SIGNING IN

Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

STR , WIS

Beastheart

Stufe Übungsbonus Eigenschaften Primal Exploits
1 + 2 Companion Natural Language 0
2 + 2 Companion Natural Language 3
3 + 2 Companion Natural Language 3
4 + 2 Companion Natural Language 3
5 + 3 Companion Natural Language 3
6 + 3 Companion Natural Language 3
7 + 3 Companion Natural Language 3
8 + 3 Companion Natural Language 3
9 + 4 Companion Natural Language 3
10 + 4 Companion Natural Language 5
11 + 4 Companion Natural Language 5
12 + 4 Companion Natural Language 5
13 + 5 Companion Natural Language 5
14 + 5 Companion Natural Language 5
15 + 5 Companion Natural Language 5
16 + 5 Companion Natural Language 5
17 + 6 Companion Natural Language 7
18 + 6 Companion Natural Language 7
19 + 6 Companion Natural Language 7
20 + 6 Companion Natural Language 7

Klasseneigenschaften

Stufe 1

Companion
Natural Language

Stufe 10

Primal Exploits
Beyond Instinct Improvement

Stufe 11

Improved Signature Attack
Companion Bond Feature

Stufe 12

Ability Score Improvement

Stufe 13

Loyal to the End

Stufe 14

Keen Senses
Primal Strike Improvement

Stufe 15

Beyond Instinct Improvement
Companion Bond Feature

Stufe 16

Ability Score Improvement

Stufe 17

Primal Exploits
Improved Signature Attack

Stufe 18

Summon the Wilds

Stufe 19

Ability Score Improvement

Stufe 2

Primal Exploits
Superior Ferocity

Stufe 20

Unbreakable Friendship

Stufe 3

Companion Bond
Master Caregiver

Stufe 4

Ability Score Improvement

Stufe 5

Beyond Instinct
Improved Signature Attack

Stufe 6

Faithful Companion
Rejuvenating Ferocity

Stufe 7

Companion Bond Feature

Stufe 8

Ability Score Improvement
Primal Strike

Stufe 9

Mystic Connection

Übungen

Armor

light

medium

shield

Skills

Startausrüstung

(a) a martial weapon and a shield or (b) two martial weapons
(a) two handaxes or (b) any simple weapon

Klasseneigenschaften

Companion (Level 1)

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 in this supplement or other MCDM supplements. You might also find some cool companions on the MCDM subreddit and in the MCDM Discord server. The Companions section has information on fifteen companion creatures you can choose for your beastheart, and information on the rules for using companions (including ferocity and entering a rampage).

Your 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's 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's 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.

Natural Language (Level 1)

From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities. This feature doesn't 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.

Primal Exploits (Level 2)

Starting at 2nd level, you learn to channel your companion's fury into extraordinary deeds called primal exploits, which are fueled by your companion's ferocity.

You learn three primal exploits of your choice, detailed below. 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's 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's 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't use an exploit while your companion has entered a rampage.

Some exploits allow a companion to make a signature attack. This signature attack can't be modified with additional exploits or used as part of a ferocity action.

Exploit

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.

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.

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.

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.

Feral Reflexes (2 Ferocity)

When you or your companion is hit by an attack, you can use your reaction to increase the target's AC by 2 against the triggering attack.

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.

No Escape (1+ Ferocity)

At the start of your turn when your companion gains ferocity and doesn't 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's speed (your choice) increases by 5 feet × the ferocity spent.

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.

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.

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 turn.

Superior Ferocity (Level 2)

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.

Companion Bond (Level 3)

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.

Master Caregiver (Level 3)

Also at 3rd level, you gain proficiency in the Animal Handling skill. If you already have proficiency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill.

Ability Score Improvement (Level 4)

When you reach 4th 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't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Beyond Instinct (Level 5)

At 5th level, thanks to your care, your companion's tenacity and versatility grow. You and your companion gain the following benefits:

  • Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity.

  • Your companion gains proficiency in saving throws with one ability score of your choice.

  • 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.

Improved Signature Attack (Level 5)

At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die.

Additionally, damage dealt by your companion's attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Faithful Companion (Level 6)

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.

Additionally, 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.

Rejuvenating Ferocity (Level 6)

Also at 6th level, your companion can draw on their own fury to revitalize themself during a battle. You can use a bonus action to spend any amount of your companion's 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.

Companion Bond Feature (Level 7)

At 7th level, you gain an additional feature from your Companion Bond.

Ability Score Improvement (Level 8)

When you reach 8th 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't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Primal Strike (Level 8)

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: acid, 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.

Mystic Connection (Level 9)

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's Mystic Connection benefit replaces the old one.

Primal Exploits (Level 10)

You gain access to the following exploits upon reaching 10th level:

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' 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't knocked prone.

When you reach 17th level, the damage increases to 5d6.

Expanding Fury (6 Ferocity)

When your companion uses a ferocity action that affects creatures within a specific distance of the companion, you can use your reaction to expand that distance by 10 feet.

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.

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.

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.

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.

Beyond Instinct Improvement (Level 10)

When you reach 10th level, 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.

Improved Signature Attack (Level 11)

At 11th level, the extra damage inflicted by your companion's signature attack increases by an additional die, for a total of three damage dice.

Companion Bond Feature (Level 11)

At 11th level, you gain an additional feature from your Companion Bond.

Ability Score Improvement (Level 12)

When you reach 12th 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't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Loyal to the End (Level 13)

At 13th level, even harmful magic can't shake you and your companion's loyalty to each other and your friends. You and your companion can't be charmed or frightened.

Keen Senses (Level 14)

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.

Primal Strike Improvement (Level 14)

When you reach 14th level, the extra damage from your Primal Strike increases to 2d8.

Beyond Instinct Improvement (Level 15)

When you reach 15th level, 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.

Companion Bond Feature (Level 15)

At 15th level, you gain an additional feature from your Companion Bond.

Ability Score Improvement (Level 16)

When you reach 16th 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't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Primal Exploits (Level 17)

You gain access to the following exploits upon reaching 17th level:

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.

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.

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't 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 themself on a success.

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.

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).

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 1d10 force damage if you end your turn inside an object.

Improved Signature Attack (Level 17)

At 17th level, the extra damage inflicted by your companion's signature attack increases by an additional die, for a total of four damage dice.

Summon the Wilds (Level 18)

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's 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 −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn.

You can't use this feature again until you finish a short or long rest.

Ability Score Improvement (Level 19)

When you reach 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't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Unbreakable Friendship (Level 20)

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:

  • You automatically succeed on Wisdom (Animal Handling) 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.)

  • If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead.

  • Whenever you roll initiative, your companion gains 1d10 ferocity.

Multiklassen

Multiklassen-Voraussetzungen

  • DEX: 13 oder STR: 13

Erworbene Übungen

Unterklassen

Ferocious Bond
BST
Hunter Bond
BST
Infernal Bond
BST
Primordial Bond
BST
Protector Bond
BST

Unterklassen-Eigenschaften

Ferocious Bond

Ferocious Bond (Level 3)

Some beasthearts and companions feel closest when they abandon all control and let instinct guide their every move. When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle fury all your own.

Frenzied Charge

Starting when you choose this bond at 3rd level, you learn to follow your companion's furious lead. Whenever your companion enters a rampage, you can use a reaction to move up to your speed and make a melee weapon attack against a target at the end of the movement.

Fury of the Wise

Also at 3rd level, your experience with your companion's rage awes those who dare stand against you. You gain proficiency in the Intimidation skill if you do not already have it. Additionally, your Charisma (Intimidation) checks gain a bonus equal to your Wisdom modifier.

Ferocious Bond Features
Beastheart LevelFeature

3rd

Frenzied Charge, Fury of the Wise

7th

Energizing Rampage

11th

Furious Rampage

15th

Invigorated Rampage

Energizing Rampage (Level 7)

At 7th level, your companion maintains their tenacity after going berserk. When your companion ends a rampage, their ferocity drops to 4 instead of 0.

Furious Rampage (Level 11)

At 11th level, your companion can channel their fury into stronger strikes. Whenever your companion hits one of your enemies with a signature attack during a rampage, the attack deals extra damage equal to the companion's ferocity (instead of half their ferocity).

Additionally, whenever your companion attacks a target within 5 feet of you while in a rampage, they make the attack with advantage. If you attack a creature within 5 feet of your companion when you use Frenzied Charge, you make your attack with advantage.

Invigorated Rampage (Level 15)

At 15th level, you and your companion can channel your anger into overwhelming strikes. When your companion hits another creature with their signature attack while in a rampage, or if you hit another creature with the attack granted to you by Frenzied Charge, the target is either blinded, deafened, or frightened of the attacker (your choice) until the end of the target's next turn.

Hunter Bond

Hunter Bond (Level 3)

You and your companion share a love of the hunt. The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies. Many beasthearts with this bond use ranged weapons to attack prey from afar while their companion closes in for the kill.

Chosen Quarry

Starting when you choose this bond at 3rd level, you and your companion can single out a creature as your prey. Whenever your companion gains ferocity at the start of your turn and doesn't enter a rampage, you can spend 4 ferocity to mark a creature within 90 feet of you (no action required). That creature becomes your quarry for 1 minute, or until you use this feature to mark another target as your quarry. Whenever you or your companion hit your quarry with a weapon attack or deal damage to them with a ferocity action, the quarry takes an extra 1d6 damage.

Hunter's Instincts

At 3rd level, your instincts improve, making you a formidable tracker and granting you better intuition. You gain proficiency in the Survival skill if you do not already have it. Your proficiency bonus is doubled for any ability check you make using that skill, and you can use Survival instead of Insight when you make a Wisdom check to read a creature's intentions or discern if a creature is lying.

Hunter Bond Features
Beastheart LevelFeature

3rd

Chosen Quarry, Hunter's Instincts

7th

Primal Warding

11th

Synchronized Stealth

15th

Unseen Hunters

Primal Warding (Level 7)

At 7th level, you learn to use primal magic to set traps made of nearly invisible force. As an action, you trap a 10-foot-square area of ground centered on a point you can see within 30 feet of you, with the trap lasting for 8 hours or until it is triggered. When you set the trap, you can designate any number of specific creatures that are unaffected by it. Finding the trap requires a successful Intelligence (Investigation) check against your exploit save DC.

A creature that walks into the trap's area triggers the trap and must make a Constitution saving throw against your exploit save DC. On a failure, the creature takes 4d8 force damage and is blinded for 1 minute. On a success, the creature takes half as much damage and isn't blinded. A creature blinded by the trap can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the trap when it is triggered. This ping awakens you if you are sleeping. If you set more than one trap, you know which one was triggered.

You can use this feature to set a number of traps equal to your Wisdom modifier (minimum one). You regain all expended uses when you finish a long rest.

Synchronized Stealth (Level 11)

At 11th level, you and your companion learn to become unseen at the same time in the blink of an eye. When either you or your companion takes the Hide action, the other can take the Hide action as a reaction if they are able to hide. Additionally, when you take the Hide action within 5 feet of your companion, you have advantage on the Dexterity (Stealth) check made as part of the action.

Unseen Hunters (Level 15)

At 15th level, you can use an action to make you and your companion invisible for 10 minutes. While invisible, neither of you can be tracked by nonmagical means unless you or your companion chooses to leave a trail. Either of you can end the invisibility on yourself as a bonus action. Once you use this feature, you can use it again when you finish a long rest.

Infernal Bond

Infernal Bond (Level 3)

You and your companion share a deep connection with each other... and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion's ferocity to unlock infernal magic.

Devil's Understanding

Starting when you choose this bond at 3rd level, you can speak, write, and understand Infernal.

Additionally, you gain proficiency in the Arcana or Religion skill (your choice) if you do not already have proficiency in those skills.

Infernal Exploits

At 3rd level, you gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable. The exploit you choose must be one available at 3rd level.

Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate beastheart level.

Infernal Exploits: 3rd Level
ExploitAction UsedFerocity Cost

Drain Them

Reaction

4

Hellish Wound

No Action

4

Infernal Teleport

Action

4

Wicked Deception

Action

3

Drain Them (4 Ferocity)

When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt.

Hellish Wound (4 Ferocity)

When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required). At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have. All of a target's hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC.

Infernal Teleport (4 Ferocity)

As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke. The target teleports to an unoccupied space within 90 feet of their starting position.

Wicked Deception (3 Ferocity)

As an action, choose a creature hostile to you that you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn. While in this state, the creature is unable to attack or otherwise harm you or your companion. This effect ends early if you or your companion attacks the affected creature. Creatures immune to the charmed condition can't be affected by this exploit.

Infernal Bond Features
Beastheart LevelFeature

3rd

Devil's Understanding, Infernal Exploits

7th

Hell's Charmer

11th

Fiendish Traits, Infernal Exploits improvement

15th

Fiendish Form

Hell's Charmer (Level 7)

At 7th level, your companion can harness the supernatural charm of devils to work enchantment magic on other creatures. As an action, choose one creature that can see you and your companion within 30 feet of you. That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them. On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion. On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature. The charmed creature is friendly to you. When this effect ends, a charmed creature doesn't remember what happened during the time they were charmed.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all uses when you finish a long rest.

Fiendish Traits (Level 11)

At 11th level, your companion's connection to Hell causes them to become more fiendish. Choose one of the following traits for your companion:

  • Barbed Hide.
  • Fiendish Immunities.
  • Fiery Weapons.
  • Wings.

Whenever you finish a long rest, you can replace your companion's fiendish trait with another from this list.

Infernal Exploits (Level 11)

You can take one of the following exploits when you gain a new infernal exploit at 11th level:

Infernal Exploits: 11th Level
ExploitAction UsedFerocity Cost

Brimstone Teleport

Action

8

Chains from Hell

Action

8

Dark of Hell

Action

8

Infernal Flames

Action

8

Poison Rain

Action

8

Brimstone Teleport (8 Ferocity)

As an action, you teleport to an unoccupied space that you can see within 30 feet of you. Each creature within 5 feet of the space you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. You and your companion take no damage from this effect.

When you reach 17th level, the damage increases to 5d6.

Chains from Hell (8 Ferocity)

As an action, you manifest fiery chains that attempt to wrap around up to three creatures of your choice that you can see within 30 feet of you. Each target must make a Dexterity saving throw. On a failure, a target takes 4d6 fire damage and is restrained until the end of your next turn. On a success, a target takes half as much damage and isn't restrained.

When you reach 17th level, the damage increases to 5d6.

Dark of Hell (8 Ferocity)

As an action, you cause your companion to radiate an aura of magical darkness in a 10-foot radius until the end of your next turn. You and your companion can see within this darkness, which moves with your companion.

Infernal Flames (8 Ferocity)

As an action, you cause a blast of fire to erupt from your companion. Each creature within 20 feet of the companion must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. You and your companion take no damage from this effect.

When you reach 17th level, the damage increases to 5d6.

Poison Rain (8 Ferocity)

As an action, you cause toxic green rain to fall in a 20-foot cube centered on a point you can see within 60 feet of you. Each creature in the area except for you and your companion must succeed on a Constitution saving throw or become poisoned until the end of your next turn.

Fiendish Form (Level 15)

At 15th level, your companion can become a scale-covered child of Hell. As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute. While in this form, your companion undergoes the following changes:

  • They are a fiend.

  • They have resistance to bludgeoning, piercing, and slashing damage.

  • They have advantage on saving throws against spells and other magical effects.

Primordial Bond

Primordial Bond (Level 3)

You and your companion share an especially deep connection with the magic of the natural world. By harnessing the fury of your companion, you can wield the primal power of the elements against your foes.

Nature Exploits

At 3rd level, you gain one nature exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable. The exploit you choose must be one available at 3rd level.

Whenever you gain a level in this class, you can choose one of the nature exploits you know and replace it with another nature exploit, for which you must have the appropriate beastheart level.

Nature Exploits: 3rd Level
ExploitAction UsedFerocity Cost

Elemental Shield

Reaction

3

Freezing Strike

Attack Action

2

Sickening Strike

Attack Action

3

Wings When I Need Them

No Action

5

Elemental Shield (3 Ferocity)

When a creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use a reaction to give the affected creature resistance to that damage type (including against the triggering attack) until the end of their next turn.

Freezing Strike (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, the attack deals an extra 1d6 cold damage and the target's speed is reduced by 10 feet until the start of your next turn.

The extra damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sickening Strike (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 target must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

Wings When I Need Them (5 Ferocity)

At the start of your turn when your companion gains ferocity and doesn't enter a rampage, you can manifest a spectral eagle (no action required) that lifts you or your companion (your choice) to the sky. The target gains a flying speed equal to their walking speed until the start of their next turn.

Primal Understanding

At 3rd level, you can speak, write, and understand Primordial and Sylvan.

Additionally, you gain proficiency in the Nature skill if you do not already have it.

Primordial Bond Features
Beastheart LevelFeature

3rd

Nature Exploits, Primal Understanding

7th

Allied Earth

11th

Nature Exploits improvement, Spirit Stampede

15th

Allied Weather

Allied Earth (Level 7)

At 7th level, the ground around your companion sprouts with vines and plants that hamper foes. Whenever your companion has at least 1 ferocity, the ground within 10 feet of them is difficult terrain for their enemies.

