--- title: Beast Walker description: The Beast Walker class for OSR gaming. date_pub: 2024-03-05T22:35:07.000-04:00 section: classes content_type: feature short_code: cbw --- An adventurer who possesses a special bond with one (or more) animal companions. [[toc]]
| | | | ------------- | --------------------------- | | **Hit Dice** | 1d8 | | **Armor** | Leather, chainmail, shields | | **Weapons** | Any | | **Languages** | Alignment, Common |
### Core Features - **Friend to Animals**: +1 bonus to reaction rolls with animals (non-intelligent creatures).
| Level | HD | Atk | Save | | :---: | :----: | :-: | :--: | | 1 | 1d8 | 0 | 11 | | 2 | 2d8 | 0 | 11 | | 3 | 3d8 | 0 | 11 | | 4 | 4d8 | 0 | 11 | | 5 | 5d8 | +2 | 9 | | 6 | 6d8 | +2 | 9 | | 7 | 7d8 | +2 | 9 | | 8 | 9d8 | +2 | 9 | | 9 | 9d8 | +5 | 7 | | 10 | 9d8+2 | +5 | 7 | | 11 | 9d8+4 | +5 | 7 | | 12 | 9d8+6 | +5 | 7 | | 13 | 9d8+8 | +7 | 5 | | 14 | 9d8+10 | +7 | 5 | [Beast Walker Features]
### Animal Companions - To establish connection, must make a peaceful approach towards a single animal, and succeed on a [skilled INT or WIS check](/rules/adventuring.html#skilled-ability-checks). - Companions may be wild or domestic. - Companions may be magical or giant, at the GM's discretion. - May have up to one animal companion per level. - Total HD of companions may not exceed level. - If a companion is dismissed or dies, may establish connection with new animal. - Companions follow everywhere. - Companions can understand and execute basic commands. - Companions will fight to the death to defend their beast walker. - Companions do not check morale. ### Class Skills - **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion. - Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight. - **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll. - On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage). - On a complicated success, the attack roll is made as normal. - On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage). - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. - **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks). - **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds). ### Speak with Animals - Can be understood by animals (non-magical creatures). - From 2nd level, can understand the speech of animals. - From 4th level, can empathically speak to any animals in sight (without words). - Communication is limited by intelligence of the animal being spoken to. ### Stronghold After 9th level, may construct a stronghold in the wilderness. - Automatically befriends all creatures within 5 mile radius. - They may perform simple tasks for beast walker (carry messages, warn about intruders, etc). - In exchange, they expect to be protected from harm by beast walker.