# Beastheart *Source: Beastheart and Monstrous Companions* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='4'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Primal Exploits</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Companion (Level 1)' class='internal-link'>Companion</a>, <a href='#Natural Language (Level 1)' class='internal-link'>Natural Language</a></td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Primal Exploits (Level 2)' class='internal-link'>Primal Exploits</a>, <a href='#Superior Ferocity (Level 2)' class='internal-link'>Superior Ferocity</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Companion Bond (Level 3)' class='internal-link'>Companion Bond</a>, <a href='#Master Caregiver (Level 3)' class='internal-link'>Master Caregiver</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Beyond Instinct (Level 5)' class='internal-link'>Beyond Instinct</a>, <a href='#Improved Signature Attack (Level 5)' class='internal-link'>Improved Signature Attack</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Faithful Companion (Level 6)' class='internal-link'>Faithful Companion</a>, <a href='#Rejuvenating Ferocity (Level 6)' class='internal-link'>Rejuvenating Ferocity</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Companion Bond Feature (Level 7)' class='internal-link'>Companion Bond Feature</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a>, <a href='#Primal Strike (Level 8)' class='internal-link'>Primal Strike</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Mystic Connection (Level 9)' class='internal-link'>Mystic Connection</a></td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Primal Exploits (Level 10)' class='internal-link'>Primal Exploits</a>, <a href='#Beyond Instinct Improvement (Level 10)' class='internal-link'>Beyond Instinct Improvement</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Improved Signature Attack (Level 11)' class='internal-link'>Improved Signature Attack</a>, <a href='#Companion Bond Feature (Level 11)' class='internal-link'>Companion Bond Feature</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Loyal to the End (Level 13)' class='internal-link'>Loyal to the End</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Keen Senses (Level 14)' class='internal-link'>Keen Senses</a>, <a href='#Primal Strike Improvement (Level 14)' class='internal-link'>Primal Strike Improvement</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Beyond Instinct Improvement (Level 15)' class='internal-link'>Beyond Instinct Improvement</a>, <a href='#Companion Bond Feature (Level 15)' class='internal-link'>Companion Bond Feature</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Primal Exploits (Level 17)' class='internal-link'>Primal Exploits</a>, <a href='#Improved Signature Attack (Level 17)' class='internal-link'>Improved Signature Attack</a></td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Summon the Wilds (Level 18)' class='internal-link'>Summon the Wilds</a></td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Unbreakable Friendship (Level 20)' class='internal-link'>Unbreakable Friendship</a></td><td class="value">7</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d8 per Beastheart level - **Hit Points at First Level:** 8 + CON - **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1) ## Starting Beastheart - **Saving Throw Proficiencies**: Strength, Wisdom - **Skill Proficiencies**: *Choose 3:* Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, or Survival - **Weapon Proficiencies**: Simple weapons, battleaxes, greataxes, longbows, nets, scimitars, and shortswords - **Armor Training**: Light armor, Medium armor, and Shields **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) hide armor or (b) leather armor, longbow, and 20 arrows - (a) a martial weapon and a shield or (b) two martial weapons - (a) two handaxes or (b) any simple weapon - (a) a dungeoneer's pack or (b) an explorer's pack ## Multiclassing Beastheart **Ability Score Minimum:** Dexterity 13 or Strength 13 ## The Beastheart Erupting out of the sand on the back of a bulette, a half-orc leaps into the air. They cleave a path through armored skeletons with a greatsword while their mount charges in the opposite direction, leaving a cloud of powdered bone in their wake. A halfling flies over a burning forest on the back of a baby green dragon. The wyrmling sniffs the air and cries out, pointing with a claw to indicate a safe path to lead fearful forest creatures through the conflagration. Sneaking upside down next to their giant spider companion, a half-elf's web-covered feet keep them securely attached to a cavern ceiling. The bandits below have no idea that their camp has been infiltrated, and that their days of attacking local settlements are at an end. A beastheart is an adventurer who forms a bond of friendship with a wild creature, and who draws power from that bond as it strengthens over time. Working as a team, a beastheart and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles. ### Supernatural Bond The connection a beastheart and a companion share isn't just one of love and admiration. It's a mystical bond that allows the beastheart to harness their companion's fury, might, and instincts for survival. When their companion is enraged, a beastheart channels that ferocity into supernatural deeds of martial prowess. In return, the wild companion can harness the beastheart's focus and direction. This supernatural kinship can form over a long period of time. Some beasthearts bond with unorthodox pets or wild protectors as children, becoming ever closer as both grow up together. Other beasthearts come of age in the wilderness, raised among wild creatures—or even raised by them—as a means of learning to respect and embrace the might of nature. But the beastheart bond can also form more quickly, typically in times of great duress. A person lost and starving in the wild