Beastmaster Intel
2024-09-11
Primal Exploits - Channel the Ferocity of your Companion with this Feature, see the Beastmaster Class for information on how to best utilize this
Basic Exploits
Aid Us, Friend - Attack (3 Ferocity)
When you take the Attack Action your Companion can use their Bonus Action to grant you Advantage on your Attack
Bring Them Down - Reaction (4 Ferocity)
When your Companion hits with their Signature Attack you can use your Reaction to have them drag the Creature down. It must make a Strength Save or become Prone
Drag Them - Reaction (4 Ferocity)
When your Companion hits with their Signature Attack you can use your Reaction to have them pull on the Creature. It must make a Strength Save or it is moved half your Companion’s Movement Speed in a direction of your choice
Feral Reflex - Reaction (2 Ferocity)
When you or your Companion is hit by an Attack they can use this Exploit to increase their AC by 2
Hurricane Blow - Attack (3 Ferocity)
When you or your companion take the Attack Action you can use this Exploit to unleash a storm of winds that pushes the target 4m away from you in addition to its normal effects
No Escape - Free (2 Ferocity)
When your Companion begins its turn you can utilize this Exploit at the start of the turn to grant your Companion an additional 4m of Movement Speed
Outta There - Bonus Action (3 Ferocity)
When your Companion begins its turn (and doesn’t Rampage) you can use your Bonus Action to command it to Flee. It uses its Action and Movement Speed to Dash, having it move in a straight line as far as it can
Primal Pounce - Reaction (4 Ferocity)
When your Companion hits a Creature with their Signature Attack you can use your Reaction to command it to grapple the Creature. It must make a Strength Save or become Grappled, fighting against your Companion’s Athletics or Acrobatics (your choice)
Quick Hide - Attack (2 Ferocity)
When you take the Attack Action your Companion can use their Reaction to take the Hide Action
Swift Strike - Bonus Action (4 Ferocity)
When your Companion Attacks with its Signature Attack and you make a Weapon Attack against the same Creature you can grant yourself Advantage on your Attack Rolls against that target this turn
Thrash - Reaction (4 Ferocity)
When your Companion hits a Creature (Large Size or Smaller) with its Signature Attack you can use your Reaction to make it Thrash. It deals Damage equal to its Strength or Dexterity Modifier (your Choice) to all Creatures it’s adjacent to
Advanced Exploits - Beastmaster 6th Level
Companion Rotation - Bonus Action (3 Ferocity)
Your Companion can use this Exploit when you have targeted a Creature it’s adjacent to with a Weapon Attack this turn. It can use its BA to move to the opposite side of the Creature
Crushing Charge - Action (5 Ferocity)
As an Action you or your Companion sends itself forward 10m in a straight line without provoking Opportunity Attacks. Each Creature you push through takes 2d6 Bludgeoning Damage and must make a Strength Save, being knocked Prone on a Failure
Expanding Fury - Reaction (6 Ferocity)
When your Companion uses a Ferocity Action has a Range you can use your Reaction to increase its Range by 4m
Furious Vengeance - Reaction (5 Ferocity)
When a Creature hits your Companion you can use your Reaction to glare at it, dealing 3d6 Psychic Damage
Marked Prey - Reaction (4 Ferocity)
When your Companion uses a Ferocity Action that requires a Save, you can use your Reaction to force it to make it with Disadvantage
Primal Shout - Action (6 Ferocity)
As an Action you let loose a horrendous scream. All Creatures (besides your Companion) within 8m must make a Wisdom Save, becoming Frightened on a Failure
Recharge - Bonus Action (5 Ferocity)
You and your Companion spend both of your Bonus Actions while being adjacent to each other, and regain HP equal to 1d8 + your Constitution Modifier as you take a brief respite
Wrath of the Pack - Free (4 Ferocity)
When you hit a Creature with an Attack and your Companion is adjacent to it as well, it can use its Reaction to knock it Prone
Elite Exploits - Beastmaster 10th Level
Blood Sport (9 Ferocity)
When you or your Companions hits a Creature (Large Size or Smaller) with a Melee Attack the Attacker can use its Bonus Action to active this Exploit, making the Creature either be pushed back 4m or be knocked Prone
Break the Earth (8 Ferocity)
As an Action you select a point you can see within 20m on the ground, opening a 4m radius pit on the ground, extending up to 20m deep. Each Creature in the opening must make a Dexterity Save, taking 1d6 Bludgeoning Damage for every 4m it falls
Bury the Dead (9 Ferocity)
When you and your companion are adjacent to 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 Save. 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
Imbue Projectile (9 Ferocity)
As an Action you empower your Ranged Weapon Attack with energy, a wave of energy exploding from the target (resolve the Weapon Attack as normal, this triggers from the target’s position regardless of if the Attack Hits) in a 8m radius. Each Creature in the area must make a Dexterity Save or take 8d8 Force Damage on a Failed Save, or half as much on a Success
Rend (7 Ferocity)
If you and your Companion hit with an Attack on the same target and are both adjacent to the target you can activate this Exploit with your Bonus Action. It immediately takes an additional 6d6 Damage of the same Type as one of your Attacks (your choice)
Spirit Form (8 Ferocity)
As a Bonus Action (from you and your Companion) your bonded pair becomes incorporeal until the end of your next turn. You gain Resistance to all Damage besides Force and gain a Flying Speed equal to your Movement Speeds.
