Base Class: Fighter
Feral Warriors use the three beast styles to assault their foes and aid their allies with a variety of effects derived from the power of the natural world.
Feral Actions
At third level, you begin to unlock the power of the beast within you. When you make a weapon attack you can choose one of the following feral actions to change the style of your attacks. Your Feral Tactics DC (the DC for any feral actions or feral tactics that force a target to make a saving throw) is equal to 8 + your Proficiency Bonus + your Wisdom modifier.
Fang. The damage of your attack increases by an amount equal to your Wisdom modifier.
Snarl. Choose a target within 30ft who can hear you. This target must make a Wisdom saving throw against your Feral Tactics DC. On a failed save, the target takes psychic damage equal to your Wisdom modifier.
Bone. You forgo your attack and instead increase your Armor Class by an amount equal to half of your Wisdom modifier rounded down (minimum one) until the start of your next turn.
Feral Tactics
At 3rd level you begin to understand how to string your feral actions together in different orders to apply different effects. You gain access to the first tier of feral tactics, each of which has a different effect for each type of feral action. As a Bonus Action, you release the stored potential of your most recent feral actions as a feral tactic. You can only be affected by a given effect once at a time. You may use this feature and the features that build upon it a number of times equal to your Wisdom modifier. You regain all expended uses after a short rest.
Fang. Choose a target within 30ft. The target must make a Wisdom saving throw against your Primal Tactics DC. If they fail the saving throw, the next attack made against that target has advantage.
Snarl. Choose a target within 30ft. The target must make a Wisdom saving throw against your Primal Tactics DC. If they fail the saving throw, the next attack they make has disadvantage.
Bone. The next saving throw you make is made with advantage.
Improved Feral Tactics
At 7th level you deeper understanding of how to string your feral actions together to cause more powerful effects. You gain access to the second tier of feral tactics, each of which has a different effect for each type of feral action. As a Bonus Action, you release the stored potential of your most recent two feral actions as a feral tactic. Apply the effects of both the first and second-tier tactics. The effects of the tactic are determined by the order in which you used your last two tactics, giving you the effects of a first-tier tactic and second-tier tactic at the same time. If two effects would force the same target to make a saving throw, they only make one for all effects.
Fang. Choose a target within 30ft. The next attack made against them deals an additional 1d4 damage of one of the attack's types.
Snarl. Choose a target within 30ft. The target must make a Wisdom saving throw against your Primal Tactics DC. If they fail the saving throw, subtract your Wisdom modifier from the damage of their next attack.
Bone. Add your Wisdom modifier to the roll of your next saving throw.
Bestial Calm
At 10th level, your mastery of the beast within has granted you the ability to overcome many effects that others might find nigh insurmountable. As a reaction, you can end all of the following effects on yourself: Charmed, Frightened, and Stunned. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses after a long rest.
Ultimate Feral Tactics
At 15th level you master your understanding of how to string your feral actions together and can cause very powerful effects. You gain access to the third tier of feral tactics, each of which has a different effect for each type of feral action. As a Bonus Action, you release the stored potential of your most recent two feral actions as a feral tactic. Apply the effects of the first, second, and third-tier tactics. The effects of the tactic are determined by the order in which you used your last three feral actions, giving you the effects of a first-tier tactic, second-tier tactic, and third-tier tactic at the same time. If multiple effects would force the same target to make a saving throw, they only make one for all effects.
Fang. Choose a target within 30ft. That target must make a Wisdom saving throw against your feral tactics DC. On a failure, the damage of the next attack made against that target is applied as though it were a critical hit.
Snarl. Choose a target within 30ft. That target must make a Wisdom saving throw against your feral tactics DC. On a failure, the target is frightened of you for one minute.
Bone. You ignore all damage from the next attack that hits you within one round. Any other effects of the attack are still applied.
Feral Mastery
The beast within you grows stronger. You can now use your feral tactics a number of times equal to two times your Wisdom modifier. You regain all expended uses after a short rest.
Previous Versions
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2/9/2020 11:48:58 PM
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2/10/2020 2:03:52 AM
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