Beastlord

  • Created/Modified by Ishio

A familiar figure entered the town square, covered in earth, and blood, twigs embedded in her hair, with what appears to be a feral tiger by her side. Gasping in fright, townsfolk run from her, pulling their children inside, locking doors behind them. Kishis lets out a small laugh, as her warder lets out a small growl. They press on, making way towards the Town Hall, where there's some unfinished business to take care of.

Fortru rushes forth to the beast, punching it 3 times in the face, and kicking it in the abdomen, causing the Wild Boar to falter, and collapse to the ground. Without hesitating, the troll wrestles on top of the boar, all while chanting ancient Shamanistic words, into the beast's ear. While trying to resist the words, the beast's eyes begin to glaze as it feels the will within it begin to stumble. With it's final conscious breath, the beast stops struggling, and lies there, waiting. As Fortru stands up, he issues a single command, "Up." The Boar instantly stands and looks outwards towards the forest, not gazing at anything in particular. A group of hunters step out into sight, and begin to congratulate him on passing his final test in becoming a Beastlord.

Pointing a finger forward, a panther lashes out from the brush and leaps onto the Raptor, biting at it's neck. From behind the bush, a voice is heard, speaking an ancient language not commonly heard in the lands, as an ice shard shoots out, striking the Raptor in the chest. Then leaping out from behind the bush, a Tabaxi runs up to the beast, assisting the panther with a series of accurate punches, claws and kicks. The Raptor, now outnumbered, rears it's head back, letting out a piercing screech, causing Gumalias to drop to her knee and cover her ears. Out of the corner of her eye, she sees 3 more Raptors appear from behind her, preparing their strike, and a small grin appears across her face as she begins to chant another shamanistic phrase.

Beastlord
Level Proficiency Bonus Unarmed Damage Features Cantrips Known Spell Slots 1st 2nd 3rd 4th
1st +2 1d4 Animal Speech
2nd +2 1d4 Spellcasting 2 2 2
3rd +2 1d4 Warder Spirit CR 1/2 — Bestial Ancestry 3 3 2
4th +2 1d4 Ability Score Improvement 3 4 3
5th +3 1d4 Bestial Ancestry 3 3 3
6th +3 1d4 Spiritual Beast 3 4 3
7th +3 1d4 Warder Spirit CR 1 3 5 4 2
8th +3 1d6 Ability Score Improvement 3 6 4 2
9th +4 1d6 3 6 4 2
10th +4 1d6 4 7 4 3
11th +4 1d6 Warder Spirit CR 2 - Bestial Ancestry 4 8 4 3
12th +4 1d6 Ability Score Improvement 4 8 4 3
13th +5 1d6 Strongest Bond 4 9 4 3 2
14th +5 1d6 4 10 4 3 2
15th +5 1d6 4 10 4 3 2
16th +5 1d8 Ability Score Improvement 4 11 4 3 3
17th +6 1d8 Warder Spirit CR 4 - Bestial Ancestry 4 11 4 3 3
18th +6 1d8 4 11 4 3 3
19th +6 1d10 4 12 4 3 3 1
20th +6 1d10 Feral Lord 4 13 4 3 3 1

PART 1 | THE BEASTLORD

The Power within the Beastlord

Beastlords are a class of spiritual nature who tap into their ancestry to work as one with the creatures of the wild. While not only working as one, but also attuning their own body, to be a piece of the beast they partner with. While they work with a beast, known as a warder, they do not command to torture the beast, but instead, share a part of their soul with it, to become one with it. With their beastal attunement, they are able to strike as if they are a beast, able to make unarmed attacks, and kicks.

Beastlords possess the same ability to call upon the Mystical forces as a Shaman and though their powers are not as strong, they can make a significant contribution in combination with their combat ability. They are not limited to only casting damaging spells on their enemies as they possess a great variety of beneficial ones too, including those that have the power to aid their party members in regenerating health. Many of the beastlords beneficial spells impact not only the Beastlord and warder but their entire party, allowing them to be both a very able solo adventurer and an effective group member.

