Beast Within (5e Class)
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A drunkard trying to steal your drink at the tavern suddenly falls to the floor, blood dripping from their face as you retract your claws and return to your drink. The executioner leaves his post at the dock, having thrown you over with chains tied to your feet, shaking your shirt loose you wet your gills and wait until it is safe to make your escape with the state thinking you are dead. Anger wells inside you and with the sounds of bones snapping you unleash your beastial strength onto your foe!
The Beast Within class is a highly thematic class with many ways to interpret its features. They can be flavored as mutations you undergo from experimentation, they can be genetic traits manifesting from your muddled bloodline, or they can be from a symbiotic relationship with a creature or magical entity using your body as a host.
You may opt to have your traits manifest when you choose, or opt to have no control over their manifestation.
This class draws heavy inspiration from Mark Hulmes' character Calianna, from his appearance on campaign 2 of Critical Role.
Creating a Beast Within
- Quick Build
You can make a Beast Within quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Strength or Dexterity. Second, choose the urchin background.
As a Beast Within you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor
Weapons: Simple Weapons
Tools: Alchemist's Supplies
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Stealth, Investigation, Nature, Animal Handling, Perception, Survival, Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- (a) Leather armor or (b) Explorer's pack
- Spellcasting focus
|Features||Natural Weapon Damage||Spells Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||1d4||3||3||—||—||—||—|
|6th||+3||Natural Weapon Improvement, Extra Attack||1d6||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||1d6||5||4||3||—||—||—|
|11th||+4||Lineage Trait, Extra Attack||1d8||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||1d8||7||4||3||3||—||—|
|16th||+5||Ability Score Improvement||1d10||9||4||3||3||2||—|
|19th||+6||Ability Score Improvement||1d10||11||4||3||3||3||2|
Charisma is your Spellcasting ability for your Beast Spells, since the power of your magical abilities is a product of your beastly alterations. You use your Charisma modifier whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Beast spell you cast and when making an Attack roll with one.
You can use an arcane focus as a Spellcasting focus for your Beast Spells.
As your spells come from within based on mutations, spells that you could normally cast on Allie’s through touch are reduced to self.
Your Beast Within grants you a natural weapon in the form of claws, fangs, or other deadly alteration. You may choose from either slashing, piercing, or bludgeoning damage for your natural weapon, and you are proficient with it. You may use either your Strength or Dexterity modifier when making attacks with the feature. You gain additional features with this Beast Trait as you take levels in this class. Additional features are outlined below.
|Reach||Your Natural Weapon now has a range of 10ft||Tail, Tentacle|
|Ranged||your natural weapon now has a range, you have disadvantage on attack rolls if the enemy is closer than 10ft or farther than 40ft||Quills, Spit|
|Magical Weapon||Your natural weapon's damage now counts as magical for the purposes of overcoming resistances.|
Whenever you gain an ability score improvement you can opt to take a +1 in any ability and gain a Transfiguration instead.
- Natural Armor
Prerequisite: Level 8 Beast Within
Select one racial feat from any race.
- Aquatic Adaptations
You gain a swim speed equal to your walking speed and can now breath underwater.
- Aerial Adaptations
Prerequisite: Level 12 Beast Within
You manifest wings and gain a flight speed equal to your walking speed.
Prerequisite: Level 15 Beast Within
You may cast the spell Regenerate on yourself once per day. Additionally, you can use your reaction to regain 1d8 hit points.
- Nocturnal Beast
You now only require 6 hours of sleep to complete a long rest and gain darkvision up to 30ft. If you already have darkvision it extends to 60ft.
Your animalistic side enhances your tracking capabilities. You now have advantage on perception checks to locate an object or person. You can add your Constitution and proficiency bonus to appropriate tracking checks.
The lineage of beast that you draw your powers from manifests in particular ways. when you reach level three, select a lineage that will determine how your features continue to manifest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th 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. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can forgo an Ability Score Improvement and instead opt to take a Feat.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Beginning at 14th level, whenever you take the attack action on your turn you may instead make one weapon attack and one spell attack.
Your traits descend from a lineage of a predator, making you a fearsome hunter.
- Prey Stalker
Starting at level 3 your base walking speed is increased by 5ft, and increases by an additional 5ft at level 10.
- Savage Reflexes
Starting at level 7 you draw on your deadly traits and become a fierce predator excited by the thrill of combat. You may now add your proficiency bonus to initiative rolls.
