Fighter
Base Class: Fighter

A fighter imbued with the incredible power of the various beast of the world. Through the use of magic, science, or bargains with extraplanar entities, these fighters become imbued with the essence of beasts. These fighters are chosen for their mental and physical fortitude. In the beginning, these fighters retain their more humanoid appearance but as their power grows they start to resemble a horrid patchwork of bestial and humanoid parts, that is why they are known as abominations. Most common folk mistake them for the monsters know as Chimera. These fighters specialize in the use of their new extremities, such as claws, fangs, and the like, while they can still use weapons like normal they prefer not to use them. Their fighting style resembles that of a beast thrashing around but with clear intention behind each move. All kinds of warriors become Abominations, good-aligned warriors may view themselves as using the powers of evil against evil, while those who fall towards evil alignments view themselves as the ultimate predators and everyone else as prey. Lawful warriors may forsake the laws of men and embrace the laws of nature, kill or be killed, and the like while more chaotic ones will most likely embrace their more animalistic side.

Bestial Senses

At lv3 you gain Bestial Senses: Your eyes change resembling those of either a cat or a reptile. You gain darkvision if you didn't have it already. You gain advantage on perception checks that rely on your sight. At lv 5 your sense of smell becomes extremely heightened being able to distinguish every smell and the direction from which it's coming from, you can also track anything so long as you have its sent, and it passes through the area in the past 5 days. You also gain advantage on perception checks that rely on your sense of smell. At lv 7 your hearing becomes heightened, enabling you to hear high pitched sounds that only animals would able to hear. You gain blindsight so long as you are not deafened and you gain advantage on perception checks that rely on your sense of hearing.

Bestial Aspect

At lv 3 you gain Bestial Aspect: Your nails become longer and harder allowing you to easily use them as a weapon. Your unarmed melee attacks deal 1d6 slashing damage, at lv 7 1d8, at lv 12 1d10 and at lv 16 2d10. Your teeth become much sharper akin to those of a shark, your canine teeth also become longer and your bite strength is increased greatly. You deal 1d4 damage with bite attacks, at lv 7 1d6, at lv 10 1d8 and at lv 16 2d8. 

Bestial Bile

At lv 3 you gain Bestial Bile: Your saliva becomes venomous. Whenever you make a successful bite attack against a creature that can be poisoned it takes 1 damage per turn for 3 turns. At lv 7 the damage die becomes 1d4 per turn, at lv 10 1d6 and lv 16 1d8. You can also target 1 creature within 35 ft. of you, and spit a glob of your bile, dealing 2d4 acid damage. The target must succeed a DC 15 CON save or be poisoned for 3 rounds taking the damage as if you had bitten it. This ability can be used as a standard action, but you can also use it as a bonus action but if you do you can't use a bonus action on your next turn.

Second Head

At lv 7 you gain Second Head: Due to a potent mixture of blood, mutagens, and magic you sprout a second head either to the left or right of your current head. You and your second head share the same consciousness and thoughts. You can speak through the second head as if you were speaking normally through your regular head. You also make separate saving throws for each head when being effected by magic or abilities that target the senses or mind. If your main head is knocked unconscious you can still fight using your second head, but you can't take any actions more complicated than attacking or retreating. Your second head uses the same damage die for its bite attacks as your regular bite attacks. The second head must be that of an animal and depending on the type of animal it is you gain one of the following bonuses:

Predatory Leap: If you sprout the head of a predator or omnivore you can leap at 1 target within 25ft. of your making 1 attack with your claws and 1 bite attack with 1 head of your choice. You can't take any actions or bonus actions on your next turn.

Violent Charge: If you sprout the head of a herbivore you can charge at 1 target within 100ft. of you, you must have a clear path to the target, dealing 1d12 bludgeoning damage for every 10 ft. passed. When you charge at a target if the distance is less than 50ft. then the animal head is knocked unconscious for 5 rounds but if the distance is greater than 50ft. all heads are knocked  unconscious for 5 rounds.

Savage Mauling: If you sport the head of a large predatory animal like a shark, bear, crocodile, or the like whenever you make a bite attack with that head the target takes an additional 1d4 slashing damage for 2 rounds.

Sonic Attack: If you sprout an insect or bird head you can make a high-pitched attack at 1 target within 40ft. of you, dealing 1d8 thunder damage, you and your target become deafened for 1 round.

Poison Shot: If you sport the head of an archerfish, spitting cobra, horned lizard, or any similar animal the range of your poisonous spit attack is doubled if you make that attack using that head.

If your chosen animal head meets the criteria of 2 or more of these abilities you must choose only one of them. If your animal head is knocked unconscious you can't use the ability granted to you by it.

Bestial Tail

At lv 7 you gain Bestial Tail: You grow a tail. That tail can be any sort of animal tail that you desire with one condition, on the end you must have the head of a poisonous creature like a snake, spider and the like, a poisonous stinger like that of a scorpion, wasp and the like or a poisonous barb akin to that of a stingray. You can make 1 attack as a standard action against 1 creature within 15ft. of you, dealing 1d8 piercing damage and applying a paralytic poison, the target must make a CON saving throw with a DC of 15 or be paralyzed for 5 rounds. At lv 10 your tail can extend and restrain a single target within 15ft. of you, your target must make a STR saving throw with a DC of 15 or be restrained until it makes its saving throw. If you have already restrained a target, as a bonus action you can make your tail attack against that target without the need to make an attack roll. At lv 13 the save DC for both of these abilities is raised to 20 and at lv 19 to 25.

