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