{"name":"beastheart","overview":"Erupting out of the sand on the back of a bulette, a half-orc leaps into the air They cleave a path through armored skeletons with a greatsword while their mount charges in the opposite direction, leaving a cloud of powdered bone in their wake. A halfling flies over a burning forest on the back of a baby green dragon. The wyrmling sniffs the air and cries out, pointing with a claw to indicate a safe path to lead fearful forest creatures through the conflagration. Sneaking upside down next to their giant spider companion, a half-elf\u2019s web-covered feet keep them securely attached to a cavern ceiling The bandits below have no idea that their camp has been infiltrated, and that their days of attacking local settlements are at an end. A beastheart is an adventurer who forms a bond of friendship with a wild creature, and who draws power from that bond as it strengthens over time Working as a team, a beastheart and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles","hit_dice":"1d8","hit_points_at_1st_level":"8 + con mod","hit_points_at_higher_levels":"1d8 + con mod adter level 1","armor_proficiencies":"light, medium, shields","weapon_proficiencies":"Simple weapons, battleaxes, greataxes, longbows, nets, scimitars, shortswords ","tools":"Healer Kit.","saving_throws":"STR and WIS","skills":"choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival","starting_equipment":"Equipment; You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]hide armor; or leather armor, a longbow, and 20 arrows[\/li]\r\n[li]a martial weapon and a shield; or two martial weapons[\/li]\r\n[li]two handaxes or any simple weapon[\/li]\r\n[li]a dungeoneer\u2019s pack or an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"[ul]\r\n[li]the beastheart class cant cast any spells, certain subclasses may grant spellcasting and it will be refered to their instead[\/li]\r\n[\/ul]\r\n","class_features":"[center][b]Companion[\/b][\/center]At 1st level, you gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you You can choose any companion from the list in the wild companions article below\r\n\r\n[articleblock:4b80247b-b007-4629-9bb8-44931374cd62]\r\n\r\nYour supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion\u2019s spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion\u2019s body was destroyed, they reform within 5 feet of you. The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM If you already have a companion from this feature, they leave to be on their own when the new companion arrives\r\n\r\n\r\n[center][b]Natural Language[\/b][\/center]From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities This feature doesn\u2019t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently) The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature\r\n\r\n\r\n[center][b]Primal Exploits[\/b][\/center]Starting at 2nd level, you learn to channel your companion\u2019s fury into extraordinary deeds called primal exploits, which are fueled by your companion\u2019s ferocity You learn three primal exploits of your choice, detailed below You learn two additional exploits of your choice at 10th and 17th level Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate beastheart level Some exploits are activated using your reaction Others are usable under specific circumstances but require no action Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn. All exploits require you to spend your companion\u2019s ferocity to use them Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit\u2019s cost The companion loses ferocity equal to the cost when you use the exploit. You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity. You can\u2019t use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack This signature attack can\u2019t be modified with additional exploits or used as part of a ferocity action\r\n\r\n[ul]\r\n[li][b]Exploit Save DC Primal Exploits[\/b]\r\nSome of your exploits require creatures to make a saving throw to resist the exploit\u2019s effects The saving throw DC is calculated as follows: Exploit save DC = 8 + your proficiency bonus + your Wisdom modifier Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion\u2019s ferocity actions (see Superior Ferocity below)[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]expliot[\/th][th]action used[\/th][th]beastheart level[\/th][th]ferocityy[\/th][\/tr]\r\n[tr][td]Aid us, friend[\/td]\r\n[td]attack action[\/td]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]bring them down[\/td]\r\n[td]reaction[\/td]\r\n[td]2nd[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]drag them[\/td]\r\n[td]reaction[\/td]\r\n[td]2nd[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]ferral reflexes[\/td]\r\n[td]reaction[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]hurrican blow[\/td]\r\n[td]attack action[\/td]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]no escape[\/td]\r\n[td]no