Though the two are rarely apart a Beastlord may at times suffer from the reliance on a warder. While they are capable of making a reasonable contribution without them, their effectiveness is greatly reduced. Unfortunately Beastlords take a long time to develop the ability to control their warder effectively when already engaged in battle and because of this may not be able to summon them when engagements need to be carefully controlled. In the warder is their major strength but also their only real weakness, despite this Beastlords are a valuable asset in a party and one of the most capable adventurers on when hunting alone or with parties.

Creating a Beastlord

When creating a Beastlord, consider what caused them to stray from their path of learning their tribes Shamanistic ways. Maybe, while they were meditating, they had constant visions of them running through the forest as a wolf, hunting its prey. Perhaps they wanted to tap into their barbaric and natural sides. Whatever the case, something caused them to shift their focus, and while attaining their knowledge of Shamanistic powers, began altering their powers to work with beasts of the wild.

Quick Build

You can make a Beastlord quickly by following these suggestions. Choose Strength as your primary stat, and Wisdom as your secondary. For your background, choose the Outlander, Hunter-gatherer.

Class Features

As a Beastlord, you gain the following features:

Hit Points

Hit Dice: 1d8 per Beastlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: (5) 1d8 + Constitution modifier per Beastlord Level after the 1st

Proficiencies

Armor: Light, Medium (Will not wear metal armor. Cannot use shields)
Weapons: Simple Bludgeoning and Piercing, and Hand-to-Hand Slashing (DM interchangable)
Tools: Alchemist Tools

Saving Throws: Strength and Wisdom
Skills: You know the Animal Handling Skill. Choose two of the following: Acrobatics, Athletics, Intimidation, Medicine, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Simple Bludgeoning Weapon or (b) a Pitchatka (1d4 piercing finesse, light, simple)
  • (a) 10 Shurikens (darts), or (b) Sling and 10 Bullets
  • (a) Explorer's Pack, or (b) Dungeoneer's Pack
  • Leather Armor, Alchemist's Tools and a Totemic Focus

Animal Speech

Beastlords know Animal Speech as a bonus language. The creature must be capable of making noise, and cannot be deaf or incapacitated. Willing creatures will speak to the Beastlord, but those that wish to not must succeed a Wisdom saving throw. At the 11th level, the Beastlord can extend their communication bounderies to that of magical creatures.

The Beastlord can obtain basic information, and when communicating with creatures with Intelligence of 3 or less can communicate simple ideas and emotions. They cannot persuade the creature to impose self-harm or enter a situation which will prove fatal for the creature.

Fighting Style

Starting at the 2nd level, the Beastlord learns a fighting Style. Your warder does not gain these benefits.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Spellcasting

When you reach 2nd level, you gain the ability to tap into you Shamanistic powers to cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the bottom of this class sheet for your spell list.

Cantrips You can learn two cantrips: Frostbite and one other cantrip of your choice from the Beastlord spell list. You can learn another beastlord cantrip of your choice at 3rd and another at the 10th level.

Spell Slots. The Beastlord table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest.

PART 2 | BUILDING A BEASTLORD

Spellcasting Ability

Wisdom is your spellcasting ability for your Beastlord spells, since your magic draws upon your Attunement to the animal spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Beastlord spell you cast and when making an attack roll with one. Your focus item is your Totemic Focus.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

Warder Spirit

Starting at the 3rd level, the beastlord can make a pact with a beast to serve as it's warder. The warder accompanies you on your adventures, and is trained to fight alongside you. It is completely loyal to you, and you alone.

Bond: At the 3rd level, you can create a bond with a beast that is medium or large size, unaligned and a challenge rating of 1/2 or lower. See Appendix A in the Monster Manual for acceptible beasts and their statistics. At the 10th level, this increases to CR 1, and at the 17th level this increases to CR 3.

Existence: Upon the creation of the bond, the beast then leaves the Material Plane, and instead it's spirit lives in the Astral Planes until called upon by the beastlord to serve it. When it returns to the Material Plane, it assumes its physical shape, and though while spectral, it cannot pass through objects.

