Beastblade

by Groggen2

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Beastblade

The archetypal beastblade looks to nature and its inhabitants for ways and ideas to improve their fighting prowess. Whether their inspiration is the small and cunning, the big and mighty, or simply the brave and loyal, these fighters wield the power of beasts both in and out of combat.

Inspiring Aspects

When you choose this archetype at 3rd level, you pick an animalistic aspect to embody, which are listed below. Each option grants you a benefit and a latent power. You can awaken a latent power twice, and you regain any expended uses of your latent power whenever you finish a short or long rest.

You gain another use of your latent power at 7th level and one more at 15th level.

Fox's Guile. What they lack in size, they make up for by being smart, agile, and hard to pin down. Whenever you make a weapon attack, you can immediately move 10 feet without spending movement.

Additionally, at the start of your turn, you can awaken your latent power (no action required). When you do, until the end of your next turn, you don't provoke opportunity attacks, and you can use a bonus action to take the Dash or Hide action

Boa's Might. Using raw strength, their prey's doom is slow, but certain. Immediately before or after you take the Attack action, you can use a bonus action to attempt to grapple a creature. You have resistance to bludgeoning, piercing, and slashing damge a creature you're grappling deals to you, and if you take the Attack action while grappling a creature, you can make a special melee weapon attack against it. If you hit, you deal 1d8 + Strength modifier bludgeoning damage to it as you attempt to squeeze the life out of it.

Additionally, at the start of your turn, you can awaken your latent power (no action required). When you do, until the end of your next turn, whenever you hit with the special attack granted to you by this feature, you deal additional bludgeoning damage to the opposing creature equal to your Strength modifier.

Dog's Loyalty. As a bonus action, you can designate a friendly creature within 5 feet of you to protect from harm. All attacks against it are made against you instead This effect lasts until you use a bonus action to end it or change designated target, or you are more than 5 feet away from the creature at the end of a turn.

Additionally, at the start of your turn, you can awaken your latent power (no action required). When you do, you gain temporary hit points equal to your Constitution modifier + your fighter level, and until the end of your next turn, other creatures provoke an opportunity attack from you when they enter your reach.

Spirit Animal

At 7th level, you've undergone a spiritual journey and discovered your spirit animal, which is a beast of your choosing with a CR of 1. As an action, you can expend one use of your latent power to gain the following benefits based on your spirit animal for one minute, or until you lose your concentration (as if you were concentrating on a spell):

  • You gain its senses and skill proficiencies.
  • You gain its movement speeds.
  • You gain any special abilities it has that does not include or affect attacks or saving throws.

Kin of Beasts

Starting at 10th level, you exude an animalistic aura. Beasts recognize you as a kindred spirit, and will not attack you unless you or your allies attack them, and you gain the ability to communicate in a limited manner with them.

Beast Incarnate

At 15th level, your commitment to animalistic values and fighting techniques gives you new options. You choose one of the aspects listed below, gaining its benefit.

Pack Tactics. Exploiting openings your allies create for you has become second nature to you. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Bear's Brawn. You're capable of violently slamming creatures to the ground. When you successfully shove or knock a creature prone, it takes 1d12 + Strength modifier bludgeoning damage.

Panther's Pride. Like a proud feline, you allow not even the mightiest of foes to harm those close to you. If a spell or effect would grant both you and a creature within 5 feet of you a saving throw to avoid damage, and you succeed on your saving throw, you can choose to take the damage that would be dealt to the creature as well, causing that creature not to take any damage.

Connected in Spirit

Starting at 18th level, calling upon your spirit animal becomes easier. You can use your Spirit Animal feature as a bonus action. Additionally, you can use it once without expending a use of it. Once you've used the feature in this way, you must finish a short or long rest before you can use it this way again.


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