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

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The Beastmaster Class