Base Class: Barbarian
While all barbarian tribes are closer to the natural world than city folk, there are some who see the beasts around them not just as danger, food or tools to survive the wild taiga, but in fact as brothers in the struggle for survival. The champions of these tribes honor and fight alongside these wild kin, working so closely they come to act as almost a single being.
Beast Bond
At third level, when you adopt this path, you form a deep bond with a creature of the wilds. This can be a small or medium sized beast creature of CR 1/2 or less, that is not a swarm of beasts, and is friendly to you. If you already have an animal companion fitting the criteria that you want to bond with, it automatically gains all the benefits of your Beast Bond ability. Otherwise you can spend 8 hours of work and expend 25 gp worth of rare herbs and fine food to call forth an animal from the wilderness to serve as your faithful companion. At the end of the ritual, the beast appears and gains the properties listed below:
- Your Beast loses its Multiattack action, if it has one.
- Your Beast has an amount of hit dice (d8's) equal to your Barbarian level in addition to the hit dice it originally had. Your Beast regains all lost hit points after it finishes a long rest and can spend Hit Dice during a short rest. Its hit point maximum equals either the amount listed in its stat block or (1 + your wisdom modifier + the beasts constitution modifier) X your Barbarian level, whichever is higher. When your Beast is reduced to 0 hit points, it must roll death saving throws instead of dying outright unless the damage taken reduced it to a negative amount larger than its hit point total.
- The Beast uses your proficiency bonus instead of it's own where it normally applies its proficiency bonus, it also applies to the Beasts damage rolls. When your proficiency bonus increases, apply the changes to the following areas: AC, attack and damage rolls, as well as to any saving throws and skills it is proficient in.
- After the Beast becomes your companion, its Intelligence score becomes 5 if it isn't already higher than that.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
- 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 use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. Unless you give the Beast another order on subsequent turns, the Beast will continue to follow your last command to the best of its ability. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
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.
You also gain the ability to cast Speak with Animals once as a ritual. You regain the ability to do this when you finish a Short or a Long Rest. Your spellcasting ability for this is Wisdom.
You can have only one beast companion at a time. If your beast companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it.You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Beast Whisperer
Beginning at 3rd level, You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. You gain proficiency with the Animal Handling skill if you don't already have it, otherwise you gain proficiency in a skill of your choice. Your proficiency bonus is doubled when using the Animal Handling skill as long its not being doubled by another ability.
Spirit Bond
At sixth level, your bond with your beast has developed to a mystical level, allowing you to coordinate and support each other in profound ways. You gain the ability to cast Animal Friendship as a 2nd level spell once. You regain the ability to do so after you finish a Short or a Long Rest. Your Spellcasting ability for this is Wisdom.
Choose one of the following options for your Beast:
Bleed as One.
Whenever you or your beast loses hit points, you may split the loss evenly between the two of you. This damage cannot be reduced or affected in any way from outside sources.
Fight as One
Whenever your beast successfully attacks an enemy, you gain advantage against that enemy on your own next attack against them. Your beast enjoys the same benefit against enemies you strike.
Hunt as One.
When you and your beast are within 30 feet of each other, you both move at the faster of your two walk speeds. If you or your beast has some other form of locomotion available (fly, climb, swim) and you both are physically able to perform the movement yourself, you share the higher of those speeds as well.
At 14th level this ability applies when you are within 60 feet of each other.
Wild Lord
At tenth level, your beast commands great prestige among its kind. It's size increases by one category (Small sized creatures grow to medium sized, medium sized creatures grow to large size). It can command others of its species, within the limits of their mutual intelligence. It cannot compel its fellows to take extreme risks for little gain, but they are friendly to it and will always grant reasonable requests. Members of your beast's species will no longer attack either of you unless badly provoked. In addition, your beast gains one of the following abilities:
Daunting roar.
As an action, your beast can target one creature within 30 feet of it with a terrible roar, howl, screech, or other appropriate sound. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your beast's Constitution modifier) or become frightened of the beast. On a successful save, the target is not frightened and becomes immune to the Daunting Roar for 24 hours.
The target can repeat the saving throw and the end of its turns if the Beast is not within their line of sight.
A creature immune to being frightened is immune to this effect.
Spirit touch.
Your beast's natural weapons are considered magical for the purposes of overcoming resistance and immunities and striking creatures on the ethereal plane
Wild healing.
At the beginning of your turn, your beast regains a number of hit points equal to your proficiency bonus.
Bond of Rage
At fourteenth level, your connection to your beast is so profound that it shares your very emotions, even your primal rage. Whenever you enter a rage, your beast rages as well, gaining all the same benefits as you with the same restrictions. It can remain in its rage so long as you are also raging. If you drop out of rage, it can continue to rage without you so long as it has been less than one minute since the rage began and it continues to make attacks or be attacked each turn.
Previous Versions
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4/16/2021 8:24:50 AM
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