action[\/td]\r\n[td]2nd[\/td]\r\n[td]+1[\/td]\r\n[\/tr]\r\n[tr][td]primal pounce[\/td]\r\n[td]reaction[\/td]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]quick action[\/td]\r\n[td]attack action[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]thrash[\/td]\r\n[td]reaction[\/td]\r\n[td]2nd[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]crushing charge[\/td]\r\n[td]action[\/td]\r\n[td]10th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[tr][td]expanding fury[\/td]\r\n[td]reaction[\/td]\r\n[td]10th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]furrious vengance[\/td]\r\n[td]reaction[\/td]\r\n[td]10th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr][td]marked prey[\/td]\r\n[td]reaction[\/td]\r\n[td]10th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]primal shout[\/td]\r\n[td]action[\/td]\r\n[td]10th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]wrath of the pack[\/td]\r\n[td]no action[\/td]\r\n[td]10th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]blood sport[\/td]\r\n[td]no action[\/td]\r\n[td]17th[\/td]\r\n[td]16[\/td]\r\n[\/tr]\r\n[tr][td]break the earth[\/td]\r\n[td]action[\/td]\r\n[td]17th[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr][td]burry the dead[\/td]\r\n[td]action[\/td]\r\n[td]17th[\/td]\r\n[td]16[\/td]\r\n[\/tr]\r\n[tr][td]imbuded projectile[\/td]\r\n[td]action[\/td]\r\n[td]17th[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr][td]rend[\/td]\r\n[td]action[\/td]\r\n[td]17th[\/td]\r\n[td]12[\/td]\r\n[\/tr]\r\n[tr][td]spirit form[\/td]\r\n[td]bonus action[\/td]\r\n[td]17th[\/td]\r\n[td]14[\/td]\r\n[\/tr][\/table]\r\n\r\n[center][b]Primal Exploits: 2nd Level[\/b][\/center]You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels\r\n[ul]\r\n[li]Aid Us, Friend (3 Ferocity). You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action[\/li]\r\n[li]Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down. The target must succeed on a Strength saving throw or fall prone[\/li]\r\n[li]Drag Them (4 Ferocity). When your companion hits a Large or smaller creature with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target The target must make a Strength saving throw On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it[\/li]\r\n[li]Feral Reflexes (2 Ferocity). When you or your companion is hit by an attack, you can use your reaction to increase the target\u2019s AC by 2 against the triggering attack.[\/li]\r\n[li]Hurricane Blow (3 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you.[\/li]\r\n[li]No Escape (1+ Ferocity). At the start of your turn when your companion gains ferocity and doesn\u2019t enter a rampage, you can spend up to your Wisdom modifier in ferocity (minimum 1; no action required) Until the start of your next turn, your speed or your companion\u2019s speed (your choice) increases by 5 feet \u00d7 the ferocity spent[\/li]\r\n[li]Primal Pounce (3 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target The target must make a Dexterity saving throw On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC) The grapple also ends if your companion attacks a creature other than the target[\/li]\r\n[li]Quick Hide (2 Ferocity). You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide[\/li]\r\n[li]Thrash (4 Ferocity). When your companion hits a Large or smaller creature with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next[\/li]\r\n[\/ul]\r\n\r\n\r\n[center][b]Primal Exploits: 10th Level[\/b][\/center]\r\n[ul]\r\n[li]Crushing Charge (8 Ferocity). As an action, you move up to your speed in a straight line without provoking opportunity attacks You can move through other creatures\u2019 spaces, but must end your move in an unoccupied space Each creature in a space you move through, except for your companion, must make a Strength saving throw On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone On a success, the creature takes half as much damage and isn\u2019t knocked prone When you reach 17th level, the damage increases to 5d6[\/li]\r\n[li]Expanding Fury (6 Ferocity). When your companion uses a ferocity action that effects creatures within a specific distance of the companion, you can use your reaction to expand that distance by 10 feet[\/li]\r\n[li]Furious Vengeance (5 Ferocity). When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker When you reach 17th level, the damage increases to 5d6[\/li]\r\n[li]Marked Prey (4 Ferocity). When your companion uses a ferocity action that requires a creature to make a saving throw, you can use your reaction to impose disadvantage on the save[\/li]\r\n[li]Primal Shout (6 Ferocity). As an action, you let loose a menacing bellow Each creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn[\/li]\r\n[li]Wrath of the Pack (4 Ferocity). When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action required) On a hit, the attack deals its normal effects, and the target is knocked prone[\/li]\r\n[\/ul]\r\n[b][center][b]Primal Exploits: 17th