- Paralytic Poison
Your natural weapons become enhances with poison at 11th level. When you hit a creature with an attack from your natural weapon you can attempt to poison them with paralytic toxin. The target must succeed on a Constitution saving throw with a DC equal to your spall save DC or be paralyzed for the duration. They can attempt the saving throw at the end of their subsequent turns or until the toxin disperses after 1 minute. You can use this feature a number of times per day equal to your Constitution modifier and regain all uses after finishing a long rest.
- Thrill of the Chase
Beginning at level 15, if you moved more than 10ft towards a target this turn you gain advantage on your attacks against them for the round, or they have disadvantage on their saving throw against a spell that targets only them.
Your traits descend from the lineage of prey granting you abilities that dramatically enhance your chances of survival.
- Give Chase
Starting at level 3 you may now dash or disengage as a bonus action and gain a climb speed equal to your walking speed. You also learn the spell expeditious retreat and can cast it once per day without expending a spell slot. You regain this feature when you complete a long rest.
- Jump to Safety
Starting at 7 level, your nimbleness increases. You can now reduce fall damage by twice your level in this class.
Beginning at 11th level, you may now attempt to hide as a bonus action, your ability to be perceived while hidden must be made by either a Perception or Investigation check by those hunting you DC 8+Constitution+Proficiency Bonus. Your bonus to hide is equal to your PB+Constitution.
- Level 15
Arcane Beast Lineage
<!-For subclasses introduce this class option here->
- Infused Natural Weapon
You learn to infuse your natural weapon with elemental damage. Starting when you take this trait, you can change the type of damage that your natural weapon deals to any of the 13 damage types.
- Arcane Hide
Your biology changes further as you grow in your symbiotic relationship with your inner beast. Gain resistance to one type of damage of your choice and gain vulnerability to one type of damage determined by a d12 roll of the remaining damage types.
- Powerful Magics
You gain one 6th level spell slot that can be used to cast a known spell. This slot increases to 7th level at level eleven and again to 8th level at level eighteen. You regain this spell slot normally after completing a long rest.
Acid Splash, Blade Ward, Booming Blade, Chill Touch, Druid Craft, Frostbite, Gust, Infestation, Light, Mold Earth, Poison Spray, Primal Savagery, Resistance, Sapping Sting, Shillelagh, Shocking Grasp, Thaumaturgy, Thorn Whip
Absorb Elements, Arms of Hadar, bane, Beast Bond, Cause Fear, comprehend languages, cure wounds, detect evil and good, detect poison and disease, disguise self, Dissonant Whispers, Ensnaring Strike, false life, feather fall, find familiar, Gift of Alacrity, grease, Hail of Thorns, hunter's mark, Inflict Wounds, Jump, Purify Food and Drink, Sense Emotion, Snare, Sleep, Speak with Animals, Tasha's Caustic Brew, Unearthly Chorus, Wild Cunning, Wrathful Smite, Zephyr Strike
Aganazzar's Scorcher, Alter Self, Animal Messenger, Barkskin, Beast Sense, Blindness/Deafness, Blur, Calm Emotions, Cordon of Arrows, Crown of Madness, Darkvision, Detect Thoughts, Dragon's Breath, Enhance Ability, Enlarge/Reduce, Find Traps, Gust of Wind, Invisibility, Lesser Restoration, Locate Animals or Plants, Locate Object, Melf's Acid Arrow, Mental Barrier, Misty Step, Pass Without Trace, Protection from Poison, See Invisibility, Spider Climb, Spike Growth, Thought Shield, Web, Enthrall
Blink, Call Lightning, Catnap, Conjure Barrage, Daylight, Elemental Weapon, Enemies Abound, Fast Friends, Fear, Feign Death, Fly, Gaseous Form, Haste, Hypnotic Pattern, Incite Greed, Intellect Fortress, Life Transference, Meld into Stone, Protection from Energy, Remove Curse, Revivify, Slow, Speak with Plants, Stinking Cloud, Thunder Step, Tongues, Vampiric Touch, Water Breathing, Water Walk
Blight, Charm Monster, Compulsion, Confusion, Death Ward, Dominate Beast, Elemental Bane, Evard's Black Tentacles, Freedom of Movement, Galder's Speedy Courier, Grasping Vine, Greater Invisibility, Guardian of Nature, Hallucinatory Terrain, Locate Creature, Polymorph, Sickening Radiance, Shadow of Moil, Stone Shape, Stone Skin, Vitriolic Sphere,
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: