Puntos de Golpe
Competencias
Beastheart
| Nivel | Bonificador de Competencia | Características | 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 |
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 7
Nivel 8
Nivel 9
Competencias
light
medium
shield
Equipo Inicial
Características de Clase
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.
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:
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:
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.
Multiclase
Requisitos de Multiclase
- DEX: 13 o STR: 13
Competencias Obtenidas
Subclases
Características de Subclase
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.
| Beastheart Level | Feature |
|---|---|
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.
| Beastheart Level | Feature |
|---|---|
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.
| Exploit | Action Used | Ferocity Cost |
|---|---|---|
Reaction | 4 | |
No Action | 4 | |
Action | 4 | |
Action | 3 |
| Beastheart Level | Feature |
|---|---|
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:
| Exploit | Action Used | Ferocity Cost |
|---|---|---|
Action | 8 | |
Action | 8 | |
Action | 8 | |
Action | 8 | |
Action | 8 |
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.
| Exploit | Action Used | Ferocity Cost |
|---|---|---|
Reaction | 3 | |
Attack Action | 2 | |
Attack Action | 3 | |
No Action | 5 |
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.
| Beastheart Level | Feature |
|---|---|
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:
| Exploit | Action Used | Ferocity Cost |
|---|---|---|
Action | 8 | |
No Action | 8 | |
Action | 5 | |
Action | 6 | |
Reaction | 6 |
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.
| Beastheart Level | Feature |
|---|---|
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.