Barbarian
Base Class: Barbarian

Many Barbarians feel a primal attunement to nature. But for the Primal Survivors, that attunement is more ancient and beastly. It manifests itself in a bond with an primal beast companion that accompanies a Barbarian on his journey.

As the Primal Survivor and it's companion progress along their journey they will find themselves more attune with each other and growing stronger together.

Level 3: Primal Companion

You learn to capitalize on a primal attunement to nature to forge a powerful bond with your own primal companion.

You gain proficiency in Animal Handling, if you already have proficiency in Animal Handling you instead gain expertise. 

You gain a Primal Companion, a customisable creature detailed below. 

While bonded and within 10 feet of you, your beast companion gains the benefits of your rage while it is active and your Fast Movement class feature.

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

Primal Companion Statblock:

Ability Scores: Your primal companion’s Intelligence score is 6, and you assign its other ability scores using the following scores: 16, 14, 12, 10, 8
Proficiency Bonus: Your primal companion's proficiency bonus equals your own.

Hit Dice: 1d6 per beast companion level
Hit Points at 1st Level: 6 + your beast’s Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your beast’s Constitution modifier per beast level after 1st

Languages:
 Your primal companion can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
Size: Small
Speed: 20 ft.
Type: Beast
Armor Class: Your primal companion’s armor class equals 10 + its Dexterity modifier.
Armor Proficiency: Your primal companion shares your armor proficiencies
Skill Proficiencies: Your primal companion gains 3 skill proficiencies which it can assign to any skill of your choice, at level 6 and 12 it gains another additional proficiency.
Natural Weapon: Your primal companion attacks with a natural weapon, such as claws or a bite, with which it is proficient. On a hit, it deals 1d6 bludgeoning, piercing or slashing damage chosen once you gain your companion.
Attitude: The primal companion obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

Actions In combat:
Unless you use your bonus action to direct your primal companion, your primal companion can only use its action to Dash, Dodge, Disengage, Guard, or Hide. At level 10 you no longer need to use your bonus action to direct your primal companion

Companion Initiative:
Your primal companion acts on the same turn as you and can each move and take actions in any order.

Ability Score Improvements:
When your primal companion reaches 4th level, and again at 8th, 12th, 16th, and 19th level, it can increase one ability score of its choice by 2, or it can increase two ability scores of its choice by 1. As normal, you can’t increase an ability score above 20 using this feature

Traits: Your primal companion gains traits detailed in the "Traits" subclass feature.

Previous Versions

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