Companions: The list of Companions can vary amongst the different biomes and locales, this list is shortened below so it can be easily viewed along with their general types. Any that interest you can have their statistics found lower down in Alphabetical order
List
Basilisk - Elemental Tank
Blood Hawk - Swift Flyer
Bonoko- Fast Supporter
Dragon Wyrmling - Ranged Supporter
Earth Elemental - Generalist Hunter
Giant Toad - Semi-Tank Beast
Hell Hound - Infernal Hunter
Owlbear - Monstrous Tank
Worg - Monstrous Hunter
Basilisk
Description
Main Stats
AC: 15 + PB
HP: 7 x Level
Movement: 8m
Size: Medium
Attributes
STR: +3
DEX: +0
CON: +2
INT: -3
WIS: +1
CHA: +0
Proficiencies
Saves: CON
Skills: Athletics, Survival
Senses: 20m Darkvision
Signature Attack
Rending Bite - Adjacent
ATK BNS = 3 + PB
DAM = d6 + PB Slashing
Actions
Main - Poison Spit (2 Ferocity)
Make a Signature Attack with an extra PB bonus to the Attack Roll and Damage Rolls
In addition, all Creatures adjacent to it take 1 + PB in Poison Damage
Advanced - Poison Gaze (5 Ferocity)
Choose 3 Creatures within 10m that the Basilisk can see, forcing each to make a DC (10 + PB) Constitution Save or becoming Poisoned until the start of your next turn
Elite - Petrification Glance (8 Ferocity)
Target a Creature within 20m which must make a DC (10 + PB) Constitution Save. On a Failure it begins to magically transform into stone and is Restrained. The Creature must repeat the Save at the end of their next turn, ending it on a Success or being Petrified for 1 Hour on a Failure
Reactions - Heavy Glare
When you strike the Creature with a Weapon Attack the Basilisk can use its Reaction to force that Creature (if within 10m of the Basilisk) to make a Constitution Save, on a Failure it cannot take Reactions and loses 4m of Movement next turn
Mystic Connection (LV.9)
Once per Long Rest as a Bonus Action, you can harness the Basilisk’s spittle to cover its skin. This flexible layer of stone lasts for 10 minutes and you gain Resistance to Bludgeoning, Piercing, and Slashing Damage
Blood Hawk
Description
Main Stats
AC: 13 + PB
HP: 6 x Level
Movement: 4m Move, 24m Flight
Size: Small
Attributes
STR: -1
DEX: +3
CON: +1
INT: -3
WIS: +2
CHA: +0
Proficiencies
Saves: DEX, WIS
Skills: Perception
Feature - Keen Sight: ADV on Perception that rely on Sight
Senses: N/A
Signature Attack
Blood Strike - Adjacent
ATK BNS = 3 + PB
DAM = d6 + PB Piercing
Features
Blood Wings
Gain ADV on all Checks or Saves to avoid effects that would Restrain or Grapple the Bloodhawk
Actions
Main - Distracting Attack (2 Ferocity)
Use this after the Bloodhawk makes a Signature Attack (regardless of a Hit), you expend Ferocity to send the Bloodhawk into a frenzy. The next Attack Roll made against this Creature is done with Advantage
Advanced - Swooping Attack (5 Ferocity)
Activate this Exploit when you take the Dash Action and move through a square Adjacent to an enemy, you ignore all Opportunity Attacks with this Dash. You can select 1 Creature to make your Signature Attack against as a part of that Movement and you force the Creature to drop 1 item it is holding
Elite - Talon Storm (8 Ferocity)
The Bloodhawk moves rapidly up to its Flight Speed with an Action as a part of this Exploit in a straight line at a Creature without provoking Opportunity Attacks, stopping when it arrives at a point adjacent to the Target. The Target must make a Dexterity Save, taking (PB)d10 Slashing Damage and being blinded on a Failure. On a Success, it takes half the Damage and isn’t Blinded