Level[\/b][\/center][\/b]\r\n\r\n[ul]\r\n[li]Blood Sport (16 Ferocity). When you hit a Large or smaller creature with a melee weapon attack, you can also push the target up to 30 feet away from you and knock them prone If the target ends this move within 5 feet of your companion, the companion can make a signature attack against the target (no action required) On a hit, the attack deals its normal effects, and the target is pushed up to 30 feet away from your companion If the target ends this move within 5 feet of you, you can make a melee weapon attack against them (no action required) that deals an extra 4d6 damage if it hits[\/li]\r\n[li]Break the Earth (14 Ferocity). As an action, you open a 10-foot-radius pit in the ground, floor, or other surface within 60 feet of you The pit can be up to 50 feet deep, depending on the depth beneath the surface where it is opened Each creature standing in the area when the pit opens must make a Dexterity saving throw On a failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone On a success, the creature moves to an unoccupied space of their choice at the edge of the pit A creature can climb the rough walls of the pit without an ability check[\/li]\r\n[li]Bury the Dead (16 Ferocity). When you and your companion are within 5 feet of a creature, you can use an action to cause a vicious whirlwind filled with debris and dirt to rise around the creature, which must make a Dexterity saving throw On a failure, the creature takes 8d6 bludgeoning damage, is knocked prone, and is restrained On a success, the target takes half as much damage and isn\u2019t knocked prone or restrained A creature restrained this way can use an action to make a Strength (Athletics) check against your exploit save DC, freeing themselves on a success[\/li]\r\n[li]Imbue Projectile (14 Ferocity). As an action, you make a ranged weapon attack Whether or not the attack hits, a wave of energy explodes from the weapon or ammunition used in the attack, centered on your target Each creature within 20 feet of the target (including the target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half as much damage on a successful one[\/li]\r\n[li]Rend (12 Ferocity). As an action, choose a creature you can see within 5 feet of you and your companion You make a melee weapon attack against the target, and your companion makes a signature attack against the target (no actions required) If you both hit and deal damage to the target, the target is knocked prone and takes an additional 6d6 damage of a type dealt by either attack (your choice)[\/li]\r\n[li]Spirit Form (14 Ferocity). As a bonus action, you make you and your companion incorporeal until the end of your next turn While incorporeal, you each have resistance to acid, cold, fire, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks While incorporeal, you and your companion each gain a flying speed equal to your individual walking speed, and each of you can move through other creatures and objects as if they were difficult terrain Either of you takes 5 (1d10) force damage if you end your turn inside an object[\/li]\r\n[\/ul]\r\n\r\n[center][b]Superior Ferocity[\/b][\/center]Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC\r\n\r\n[center][b]Companion Bond[\/b][\/center]At 3rd level, you choose a specialized bond that you share with your companion Choose Ferocious Bond, Hunter Bond, Infernal Bond, Primordial Bond, or Protector Bond (all detailed below) Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level\r\n\r\n[center][b]Master Caregiver[\/b][\/center]Also at 3rd level, you gain proficiency in the Animal Handling skill If you already have profciency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill\r\n\r\n[center][b]Ability Score Improvement[\/b][\/center]When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 As normal, you can\u2019t increase an ability score above 20 using this feature\r\n\r\n[center][b]Beyond Instinct[\/b][\/center]At 5th level, thanks to your care, your companion\u2019s tenacity and versatility grow You and your companion gain the following benefits:\r\n[ul]\r\n[li]Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity[\/li]\r\n[li]Your companion gains proficiency in saving throws with one ability score of your choice[\/li]\r\n[li]Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill[\/li]\r\n[\/ul]\r\nWhen you reach 10th level in this class, the additional ferocity your companion gains increases to 3 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above. When you reach 15th level in this class, the additional ferocity your companion gains increases to 5 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above\r\n[b]\r\n[center][b]Improved Signature Attack[\/b][\/center][\/b]\r\nAt 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level Additionally, damage dealt by your companion\u2019s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage\r\n\r\n[center][b]Faithful Companion[\/b][\/center]At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies You no longer need to use your bonus action to command your companion Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action\r\n\r\n\r\nAdditionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature You instead choose where the companion moves on your turn and which creature they attack with their signature attack\r\n\r\n[center][b]Rejuvenating Ferocity[\/b][\/center]Also at 6th level, your companion can draw on their own fury to revitalize themselves during a battle You can use a bonus action to spend any amount of your companion\u2019s ferocity, with the companion regaining hit points equal to the ferocity spent You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest\r\n\r\n[center][b]Primal Strike[\/b][\/center]At 8th level, you gain the ability to infuse your weapon strikes with primal energy Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target The damage type is determined by you when you gain this feature, and is chosen from the following list:\r\n\r\nacid, cold, fire, lightning, poison, or thunder. Each time you gain a level in this class, you can change the damage type for this feature to another type from the list When you reach 14th level, the extra damage increases to 2d8\r\n\r\n\r\n[center][b]Mystic Connection[\/b][\/center]At 9th level, your connection to your companion grants a natural talent The benefit of your Mystic Connection depends on your companion If you ever gain a new companion, your new companion\u2019s Mystic Connection benefits replaces the old one\r\n\r\n\r\n\r\n[center][b]Loyal to the End[\/b][\/center]At 13th level, even harmful magic can\u2019t shake you and your companion\u2019s loyalty to each other and your friends You and your companion can\u2019t be charmed or frightened\r\n\r\n[center][b]Keen Senses[\/b][\/center]At 14th level, your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell Additionally, you can take the Search action as a bonus action\r\n\r\n[center][b]Summon the Wilds[\/b][\/center]At 18th level, you can call forth nearby creatures as a distracting swarm Depending on your location, this horde could consist of birds, fish, insects, rodents, or other similar creatures of your choice As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see The swarm persists for 1 minute On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction Each creature of your choice that starts their turn in the swarm\u2019s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a \u22125 penalty to their passive Wisdom (Perception) score, until the start of their next turn You can\u2019t use this feature again until you finish a short or long rest\r\n\r\n[center][b]Unbreakable Friendship[\/b][\/center]At 20th level, your affection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits:\r\n[ul]\r\n[li]You automatically succeed on Wisdom (AnimalHandling) checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose )[\/li]\r\n[li]If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead[\/li]\r\n[li]Whenever you roll initiative, your companion gains 1d10 ferocity[\/li]\r\n[\/ul]\r\n","subclass_options":"[center]Companion Bonds[\/center]While every beastheart and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world A companion bond represents this specific connection and shared power. Some beasthearts and companions live to unleash their inner fury, while others embrace the silence of the hunt Another duo might bond over their need to protect nature or their pack, while a different beastheart might use their companion\u2019s rage to harness the powers of Hell\r\n[ul]\r\n[block:1359728][block:1359730]\u00a0[block:1359733]\u00a0[block:1359739]\u00a0[block:1359742][\/ul]\r\n","table_data":"level | proficiency bonus | primal exploits | features\r\n1rst | +2 | - | Companion, Natural Language\r\n2nd | +2 | 3 | Primal Exploits, Superior Ferocity\r\n3rd | +2 | 3 | Companion Bond, Master Caregiver\r\n4th | +2 | 3 | Ability Score Improvement\r\n5th | +3 | 3 | Beyond Instinct, Improved Signature Attack (1 die)\r\n6th | +3 | 3 | Faithful Companion, Rejuvenating Ferocity\r\n7th | +3 | 3 | Companion Bond feature\r\n8th | +3 | 3 | Ability Score Improvement, Primal Strike (1d8)\r\n9th | +4 | 3 | Mystic Connection\r\n10th | +4 | 5 | Beyond Instinct improvement\r\n11th | +4 | 5 | Improved Signature Attack (2 dice), Companion Bond feature\r\n12th | +4 | 5 | Ability Score Improvement\r\n13th | +5 | 5 | Loyal to the End\r\n14th | +5 | 5 | Keen Senses, Primal Strike (2d8)\r\n15th | +5 | 5 | Beyond Instinct improvement, Companion Bond feature\r\n16th | +5 | 5 | Ability Score Improvement\r\n17th | +6 | 7 | Improved Signature Attack (3 dice)\r\n18th | +6 | 7 | Summon the Wilds\r\n19th | +6 | 7 |Ability Score Improvement\r\n20th | +6 | 7 | Unbreakable Friendship","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1357804","world":"225cec34-ca7f-439a-a78f-7352144473f8","folder":"25070"}