might become a beastheart when they connect with a creature that saves their life by providing food and shelter Or a wild creature injured and beset by poachers can befriend a character who saves their life, with the creature's gratitude forging the beastheart bond. Not every person is cut out to become a beastheart, just as not every animal is meant to be a companion. The pair must share an innate wildness and an unwavering trust in order to form this rare fellowship. ### Companions, Not Pets Most beasthearts have no desire to fully tame their wild friends, for doing so would rob beloved companions of their personalities and fighting spirit. Instead, a beastheart views themself as a caregiver, looking after a companion whose heart is as fierce and open as their own. The companion shares a similar view, thinking of their beastheart as a member of the pack, and treating a caregiver as a sibling always ready to explore, hunt, and play. ### Wild at Heart To an outsider, a beastheart and a companion might appear to be equals (The companion most likely feels that way!) But the beastheart is always aware that their companion is a force of nature, not a domesticated creature. As such, a beastheart accepts that their companion might not be capable of deep introspection, as most companions live for the moment, dwell not on the past, and give little thought to the future. It's thus the beastheart's responsibility to do those things for themself and their wild friend, taking responsibility for a companion as a parent might care for a child, and grieving if the wild heart they've cared for is ever stilled. ### Untamed Pair Like the companions who stalk and explore at their sides, beasthearts bear a wondrous connection to the natural world, allowing them to track prey, survive in harsh environments, and get along even with wild creatures that aren't their companions. Many beasthearts are most at home in the wilderness, sleeping under the stars and enjoying the bounty of nature. Even when beasthearts and their companions make their lives in towns or cities, the untamed wilds beyond a settlement or the subterranean depths beneath it are often on their minds, constantly calling them to adventure. ### Creating a Beastheart As you create your beastheart character, consider the history of your friendship with your companion. Did you fnd the creature as a child and grow up together? Or did you form a bond with them only recently? Is this the first companion you've had, and are you the first person to whom your companion has bonded in this way? Think about the moment you became friends and the trials you've already faced. You might have survived in the wilderness together while one of you was injured. You might have saved your companion from trophy hunters. Or your companion might have instead saved your life by fighting off a deadly enemy. Consider your companion's personality and tastes. Are they rambunctious or lazy? Standoffish or friendly? What tricks can you perform together? What is your companion's favorite food? You should also think about how your companion and you complement each other in looks or personality. Does your appearance reflect or contrast theirs? What activities do you both enjoy? How do you communicate with your companion? And how do you encourage others to communicate with and show respect for your friend? ### Quick Build You can make a beastheart quickly by following these suggestions. First, make Dexterity your highest ability score (or Strength if you want to use a melee weapon), followed by Wisdom. Second, choose the outlander background. ## Class Features ### Companion (Level 1) At 1st level, you gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you. You can choose any companion in this supplement or other MCDM supplements. You might also find some cool companions on the MCDM subreddit (<https://mcdm.gg/bht-reddit>) and in the MCDM Discord server (<https://discord.com/invite/MCDM>). The Companions section has information on fifteen companion creatures you can choose for your beastheart, and information on the rules for using companions (including ferocity and entering a rampage). Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion's spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion's body was destroyed, they reform within 5 feet of you. The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM. If you already have a companion from this feature, they leave to be on their own when the new companion arrives. ### Natural Language (Level 1) From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities. This feature doesn't allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently). The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature. ### Primal Exploits (Level 2) Starting at 2nd level, you learn to channel your companion's fury into extraordinary deeds called primal exploits, which are fueled by your companion's ferocity. You learn three primal exploits of your choice, detailed below. Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate beastheart level. Some exploits are activated using your reaction. Others are usable under specific circumstances but require no action. Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn. All exploits require you to spend your companion's ferocity to use them. Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit's cost. The companion loses ferocity equal to the cost when you use the exploit. You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity. You can't use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack. This signature attack can't be modified with additional exploits or used as part of a ferocity action. <span class='abilityDc'>**Exploit save DC**: Wisdom + Proficiency Bonus</span> You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels. ### Superior Ferocity (Level 2) Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC. ### Companion Bond (Level 3) At 3rd level, you choose a specialized bond that you share with your companion. Choose Ferocious Bond, Hunter Bond, Infernal Bond, Primordial Bond, or Protector Bond. ### Master Caregiver (Level 3) Also at 3rd level, you gain proficiency in the Animal Handling skill. If you already have proficiency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill. ### Ability Score Improvement (Level 4) When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Beyond Instinct (Level 5) At 5th level, thanks to your care, your companion's tenacity and versatility grow. You and your companion gain the following benefits: - Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity. - Your companion gains proficiency in saving throws with one ability score of your choice. - Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival. Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill. ### Improved Signature Attack (Level 5) At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die. Additionally, damage dealt by your companion's attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. ### Faithful Companion (Level 6) At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies. You no longer need to use your bonus action to command your companion. Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action. Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature. You instead choose where the companion moves on your turn and which creature they attack with their signature attack. ### Rejuvenating Ferocity (Level 6) Also at 6th level, your companion can draw on their own fury to revitalize themself during a battle. You can use a bonus action to spend any amount of your companion's ferocity, with the companion regaining hit points equal to the ferocity spent. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest. ### Companion Bond Feature (Level 7) At 7th level, you gain an additional feature from your Companion Bond. ### Ability Score Improvement (Level 8) When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Primal Strike (Level 8) At 8th level, you gain the ability to infuse your weapon strikes with primal energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type is determined by you when you gain this feature, and is chosen from the following list: acid, cold, fire, lightning, poison, or thunder. Each time you gain a level in this class, you can change the damage type for this feature to another type from the list. ### Mystic Connection (Level 9) At 9th level, your connection to your companion grants a natural talent. The benefit of your Mystic Connection depends on your companion. If you ever gain a new companion, your new companion's Mystic Connection benefit replaces the old one. ### Primal Exploits (Level 10) You gain access to the following exploits upon reaching 10th level: ### Beyond Instinct Improvement (Level 10) When you reach 10th level, the additional ferocity your companion gains increases to 3. Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above. ### Improved Signature Attack (Level 11) At 11th level, the extra damage inflicted by your companion's signature attack increases by an additional die, for a total of three damage dice. ### Companion Bond Feature (Level 11) At 11th level, you gain an additional feature from your Companion Bond. ### Ability Score Improvement (Level 12) When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Loyal to the End (Level 13) At 13th level, even harmful magic can't shake you and your companion's loyalty to each other and your friends. You and your companion can't be charmed or frightened. ### Keen Senses (Level 14) At 14th level, your senses sharpen, becoming akin to those of a fearsome predator. You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Additionally, you can take the Search action as a bonus action. ### Primal Strike Improvement (Level 14) When you reach 14th level, the extra damage from your Primal Strike increases to `2d8`. ### Beyond Instinct Improvement (Level 15) When you reach 15th level, the additional ferocity your companion gains increases to 5. Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above. ### Companion Bond Feature (Level 15) At 15th level, you gain an additional feature from your Companion Bond. ### Ability Score Improvement (Level 16) When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Primal Exploits (Level 17) You gain access to the following exploits upon reaching 17th level: ### Improved Signature Attack (Level 17) At 17th level, the extra damage inflicted by your companion's signature attack increases by an additional die, for a total of four damage dice. ### Summon the Wilds (Level 18) At 18th level, you can call forth nearby creatures as a distracting swarm. Depending on your location, this horde could consist of birds, fish, insects, rodents, or other similar creatures of your choice. As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see. The swarm persists for 1 minute. On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction. Each creature of your choice that starts their turn in the swarm's area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn. You can't use this feature again until you finish a short or long rest. ### Ability Score Improvement (Level 19) When you reach 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. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Unbreakable Friendship (Level 20) At 20th level, your affection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind. While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits: - You automatically succeed on Wisdom (Animal Handling) checks made to prevent your companion from entering a rampage. (You can choose to not make the check if you wish to have your companion enter a rampage on purpose.) - If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead. - Whenever you roll initiative, your companion gains `d10` ferocity.