Reaction - Strafe (Once per Long Rest)
When the Bloodhawk is within 10m of you when you’re hit by an Attack, it can move its Speed without Provoking Opportunity Attacks with its Reaction. The Hawk can take the Damage on this Attack instead if it ends this Movement adjacent to you. If it does so it gains Resistance to the Damage taken
Mystic Connection (LV.9)
Once per Long Rest you can use your Bonus Action to bring a storm of feathers around you. This grants you an 8m Flying Speed for 1 Hour
Bonoko
Description
Main Stats
AC: 12 + PB
HP: 7 x Level
Movement: 14m
Size: Medium
Attributes
STR: +2
DEX: +3
CON: +2
INT: -3
WIS: +1
CHA: -1
Proficiencies
Saves: STR, DEX
Skills: Perception, Stealth
Senses: N/A
Signature Attack
Chomp - Adjacent
ATK BNS = 3 + PB
DAM = d6 + PB
Actions
Main - Overwhelming Attack (2 Ferocity)
When making the Attack Roll the Companion can use its Bonus Action to activate this Exploit. It deals a Base Damage equal to PB and on a Hit the target also can’t use its Reaction until after the Companion’s next turn
Advanced - Tactical Mind (5 Ferocity)
This Exploit allows the Companion to take the Hide Action then make a Signature Attack as a part of that Action. On a Hit they can also knock the target Prone
Elite - Pining Maneuver (8 Ferocity)
The Companion leaps 4m as a Bonus Action to a space adjacent to an enemy. The Creature must make a Dexterity Save, taking (PB)d12 Slashing Damage on a Failure, along with being knocked Prone and Grappled. On a Success it takes only PB Slashing Damage but is either knocked Prone or Grappled (your choice).
A Creature that Fails cannot stand until it breaks the Grapple
You can spend your Reaction (and an additional 2 Ferocity) to make a Weapon Attack Roll against this target. If you have a Ranged Weapon it does not provoke Disadvantage from being Prone
Reaction - Teamwork Mentality
Once per Long Rest when you are within 10m of your Companion and they have the Charmed, Dazed, Frightened, or Stunned Conditions you can use both of your Bonus Actions to end the effect before the end of their turn
Mystic Connection (LV.9)
3 Times per Long Rest you can summon the subtle movements of your Companion to take the Hide Action as a Bonus Action as long as your Companion does as well, you both Roll with Advantage as a part of this Feature
Dragon Wyrmling
Description
Main Stats
AC: 15 + PB
HP: 6 x Level
Movement: 8m Walk, 8m Flight
Size: Small
Attributes
STR: +3
DEX: +0
CON: +2
INT: -3
WIS: +0
CHA: +1
Proficiencies
Saves: See Features (Below)
Skills: Perception
Senses: Darkivision 20m
Signature Attack
Snap Bite - Adjacent
ATK BNS = 3 + PB
DAM = d4 + PB
Features
Draconic Link - Select a Type below for its Wyrmling Type, it gains Immunity to that Damage Type while you gain Resistance to it. This also determines the Damage Type for their Actions and what Save they gain (see above) along with what their Breath Weapon Save is
Red - Fire (Dexterity)
Blue - Lightning (Dexterity)
Green - Poison (Constitution)
Black - Acid (Constitution)
White - Cold (Constitution)
Signature Attack
Actions
Main: Spit Breath (2 Ferocity)
Transforms the Signature Attack into a Ranged Attack with a Range of (10m/30m). It has a Base Damage of (2xPB [Draconic Link]) and 1d10 instead of d4 on a Hit
Advanced: Frightening Presence (5 Ferocity)
Use an Action to emanate a 4m Radius sphere of danger, forcing all Creatures to make a Wisdom Saving Throw. On a Failure they are Feared for 1 Minute and are Slowed while on a Success they only lose 4m of Movement on their next Turn