The Warder is immune to charm and disease. If any method would cause the warder to betray its owner, instead it dissipates into back to the Astral Plane until summoned again. The warder answers only to the beastlord, and will never disobey. If the Beastlord were to issu a command that would cause mortality or to inflict self-harm, the warder instead will return to the Astral Plane and sever it's bond with the Beastlord. The Beastlord will have to find a new companion. If the warder has multiattack, it loses this ability.

Leveling Up: To calculate it's hitpoints, take the hit die statistics for the creature and roll that many die equal to your Beastlord level. Add any Consitution modifiers per die rolled. Alternatively, you can take 5x your Beastlord Level equal in hitpoints. The first level is always the maximum number on the hit die plus it's Constitution modifier.

Abilities: When you reach the 8th, 12th, 16th and 19th Beastlord level, you may distribute up to 2 points into your warders ability scores. Summoning a new creature will allow you to retrofit your new warder with score increases granted you meet the above requirements. The addition of points cannot exceed an ability beyond 20.

Additionally, you add your proficiency bonus to it's AC, attack and damage rolls, skill checks, and saving throws. It's skill checks are those that it has based on it's stat block. It's saving throws are Strenght and Wisdom.

Combat: The warder acts on its own initiative. As the warder is always at your side keeping withint 5' of you at all times. On your turn, you may use your bonus action to issue a command, such as Dash, Disengage, Defensive Stance, Attack, Spell Casting, Retreat, or Dismiss. A Defensive Stance will grant the warder a +2 to it's AC until it is successfully attack, in which it's next turn it will exit it's stance and attack. Retreating causes the Warder to retreat to your side. Dismissing your warder is a free action casuing it to return to the Astral Plane.

Spell casting: The warder can cast spells. Please reference the Beastlord table for the number of spells it knows and how many spell slots available. The Warder uses the same spell casting ability, but has it's own score based on it's own Wisdom score.

Death: If the warders Hit Points reaches 0, it returns to the Astral Plane until summoned again. To summon the warder requires a ritual that takes 15 minutes. The ritual cannot be interrupted otherwise the summoning fails. The Beastlord can summon the warder once per long rest. At the 11th level, that increases to two times, and at the 17th level, that increases to three times. The Warder does not get the ability to roll death saving throws.

If you reach 0 HP and fail a death saving throw, the warder dissapated back to the Astral Plane and must be resummoned.

Reactions: If you fall to 0 HP, as a reaction, the warder will run to your side, assuming it did not use any or all of its movement in its last turn. If it is within 5' of you, and you are at 0 hit points, any creatures making a melee or ranged attack against you must succeed a Wisdom Saving throw against your spell save DC. On a failed save, the creature must redirect it's attack to the Warder. The creature may repeat this save once per turn before attacking the Beastlord. On a success, the warder returns to the Astral Plane.

Bestial Ancestry

By 3rd level, the wilds bless the Beastlord with visions of her future, granting guidance and becoming her mentor through experience from past lives and unseen heritage. The Beastlord may either become a Primalist, Savage Lord or Wildblood at 3rd level. Your choice grants you features at 3rd level and again at the 7th, 11th level and 17th level.

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PART 3 | THE WARDER

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 15th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Your ability score cannot extend past 20 through this method.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spiritual Beast

At the 6th level, for the purposes of attacks, the beastlord and it's warders unarmed attacks are considered magical.

Strongest Bond

Your bond with your warder grows stronger and stronger each day, and with each battle. You two have become dependant on each other, to help get through the worst. With such a bond, at the 14th level, you learn from each other and strengthen your abilities. You and your warder, as long as you are within 5' of each other, are unarmored or wearing light armor and on the same plane, add to your AC equal to your Strength modifier. You lose this bonus whenever you or your warder reach 0hp or are unconscious.

Feral Lord

By the 20th level, fighting alongside your warder has taught you to fight through the pain. If you drop to 0 hit points, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Primalist

Shamanistic Nature

Starting at the 3rd level, you gain one additional cantrip from the Beastlord spell list.

Ritual Healing

Starting at the 3rd level, during a short rest allies may heal an additional 1d6 hit points whenever they roll for hit dice.

