Base Class: Barbarian
Among the most gifted hunters, there are those who have from birth felt a profound bond with the creatures of the wild. These Beastlords are drawn to the perilous primal world, invigorated by its dangerous and untamed nature. Primitive landscape becomes home. Ferocious predator becomes kin. Whether in the thrill of the hunt or the heat of battle, Beastlords dive into battle aside vicious animals to overwhelm prey and gnaw at their enemies’ will.
Beast Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the maximum hit point number in its stat block or seven times your Barbarian level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The maximum CR for your companions increase to challenge rating 1 at 6th level, challenge rating 2 at 10th level, and challenge rating 3 at 14th level.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Spirit Bond
Starting at 6th level, when you use your Rage ability, your Beast Companion gains the same benefits of your Rage.
In addition, the beast’s attacks now count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
Intimidation
Beginning at 10th level, you can use your action to instill terror in your enemies with your menacing presence. When you do so, choose any number of creatures you can see within 30 feet of you. If the creatures can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequest turns, you can use your action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creatures end their turn out of line of sight or more than 60 feet away from you.
If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
The Beast Within
At 14th level, when you use your bonus action to command your Companion to attack it can make an attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
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