Elite: Breath Weapon (8 Ferocity)
Use its Action to exhale Elemental Energy, forcing all Creatures within a 6m Cone to make a Save (see above), taking (PB)d8 Damage on a Failure or half as much on a Success
Mystic Connection (LV.9)
As a Bonus Action, you imbue a weapon you hold with draconic power for 1 minute. For the duration you gain a d12 Damage Die of your Companion’s Damage Type as a Base Damage
Earth Elemental
Description
Main Stats
AC: 15 + PB
HP: 7 x Level
Movement: 10m Walk, 6m Burrow
Size: Medium
Attributes
STR: +3
DEX: -1
CON: +2
INT: -3
WIS: +0
CHA: -1
Proficiencies
Saves: CON
Skills: Athletics
Immunity: Poison DAM and Poisoned Condition
Senses: Tremorsense - 10m
Signature Attack
Strike - Adjacent
ATK BNS = 4 + PB
DAM = d8 + PB
Features
Earth Glide - When moving at half-speed the Earth Elemental can move underground (when passing through natural terrain) without disturbing anything above it only being noticed by those with Tremorsense
Actions
Main: Launch Attack (2 Ferocity)
Extend your Companion’s Signature Attack to a 4m Range, gaining a (2 x PB) Base Damage and on a Hit you can choose to move the target 2m towards the Companion
Advanced: Earthshaker (5 Ferocity)
Your Companion strikes the ground and all Creatures within 6m must make a Dexterity Save or be knocked Prone
Elite: Transmute Ground (8 Ferocity)
The Companion selects a point on the ground they can see within 20m. All Creatures within a 4m cube of that point must make a Strength Save or sink into the ground and become Restrained and Grappled
Bonus Action
Earthen Shield
When your Companion is adjacent to you, it can use its Bonus Action to provide you with PB Shielding. This Shielding Stacks with itself and its Mystic Connection. This Shielding only applies when you have taken Damage in the last minute
Mystic Connection (LV.9)
Once per Long Rest as a Bonus Action you can summon stone over your body to grant you (10 + PB + Level) for up to 1 minute. While you have this Shielding you have Resistance to all Damage Types and are Immune to Force Damage
Giant Toad
Description
Main Stats
AC: 13 + PB
HP: 8 x Level
Movement: Walk 6m, Swim 10m
Size: Large
Attributes
STR: +3
DEX: +1
CON: +2
INT: -3
WIS: +0
CHA: +0
Proficiencies
Saves: STR, CON
Skills: Athletics, Perception
Senses: Darkvision 20m (Underwater)
Signature Attack
Amphibious - Can breathe water and air
Huge Legs - It’s Long Jump increases to 8m and it’s High Jump to 4m
Features
Bite - Adjacent
ATK BNS = 3 + PB
DAM = d10 + PB
Actions
Main: Tongue Lash (2 Ferocity)
The Signature Attack increases to a 6m Range and becomes a Ranged Attack. It’s PB bonus to Damage becomes Base Damage and also always moves the target 2m towards the Toad
Advanced: Hunger Bite (5 Ferocity)
The Toad leaps 8m in any direction without provoking Opportunity Attacks and makes a Signature Attack as a part of that Action. If the target is a Medium or Smaller Size Creature the Toad can bring it alongside its jump
Elite: Swallow (8 Ferocity)
The Toad attempts to swallow a Medium or Smaller Creature adjacent to it. The Creature must make a Dexterity Save, taking PB Bludgeoning Damage and becoming Swallowed on a Failure or only taking the Damage on a Success. The Swallowed Creature can make a Strength Save at the start of each of its turns to escape
When a Creature is Swallowed with this Exploit it takes (PB)d6 Acid Damage at the start of its turn (before attempting to escape). If the Creature Succeeds on the Save it escapes and is dropped Prone adjacent to the Toad.
