your choice has no effect on its game statistics.

In combat, the Primal Guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Primal Guardian can take any action of its choice, not just Dodge.

The Primal Guardian remains until it is reduced to 0 hit points, until you use this feature to summon the beast again, or until you die. Anything the Primal Guardian was wearing or carrying is left behind when the beast vanishes. Once you summon the Primal Guardian, you can’t do so again until you finish a long rest.

Primal Guardian COMPANION

Armor Class 14 + PB (natural armor)

Hit Points 10 + six times your Barbarian level (the Primal Guardian has a number of Hit Dice [d12s] equal to your Barbarian level)

Speed 30 ft. Walking, 30 ft. Climbing/Flying/Burrowing (Determined by DM)

STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-2)
WIS
10 (+0)
CHA
8 (-1)

Saving Throws Con +5 plus PB, Str +3 plus PB

Bonded Rage The Primal Guardian is invigorated by your Barbarian Rage and also gains resistance to bludgeoning, slashing, and piercing damage while you rage. It also gains the additional damage to Strength-based melee attacks from your rage.

Guardian's Protection Whenever an allied creature within 10 feet of the Primal Guardian would take damage, the Primal Guardian can use its reaction to take half of the damage instead.

Senses Passive Perception 14, darkvision 60 feet.

Languages Understands all your languages, but cannot speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Attack. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing/slashing/bludgeoning (Determined by DM) damage.

Primal Howl

At 6th level, you are able to tap into your true animalistic self and let forth a powerful, primal shout from deep in your soul. As a bonus action, you may release a Primal Howl.

Until the end of your next turn, allied creatures within 30 feet of you that can hear you deal an additional 1d6 damage on each damage roll they make. Your Primal Guardian deals an additional 1d8 instead. You may command your Primal Guardian to take the Attack action as part of your Howl.

You may use this feature a number of times equal to your Proficiency bonus per long rest.

Words of the Old Ones

Also at 6th level, your time practicing and studying the old ways of nature and combat has taught you to speak to the oldest of warriors -- Beasts. You gain Proficiency with animal handling if you don't already have it, and you have advantage on Charisma checks when speaking to beasts.

Additionally, once per long rest you may cast the speak with animals spell without consuming a spell slot and without components. You may also consume a use of your Rage to cast this spell.

Greater Bond

At 10th level, the bond between you and your Primal Guardian has grown even more significant. You have killed for each other, and would die for each other. You both now fight for each other with a new ferocity. 

Your Primal Guardian can now attack twice, instead of once, when it takes the Attack action on its turn. Additionally, your Primal Guardian may now use the Reckless Attack feature.

Synchronized Defenders

Beginning at 14th level, your Primal Guardian and you are so in tune to each other, and fight as such a perfect pair that those around you benefit greatly from both of your staunch vigilance. You are protectors as well as warriors, much like the great ones of time long past. 

While you are raging, allied creatures within 10 feet of you and/or your Primal Guardian have resistance to all bludgeoning, piercing, and slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2024 4:04:47 PM
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