Fighter
Base Class: Fighter

These bestial fighters have imbued themselves with a powerful variant of the curse of lycanthropy. Unlike most lycanthropes whose shift occurs with the full moon, these beings remain forever shifted. While they remain caught between half-beast and half-human, this permanent state grants them significant advantages compared to their fully lycanthropic counterparts. Combining the best of both worlds, these fighters merge the raw physicality of the beast with the skill and martial discipline of man.

Bestial Form

At 3rd level, your inner beast rises to the surface. You gain the following benefits:

  • Your movement speed increases by 10 feet
  • You have advantage on perception checks
  • You manifest claws on both hands and fangs. You gain proficiency with your unarmed strikes and natural weapons.
    • Your claws are a natural weapon with the finesse property that can replace your unarmed strikes that does 1d6 slashing damage and allows you to make an additional claw attack when you take the Attack action.
    • Your fangs are a natural weapon with the finesse property that can replace your unarmed strikes that does 1d8 piercing damage and heals you for the damage dealt
  • You may add your dexterity modifier to your Strength checks and saving throws.

Bestial Sense

At 7th level, your natural hunting instinct has been honed into a weapon unto itself. You gain proficiency in both Perception and Survival. If you already have proficiency in either, you gain expertise with that skill instead.

As a bonus action, you may sniff out unseen prey. Make a Survival check opposed by a Stealth check from any hidden or invisible creatures within 30 feet. If a creature is 'Bloodied', it makes it's Stealth check at disadvantage. If you have damaged the creature you gain advantage on the Survival check. If you succeed, you are able to pinpoint their location as long as they remain within 30 feet of you.

At level 15 this ability's range increases to 60 feet.

You also gain proficiency with wisdom saving throws. If you already have proficiency in wisdom saving throws, you gain proficiency with intelligence or charisma saving throws instead.

Tooth and Claw

At 10th level, you have learned to meld your arms and armaments with your natural weapons to enhance them significantly. Whenever you complete a short or long rest, you may choose a melee weapon to infuse into your claws and a melee weapon to infuse into your fangs. Your fangs and claws gain the properties, abilities, and damage die of the weapons they are infused with. If you infuse a weapon that requires attunement, those attunement requirements must be met to do so. For as long as those weapons are infused, they cannot be separated from you by any means until you conduct another ritual to remove them or rebind to new weapons. Even in death and revival, they will remain with you.

When you complete a new ritual, the weapons appear beside you if they differ from those chosen in the last ritual.

Bestial Regeneration

At 15th level, your inner beast manifests further. Once per day, you may enter a state of enhanced regeneration for an hour as a bonus action or as a reaction to taking damage. At the start of each of your turns, you regenerate hit points equal to half your fighter level if you have not taken fire or radiant damage since the end of your last turn.

Whenever you complete a long rest, you regrow any missing organs or severed limbs.

Enhanced Bestial Form

At 18th level, your inner beast is fully unleashed. You gain the following benefits.

  • You have advantage on attacks against a creature if one of your allies is within 15 feet of them.
  • Your speed increases by 15 feet.
  • You gain immunity to disease, poison, and the charmed condition.
  • Your attacks become imbued with bestial energies that stifle regeneration. Creatures damaged by your attacks cannot heal or regain hitpoints until the start of your next turn. 

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