Path of the Beast Lord
This is playtest is about those wildmen and feral children they tell tales of, raised by animals, lords of the jungle, more beast than man! The Beast Lord is a champion from the savage and untamed wilds that raised them.
Beast Lord Features
| Level | Feature |
|---|---|
| 3 | Animal Empathy, Tooth and Claw |
| 6 | Teachings of the Wild |
| 10 | Master of Beasts |
| 14 | Apex Predator |
Animal Empathy
Starting at 3rd level your mastery of the wilds allows you to establish a powerful connection to the beasts around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Through sounds and gestures, you can communicate with beasts as an Action. You are able to share simple ideas, messages or requests, as well as convey and understand mood and intent as well as give and receive your Names. Very precise language or technical detail is not possible to convey in this manner.
As an Action, you can convince a beast with an intelligence of 3 or lower within 30ft of you that you mean it no harm and deepen your connection with it. The beast must be able to see and hear you and if you have harmed it within the last 10 minutes, this attempt to pacify it automatically fails. Otherwise the beast must succeed on a Wisdom Saving throw or become charmed by you. The DC for this saving throw is equal to 8+your proficiency bonus + your wisdom modifier. The Beast remains charmed by you until it takes damage from any source or until you choose to forgo your connection. You may only have a number of beasts charmed in this manner at one time equal to your Wisdom Modifier (minimum 1)
Tooth and Claw
At 3rd level you gain the ability to fight as if a wild animal posses you. Through imitation and instinct you can bite, rip, tear, gore, crush and slam as well as any of the fiercest creatures in the wilds. When you make an unarmed attack, you may use a d4 for damage and your attack does the damage type of your choice of Bludgeoning, Piercing, or Slashing.
When you take the attack action on your turn while Raging, you may make an unarmed strike as a bonus action, biting, kicking or slamming, even if you do not posses a free hand to do so.
Your Unarmed damage die increases to a d6 at level 5, d8 at level 10, d10 at level 15, and d12 at level 20.
Speed of the Wild
At 6th Level you gain a swimming and climbing speed equal you your walking speed. Non-Magical Hindering Terrain no longer effects your movement.
Master of Beasts
Beginning at 10th Level your emphatic link to animals allows you to command their loyalty.
As an Action you may designate a beast Charmed by you and give it commands which it will do it's best to obey. It must be able to see or hear you to receive a command. You can specify a simple and general course of action, such as “Attack that Creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You may only have one beast under your command in this way at one time. Commanding another Beast in this way Ends the effect on any other beast under your command.
Your Charmed beasts no longer automatically lose the Charmed effect if they take damage. Instead, each time one of your beasts takes damage they mus make a wisdom saving throw versus your Animal Empathy save DC. If they Succeed on the Wisdom Saving throw, they are no longer charmed.
Apex Predator
At 14th Level your beast like mastery of savage attacks knows no equal. When you make a successful unarmed attack against a target no more than 1 size category larger than you, you may apply one of the following effects: If the attack did Bludgeoning damage the target must make a Strength Saving Throw or be knocked prone or shoved 10feet in a direction of your choosing If the attack did Slashing damage the target must make a Constitution Saving Throw or it has disadvantage on its next attack, save, or ability check until the start of your next turn. If the attack did Piercing damage the target must make a Dexterity Saving Throw or become grappled by you.
Change Log
Version 0.02
Teachings of the Wild
At 6th Level you may choose 2 of the following skills to gain proficiency in: Handle Animal, Nature, Perception, Survival. If you already have proficiency in one of the chosen skills, you may gain Expertise (double proficiency) instead.
Master of Beasts
Beginning at 10th Level your emphatic link to animals allows you to command their loyalty. While a beast is charmed by you, you can use an action or bonus action to give it commands which it will do it's best to obey. It must be able to see or hear you to receive a command. You can specify a simple and general course of action, such as “Attack that Creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
Your Charmed beasts no longer automatically lose the Charmed effect if they take damage. Instead, each time one of your beasts takes damage they mus make a wisdom saving throw versus your Animal Empathy save DC. If they Succeed on the Wisdom Saving throw, they are no longer charmed.