Bonus Action
Psychedelic Skin
Once per Long Rest the toad can use this Exploit to coat a Weapon carried by an ally adjacent to it with its mucus for 1 Hour
This grants the Weapon an additional (PB) Poison Damage as a Base Damage. On a Hit the target must make a Constitution Save or become Poisoned for 1 Minute. A Poisoned Creature can repeat this Save at the end of their turns
Creatures Poisoned in this manner have Disadvantage on all Saves that the Toad forces it to make
Mystic Connection (LV.9)
You place a hand on the Toad and absorb some of its power for 1 Hour. During this period you gain the ability to breathe underwater and doubling your Jump distances
Hell Hound
Description
Main Stats
AC: 12 + PB
HP: 7 x Level
Movement: 20m
Size: Medium
Attributes
STR: +2
DEX: +2
CON: +2
INT: -1
WIS: +1
CHA: -1
Proficiencies
Saves: DEX
Skills: Investigation, Perception
Senses: 20m Darkvision
Signature Attack
Bite - Adjacent
ATK BNS = 4 + PB
DAM = d6 + PB
Actions
Features
Devil Body
Gain Immunity to Fire Damage
Gain ADV on Perception Checks
Actions
Main: Lava Fangs (2 Ferocity)
The Hound makes a Signature Attack and gains 2(PB) Fire Damage as a Base Damage
All Creatures within 4m take 2d6 Fire Damage
Advanced: Flash Charge (5 Ferocity)
The Hound uses its Action to move up to its Movement Speed in a straight line that does not provoke Opportunity Attacks. All Creatures in that line take 2(PB) Fire Damage
Elite: Flame Breath (8 Ferocity)
The Hound uses its Action to exhale a 8m cone of Fire. All Creatures must make a Dexterity Save, taking (PB)d6 Fire Damage on a Failure or half as much on a success
Reaction
Greater Senses
Once per Long Rest when a Creature within 30m of the Hound takes the Hide Action or becomes Invisible the Hound can use its Reaction to track it. Until the end of the Hound’s next turn you and the Hound know where it is as long as it is within 30m
Mystic Connection (LV.9)
As a Bonus Action you absorb the hellfire of the Hound that persists for 1 minute. During this period…
All Creatures within 10m of you take 2(PB) Fire Damage when you end your turn
Your Weapon Attacks gain a Base Damage of (PB) Fire Damage
On a Hit your Weapon Attacks deal 2d6 Fire Damage
You gain Resistance to Fire Damage (or Immunity if you’re already Resistance)
Owlbear
Description
Main Stats
AC: 11 + PB
HP: 10 x Level
Movement: 6m Walk
Size: Large
Attributes
STR: +3
DEX: +0
CON: +3
INT: -3
WIS: +1
CHA: -2
Proficiencies
Saves: STR, CON
Skills: Athletics, Intimidation
Senses: 10m Darkvision
Signature Attack
Rending Claws - Adjacent
ATK BNS = 3 + PB
DAM = d10 + PB
Features
Monstrous Hide - Gain Resistance to non-magical Slashing Damage
Actions
Main: Violent Rend (2 Ferocity)
Make 2 Attacks instead of 1 with this Action
When using this Exploit gain a Base Damage equal to PB
Advanced: Grand Slam (5 Ferocity)
The Owlbear jumps up to 6m without provoking Opportunity Attacks and slams down. All Creatures within 4m of the Slam must make a Strength Save or take 2(PB) Bludgeoning Damage and be knocked Prone. On a Success they take half Damage and are not knocked Prone
Creatures directly underneath the Owlbear have Disadvantage on their Save. Regardless of their result they are moved to the closest point around the Owlbear after the slam
Elite: Bear Hug (8 Ferocity)
The owlbear tries to Grapple a Creature adjacent to them. On a Failure it takes 2(PB) Bludgeoning Damage and is Grappled. On a Success it takes half Damage and is not Grapples
Each turn that begins with the Creature being Grappled deals 2(PB) Bludgeoning Damage to it and it has the Restrained Condition
Mystic Connection (LV.9)
Once per Long Rest you can utilize the inspiring hoot of the Owlbear to grant Shielding equal to 2 x your Level to all allies within 10m for the next minute
Worg
Description
Main Stats
AC: 12 + PB
HP: 6 x Level
Movement: 12m
Size: Large
Attributes
STR: +3
DEX: +3
CON: +0
INT: -2
WIS: +2
CHA: -2
Proficiencies
Saves: STR, DEX
Skills: Perception
Senses: Low Light Vision 20m
Signature Attack
Bite - Adjacent
ATK BNS = 3 + PB
DAM = d8 + PB
Features
Keen Nose: Have ADV on Perception Checks that utilize smell
Move as One: Mounting and Dismounting the Worg costs 2m less of Movement for you (down to a 2m cost)
Actions
Main: Crunch (2 Ferocity)
The Worg makes its Signature Attack, on a Hit it deals additional (PB) Damage and the target is Dazed on its next Turn
Advanced: Vicious Charge (5 Ferocity)
The Worg jumps forward 6m as a Bonus Action. It makes 1 Signature Attack against any Creature it passes. If the Creature made an Opportunity Attack against it during this jump then the Worg has ADV on its Attack and Damage Rolls
Elite: Frenzied Claws (8 Ferocity)
The Worg uses its viciousness with its Action to deal (PB)d8 Slashing Damage to all Creatures adjacent to them. None of these Creatures can take a Reaction until the end of their next turn
Mystic Connection (LV.9)
You can meditate with the Worg for 1 Hour to understand its Movement. For the day you gain 4m of Movement Speed