Base Class: Barbarian
The bond of the Old Blood embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and man work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Making this bond means committing yourself to this ideal, working in partnership with an animal as its companion and friend
Primal Companion
Level 3: Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, and Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can command the beast as a part of the bonus action used to Rage. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magicaction to touch it and expend a Rage. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Beast of the Land
BEAST OF THE LAND
Medium Beast, Neutral
AC 13 plus your Proficiency Bonus
HP 5 plus five times your Barbarian level (the beast has a number of Hit Dice [d8s] equal to your Barbarian level)
Speed 40 ft., Climb 40 ft.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your unarmed strike attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Proficiency Bonus Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast of the Sea
BEAST OF THE SEA
Medium Beast, Neutral
AC 13 plus your Proficiency Bonus
HP 5 plus five times your Barbarian level (the beast has a number of Hit Dice [d8s] equal to your Barbarian level)
Speed 5 ft., Swim 60 ft.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 90 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your unarmed strike attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Proficiency Bonus Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your save DC).
Beast of the Sky
BEAST OF THE SKY
Small Beast, Neutral
AC 13 plus your Proficiency Bonus
HP 4 plus four times your Barbarian level (the beast has a number of Hit Dice [d6s] equal to your Barbarian level)
Speed 10 ft., Fly 60 ft.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 13 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your unarmed strike attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Proficiency Bonus Slashing damage.
Exceptional Training
Level 6: Exceptional Training
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
Bestial Fury
Level 10: Bestial Fury
When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
In addition, each time it hits a creature while you are raging, the beast deals extra Force damage equal to your rage damage bonus.
Shared Tenacity
Level 14: Shared Tenacity
While you are raging, your Beast Companion gains all the benefits you do until that rage ends.
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