Poisonous Strike

At the 7th level, you learn to tap into your Shamanistic roots, and are able to inflict a single unarmed poisonous strike against your enemy. You can expend 1 spell slot of any known level, and your next connecting strike can inflict poison damage at 1d6 + 1d6 per spell slot beyond the 1st. The creature must make a Constitution saving throw DC 13. On a failed save, the creature gains disadvantage on attack rolls and saving throws until it can succeed a saving throw. It can repeat the save at the end of it's turn.


Shamanistic Wards

At the 11th level, your practice of the Shamanistic rituals have taught you how to protect yourself with wards. You can summon a ward on the ground to a specific spot withint 10' of your field of view. You can do this twice per long rest. As you reach the 17th level, you may do this three times per long rest. Each ward exists for 1 minute or until it is destroyed through use or damage taken. The ward has an AC of 12 and 10hp. Only one ward may exist at a given time.

You may summon one of the following:

  • Ward of Protection:
    • Any ally within 10 feet of the ward adds +2 to their AC. They also add +1 to their saving throws. If an ally uses this for their death saving throw, the ward is destroyed immediately after.
  • Ward of Healing:
    • At the start of their turn, any ally within 10' feet of the ward regenerates 5hp as long as they are at or under 1/2 their total Hit Points.
    • If an ally's Hit Points are at 0, at the start of any allies turn, if they are within 10 feet of the ward, they may use an action to stabilize their ally to 1hp. Using this action uses up their attack or spell attack action. Upon doing so, the ward is destroyed immediately after.
  • Ward of Destruction:
    • Allies within 10 feet of the ward may add +1 to their melee attack, spell attack, and damage rolls. Additionally, they may reroll any 1's on damage die. Upon doing so, the ward is destroyed immediately after.
  • Ward of Courage:
    • Any ally within 10 feet of the ward is immune to fear, or charm. Additionally, an ally may use their action to cast Fear, so long as they are within 10 feet of the ward.. The creature must succeed a DC 13 Wisdom saving throw, otherwise they are Feared under normal conditions. Upon doing so, the ward is destroyed immediately after.

Frigid Death

At the 17th level, you have learned to control frigid cold. As an action, you may cast Cone of Cold at the 5th level. You may only do this once per Long Rest. This does not expend a spell slot.

Savage Lord

Marked for Death

At the 3rd level, you learn the Hunter's Mark spell.

Feral Metabolism

Your life amongst the wilds has altered your metabolism. At the 3rd level, you are immune to disease and poison from food and drinks.

PART 4 | ABILITIES & SUB-CLASS

Coordinated Attack

Starting at the 7th level, on a successful attack, you can add 1/2 your Dexterity modifier to non-finnese weapons and 1/2 your Strength modifier to finesse weapons. Your warder may add 1/2 it's Dexterity or Strength modifier to it's attack and damage rolls.

Storm of Chaos

Starting at the 11th level, once per turn, as an action you can command your warder to make a sweeping attack against all creatures directly in front, to the left and right of it. Roll an attack die for each creature. The warder does not gain advantage on any attack rolls made for this type of an attack.

Against the Tides

Starting at the 17th level, you and your warder adds 1d6 to each successfull attack roll. If the creature is already damaged, add 1d8 to each attack roll instead.

Wildblood

Dual Wielding

When you take the attack action, on your first attack, you may make an attack with your off-hand. Add your proficiency bonus to the attack roll. When you make any attacks with your off-hand, add your proficiency bonus to your attack roll.

Beast Defense

At the 3rd level, you've learned to attune your body to harden your defenses. While unarmored, you can add your Constitution modifier to your total AC.

Reckless Attack

Starting at the 7th level, as a bonus action you unleash a blood lust fury which extends to your warder. Until the start of your next turn, you and your warder gain advantage on all attack rolls. Attackers also gain advantage on attack rolls made against you. During this duration, you and your warder may not make any defensive actions or reactions.


Strengthen

Starting at the 11th level, you add your Strength modifier to your attack rolls. Also your warder adds it's Strength modifier to it's attack rolls.