Bestial Combat

At lv 7 you gain Bestial Combat: You have mastered fighting like an animal using your claws and teeth in place of swords. You have also grasped how to incorporate your tail into your fighting style. You can make bite attacks as a bonus action. Whenever you make an unarmed attack against an enemy you can make a bite attack at a disadvantage against the same target or a bite attack at another target within 5ft. of your original target. Whenever you make a bite attack as a standard attack you can make an additional attack with either one of your heads or with your tail if it is restraining a target.

Third Head

At lv 10 you gain Third Head: You grow a third head. All the effects and restrictions that applied to your second head apply here as well, with the only exception being that it must be of a different species than your second head. You can keep 1 of your heads awake while the other two sleep and still be rested and you can communicate with animals who are of the same species as your additional heads as if you were speaking normally. Also whenever you roll for perception, insight, or investigation checks you roll separately for each head. 

Bestial Agility

At lv 10 you gain Bestial Agility: Due to your additional heads and enhanced senses you can perceive your enemy's movements. Whenever an attack, ability, or spell is used against you within 15ft. of you can either block it taking only half of the damage you would normally take or making a counter-attack at advantage.

Bestial Mutation

At lv 10 you gain Bestial Mutation: Due to your numerous mutations armors no longer provide a bonus to your AC, instead, your AC is calculated thusly: 10 + 1/2 your STR or DEX modifier + your CON modifier. Also because of the mixture of bestial blood within you, one of several mutations occurs.

Enhanced Senses: Very small and thin hairs grow all over your body, very sensitive to even the smallest vibrations in the air and ground around you. You can use your  blindsight even if deafened . You also gain a limited form of tremorsense with a range of 10ft. down and 40ft. in diameter.

Aquatic Adaptation: Your hands and feet become webbed, you grow several fins across your body and gain the ability to breathe underwater. Your swim speed becomes double your movement speed and you suffer no penalties for fighting underwater. You gain a +5 to hit with bite and unarmed attacks you make while underwater and attacking a creature that is also underwater.

Spider Aspect: Your body becomes capable to produce a web-like substance akin to the web of a spider. You can use web up to 10 times per short rest. You can also use spider climb at will so long as your hands and feet are uncovered. You must make a STR check of 15 if you are clinging to a surface with only your hands or your feet.

Spines: Your body becomes partially covered in spines, quills, or barbs that deliver a toxin to any attacker foolish enough to strike from close range. Whenever a melee attack is made against you within 5ft. your attacker takes 1d6 piercing damage and must make a CON save, with a DC of 15, or be put to sleep for 3 rounds.

Bestial Wings

At lv 15 you gain Bestial Wings: You enter the final stage of your transformation. Growing wings with which you can take to the skies to hunt down your prey. You gain flight speed equal to your movement speed and also gain 1 ability based on the type of wings you grew.

Swooping Strike: If you grew bat or dragon-like wings you can target 1 creature within 20ft. of you, swoop down and deliver 1 claw and 2 bite attacks, this does not trigger the "Bestial Combat" ability, then you move 35ft. past your target. Your target can make an attack of opportunity at advantage when you start to move away from it.

Divebomb: If you grew avian wings you can target 1 creature directly bellow you and dive towards it. You deal 1d6 damage for every 10ft. you pass, when you finally hit your target, it must make a CON save with a DC of 20 or be knocked unconscious. You also take half the damage you inflicted.

Armored Wings: If you grew beetle wings you gain 2 AC so long as your wings remain closed.

Blinding Powder: If you grew insect wings, except beetle wings, you can target 1 creature within 20ft. of you and blow a cloud of blinding powder towards them. The target must succeed a CON check with a DC of 25 or be blinded for 1 + 1d10 rounds. You can only use this ability twice per short rest.

Bestial Fire

At lv 15 you gain Bestial Fire: You become infused with the essence of a dragon gaining the ability to breathe fire. You can breathe a stream of fire from one of your heads with a width of 5ft. and a range equal to your movement speed dealing 1d4 * 1/4 your level fire damage. You can breathe fire form all 3 of your heads with a width of 15ft. and a range of double your movement speed dealing 1d4 * your level fire damage, but if you do you gain two levels of exhaustion after using it. You can use this ability once every 3 rounds.

Bestial Regeneration

At lv 15 you gain Bestial Regeneration: Your body gains an even greater healing ability. You regain HP equal to 1/2 your CON modifier every round your HP is below your maximum. When you use your "Second Wind" ability the HP regeneration is increased from 1/2 your CON modifier to just your CON modifier for the next 3 rounds. You can regrow any lost limb, except your original head, in 1d6 weeks, and at lv 20 within 1d6 days.

Bestial Rampage

At lv 18 you attain the ultimate power of an Abomination(Chimera) Bestial Rampage: You fly into a frenzy of bloodlust and destruction, pushing your body to its utter limits to decimate your foes. You must have at least 1 use of your "Action Surge" remaining to use this ability, once you use this ability it consumes 1 use of your "Action Surge". You can take two additional attack actions this round, whenever you make an unarmed attack, immediately make 2 bite attacks against the same target. You deal double damage from all unarmed and bite attacks. If you manage to kill your target as a free action you can move to another enemy within 15ft. of you and continue attacking until you use up all your actions for that round or kill all enemies you can move to. Immediately after this ability finishes you gain 5 levels of exhaustion. Attacks made while using this ability don't trigger your "Bestial Combat" ability.

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