Nature Exploits (Level 11)

You can take one of the following exploits when you gain a new nature exploit at 11th level:

Nature Exploits: 11th Level
ExploitAction UsedFerocity Cost

Lava Geyser

Action

8

Lightning Eruption

No Action

8

Plant Prison

Action

5

Stinging Swarm

Action

6

Thunderous Rebuke

Reaction

6

Lava Geyser (8 Ferocity)

As an action, you summon a powerful rush of lava centered on a point on the ground you can see within 30 feet of you. The lava fills a cylinder that is 10 feet tall with a 5-foot radius, and forces each creature in its area to make a Dexterity saving throw. On a failure, a creature takes 4d6 fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The lava then dissolves into fiery mist and fades away.

When you reach 17th level, the damage increases to 5d6.

Lightning Eruption (8 Ferocity)

When you hit a creature with a weapon attack, the attack deals an extra 5d6 lightning damage and you can choose one other creature within 30 feet of the target that you can see. That creature must make a Dexterity saving throw, taking 5d6 lightning damage on a failed save, or half as much damage on a successful one.

When you reach 17th level, both instances of damage increase to 6d6.

Plant Prison (5 Ferocity)

As an action, choose a creature you can see within 30 feet of you. Thorny vines erupt from the ground beneath the target, which must make a Dexterity saving throw. On a failure, the target takes 4d6 piercing damage and is restrained until the start of your next turn. On a success, the target takes half as much damage and isn't restrained.

When you reach 17th level, the damage increases to 5d6.

Stinging Swarm (6 Ferocity)

As an action, you conjure a swarm of stinging insects in a line that is 5 feet wide and 30 feet long. Each creature in the line except your companion must make a Constitution saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. The insects then dissolve to shadow and fade away.

When you reach 17th level, the damage increases to 5d6.

Thunderous Rebuke (6 Ferocity)

When you or your companion is hit with a melee attack by a creature within 5 feet of that target, you can use your reaction to force the attacker to make a Constitution saving throw. On a failure, the attacker takes 3d6 thunder damage and is pushed 10 feet away from the target. On a success, the attacker takes half as much damage and isn't pushed.

When you reach 17th level, the damage increases to 4d6.

Spirit Stampede (Level 11)

At 11th level, when your companion enters a rampage, they summon the unseen spirits of dead creatures that run wild alongside them. Each creature of your choice within 30 feet of your companion takes force damage equal to the companion's ferocity.

Allied Weather (Level 15)

At 15th level, the weather around your companion answers to your will, battering foes who harm them. Whenever your companion has at least 1 ferocity and is hit with a melee attack by a creature within 10 feet of them, choose one of the following effects:

  • The attacker must succeed on a Strength saving throw against your exploit save DC or fall prone.

  • The attacker must succeed on a Dexterity saving throw against your exploit save DC or take lightning damage equal to your companion's ferocity.

Protector Bond

Protector Bond (Level 3)

Nothing is as important to you and your companion as your pack. The bond you both share sharpens your offensive and defensive prowess, letting you put your bodies and lives on the line to protect your allies and those who travel with you.

Beast Vitality

At 3rd level when you choose this bond, your connection to your companion increases your natural vitality. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class.

Pack Phalanx

At 3rd level, you and your companion learn to engage foes up close to keep them from harming those you protect. Whenever you and your companion are not incapacitated and are both within 5 feet of a creature, that creature has disadvantage on attack rolls against any target that is not you or your companion.

Protector Bond Features
Beastheart LevelFeature

3rd

Beast Vitality, Pack Phalanx

7th

Thickened Hide

11th

Sentinel Companion

15th

Undying Protector

Thickened Hide (Level 7)

At 7th level, your companion's natural defenses improve, making them harder to hurt. Your companion's AC increases by 2.

Sentinel Companion (Level 11)

At 11th level, your companion's fierce vigilance drives them to attack cowards who attempt to harm other members of your pack. When a creature within 5 feet of your companion makes an attack against a creature other than you or your companion, you can spend 2 ferocity to have your companion use their reaction to make a signature attack against the attacking creature.

Undying Protector (Level 15)

At 15th level, your companion's rage sustains you through grievous injuries and staggering blows. If you can see your companion when you drop to 0 hit points, you can spend 2 ferocity to drop to 1 hit point instead. Each time you use this feature after the first, the ferocity cost increases by 2. When you finish a short or long rest, the ferocity cost resets to 2.