Beastial Rage

At the 17th level, as your first action, you can expend a 1st level spell slot and enrage the mind of your warder. As you enter the mind of your warder, you cause it to Rage for 1 minute or for as long as you maintain your concentration. This ability is considered a concentration spell, ending any other concentration spell you have cast. You are considered incapacitated for as long as you are in the mind of your warder. As it rages, it gains the following benefits:

  • The warder has advantage on Strength checks and Strength Saving throws
  • When the warder makes a melee weapon attack, it may add an additional 1d8 to it's damage roll.
  • The warder has resistance to bludgeoning, piercing and slashing damage.
  • The warder can use the Dash action as it's movement and still make one additional attack, however it cannot take a bonus action. It cannot move on it's next turn.

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PART 4 | SUB-CLASS

Spell List

Cantrips (0 Level)

Create Bonfire

Chill Touch

Frostbite

Guidance

Resistance

Thaumaturgy

1st Level

Armor of Agathys

Detect Poison and Disease

Enhance Ability

Entangle

Healing Word

Hex

Ice Knife

Jump

Purify Food and Drink

2nd Level

Barkskin

Darkness

Darkvision

Enthrall

Lesser Restoration

Pass without Trace

Warding Wind

3rd Level

Erupting Earth

Fear

Hunger of Hadar

Hypnotic Pattern

Remove Curse

Sleet Storm

Water Breathing

Water Walk

4th Level

Blight

Elemental Bane - Cold

Grasping Vine

Ice Storm

Warder Spell List

Warder's Eldritch Blast

Warder's Frostbite

Warder's Entangle

Warder's Thunderwave


Spells

Elemental Bane - Cold

4th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes cold damage, the target takes an extra 2d6 damage of cold damage. Moreover, the target loses any resistance to cold damage until the spell ends.

Erupting Earth

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the

Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

PART 5 | SPELLS

Ice Knife

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Warding Wind

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
    
    

Warder Spells

Warder's Eldritch Blast

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 15th level. Make a separate attack roll for each beam.

Warder's Entangle

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 10 foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when the warder cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against the warder's spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Warder's Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Instantaneous

The warder cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Warder's Thunderwave

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

A wave of thunderous force sweeps out from the warder. Each creature in a 15 foot cube originating from the warder must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is pushed 10 feet away from the warder. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the warder by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

PART 5 | SPELLS

Improvised Weapons

Ulak

Simple Weapon, Hand-to-Hand slashing, finesse, light

Base Damage: 1d6

Weight: 0.5 lbs [3]

 

Katar

Simple Weapon, Hand-to-Hand slashing, finesse, light

Base Damage: 1d6

Weight: 0.5 lbs

Must unequip to use an item


Pitchatka

Simple Weapon, Hand-to-Hand slashing, finesse, light

Base Damage: 1d6

Weight: 0.5 lbs

Must unequip to use an item

Hand Wraps

Simple Weapon, Hand-to-Hand bludgeoning, finesse, light

Base Damage: 1d6

Weight: 0.5 lbs

Can add blocks above the knuckle or imbed spikes to increase damage and/or convert to piercing. Can convert to magical item. Takes up the hand slot, cannot wear gloves over this.

PART 6 | WEAPONS

Magic Weapons

Fist of Frost

Weapon (Fist/Hand wraps), Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon has 4 charges. On attack, you may use a bonus action and expend 1 or more charges. Add 1d8 frost damage, + 1d8 per charge spent beyond the first. The weapon regains 1d3+1 charges after a long rest.

PART 6 | WEAPONS

Credits

Changes v0.3

  • Fixed spelling errors
  • Added Changelog
  • Started working on adding flavor weapons
  • Reworked the Warder CR based levels
  • Updated wording on the Bestial Rage Dash action

Changes v0.2

  • Changed the base stats, proficiencies
  • Changes the Saving Throws
  • Reworked the class table
  • Reworked spellcasting progression
    • Small altered version of Arcane Trickster
  • Reworked the Warder pet
    • Took notes from Beast Master Rework UA and Artificer.
  • Reworked a lot of the base feats
  • Finished up the sub-class paths
  • Added in spell list
  • Added in Warder Spell List
    • Adjusted spells to allow for warder casting
  • Adjusted Styling

Changes v0.1

  • Created Class
  • Added in story
  • Added in starting stats
  • Added in proficiencies
  • Added in Warder
  • Added in spell progression