Fighter Archetype: Beast Handler

by Etschbeijer

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Fighter

Fighters are well trained individuals whose training and military understanding goes beyond the knowledge of a common soldier. They are capable to wield any weapon and use the heaviest of armour without problem. They are often part of elite units, high regarded bounty hunters or bodyguards.

Beast Handler

Since ancient times people have tamed beasts for war and it was the purpose of the beast handlers to raise, train and lead them into battle. It is an ancient tradition and over time they have mastered different techniques and rituals that enable them to bind and raise more dangerous creatures. They also gathered knowledge of long term rituals that enable them to revive and summon chosen beasts. Some view these creatures as an expendable tool and replace a hurt creature like a broken sword while others view them as family and put their own life at risk to protect them.

Fighter’s War Beast

At 3rd level, you gain a war beast that accompanies you on your adventures and is trained to fight alongside you. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Land Beast, Sea Beast, or Air Beast-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears marks of its training as a beast for war, often being bigger and stronger than others of its kind, being trained to wear armour and carry weapons of war.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action but it cannot take the Multiattack action. You can also replace one of your attacks when you take the Attack action to with one attack of your beasts. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and increase your exhaustion level by 1. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can bond with a different war beast and you choose its stat block and appearance. If you already have a beast from this feature, it leaves when the new beast appears. The beast also leaves if you die. Additionally, at the end of a long rest you can perform a ritual to revive your fallen war beast or summon it to your side. Some abilities of your beast require other creatures to do saving throws and the saving throw is calculated as follows:

Beast Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

Barding Training

At 3rd level, you have trained your war beast to wear armour for its protection and carry large burdens into battle. It is proficient with light, medium and heavy armour. While wearing armour, it either the stats of the armour instead or its natural armour (your choice).

Hunting Party

Starting at 7th level you have trained your beast well, so that you can fight together harmoniously. When you use the Action Surge feature, your beast can make one additional attack, when it is using the Attack or Multiattack action.

When you use your Second Wind feature, your beast is healed for the same amount as you are healed. Additionally, when you have hit a target with a weapon attack, all attacks of your beast against that target, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Carnage of War

Starting at 10th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Keep the Backs Free

At 15th level, you and your beast can protect each other. When your beast is within 5 ft. of you and you are hit by an attack and your beast can see it, your beast can use its reaction and take the damage for you. You must decide so before the damage is rolled and calculated. Your beast must finish a short rest before it can do so again.

Additionally, when your beast is within 5 ft. of you and would be hit by an attack that you can see, you can use your reaction and take the damage for the beast. You must decide so before the damage is rolled and calculated.

Bloodbath

Starting at 18th level, when you use your action surge your beast gains also an additional action. You must finish a long rest before you can use this feature again.

War Beasts

The different beasts a Beast Handler can bind to and lead into battle.


Land Beast

Small, medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 13 + PB (natural armour)
  • Hit Points 2 + your Constitution modifier + 5 times your fighter level (the beast has a number of Hit Dice [d8s] equal to your fighter level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 4 (-3) 10 (Mod) 6 (-2)

  • Saving Throws Strength +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception plus PB x 2, survival 0 + PB
  • Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages Understands the languages you speak
  • Proficiency Bonus (PB) Equals your bonus
  • Keen Senses Your beast has advantage on Wisdom (Perception) checks relying on sound and smell.
  • Pounce If the beast moves at least 10 feet straight toward a creature and then hits it with a Slashing grace attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the beast can make one Finishing Grace attack against it as a bonus action.

Actions

Finishing Strike. Melee Weapon Attack: your weapon attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB piercing damage.

Slashing Strike. Melee Weapon Attack: your weapon attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB slashing damage.


Sea Beast

Small, medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 13 + PB (natural armour)
  • Hit Points 3 + your Constitution modifier + 5 times your fighter level (the beast has a number of Hit Dice [d8s] equal to your fighter level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 4 (-3) 10 (Mod) 6 (-2)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception plus PB x 2, survival 0 + PB
  • Damage Resistances Cold
  • Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages Understands the languages you speak
  • Proficiency Bonus (PB) Equals your bonus
  • Amphibious The beast can breathe both air and water.

Actions

Finishing Strike. Melee Weapon Attack: your weapon attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB piercing damage.

Binding Strike. Melee Weapon Attack: your weapon attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing or bludgeoning damage (your choice), and the target is grappled, unless it succeeds on a Strength or Dexterity saving throw (targets choice) to escape. Until this grapple ends, the beast can't use this attack on another target.


Air Beast

Small, medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 13 + PB (natural armour)
  • Hit Points 2 + your Constitution modifier + 5 times your fighter level (the beast has a number of Hit Dice [d8s] equal to your fighter level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (0) 4 (-3) 10 (Mod) 6 (-2)

  • Saving Throws Str +2 plus PB, Dex +2 plus PB
  • Skills Stealth +3 plus PB, Perception plus PB x 2, survival 0 + PB
  • Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages Understands the languages you speak
  • Proficiency Bonus (PB) Equals your bonus
  • Keen Senses Your beast has advantage on Wisdom (Perception) checks relying on hearing and sight.
  • Evasion Your beast’s instinctive agility lets it dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Piercing Strike. Melee Weapon Attack: your weapon attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing damage.

Credit:
  • Subclass created by Etschbeijer
  • Art created by Tyler Jacobson, Magic the Gathering Ixalan Block, Planeswalker Huatli
  • Created with GMBinder
 

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