Book of Broken Bones (3.5e Variant Rule)/Broken Bone Beastlord

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Beastlord (Monk Class/Divine Caster)
The Beastlord class is a unique hybrid of a Monk and Divine Caster class. One of the class's distinguishing features is the ability to summon a warder pet to fight alongside them. The form the warder initially takes depends on the Beastlord’s ability to capture a creature’s essence.

  • Beastlords are a casting class with reduced hitpoints, only 1d4 (4) per level.
  • Beastlord pets progress in hitpoints (HP) like a full monk, gaining 1d8 (8) per level.
  • The primary attributes of the Beastlord are Dexterity and Wisdom. OK, maybe some Strength.
  • Concentrations: Beastlords are allowed to maintain 3 Concentrations at a time. They are on all the time till dismissed by the Beastlord. Changing a concentration is considered a Move action.
  • Stances: Beastlords and their pets are allowed to maintain only 1 Stance at a time. It is on all the time till dismissed by the Beastlord. Changing a Stance is considered a Move action. The Beastlord may have a different Stance than their pet.


Beastlord Progression
Level Ability Name Description
0 Breaking Boards This is the Beastlord and pet’s base attack form. The Beastlord has spent their life turning their body into a weapon. Every part of the monk’s body can be used to pummel their enemies. The Beastlord’s hand-to-hand attacks do not provoke an attack of opportunity, and do impact damage. The Beastlord may use a monk-appropriate weapon. If the weapon has a greater damage dice than Breaking Boards use the weapon’s damage dice. Melee weapons, gloves, hand wraps, and footwear may add their magical/mundane bonuses if appropriate.
  • 0 level - 1d4 (2)
  • 1st level - 1d6 (3) + WIS + Level
  • 4th level - 1d8 (4) + WIS + Level
  • 7th level - 1d10 (5) + WIS + Level
  • 10th level - 2d6 (6) + WIS + Level
  • 13th level - 2d8 (8) + WIS + Level
  • 16th level - 2d10 (10) + WIS + Level
  • 19th level - 2d12 (12) + WIS + Level
  • 22ndlevel - 3d10 (15) + WIS + Level
  • 25th level - 3d12 (18) + WIS + Level

Note: This is always on, even if stunned or stifled.

Save: H2H/Melee vs AC
Target: 1 creature or object
Action: 1 Attack
Range: Melee
Useable: At-Will
DR: Yes

0 Cantrips The Beastlord has a couple dozen useful spells they learned during their apprenticeship to a Master Beastlord. Most cantrips are very weak, some are pointless, a few are more pranks than anything else, but a few are very useful. (See Cantrips)


DC: 10

1 Aikido With this feat a student of Aikido can turn aside the mightiest of blows. Aikido increases the armor class by +1 for each level attained by the Beastlord.

Note: This feat is always on, even if stunned or stifled.

  • 1st level this bonus only applies to 1 opponent.
  • 3rd level this applies to all melee attacks.
  • 6th level this applies to 1 additional non-magical ranged attack.
  • 9th level this applies to all non-magical ranged attacks.
  • 12th level this applies to all non-magical attacks, even if launched from stealth/invisibility.
  • 15th level this applies to all magical touch attacks, even if launched from stealth/invisibility.


DC: Meditation 13
Target: Self and Pet
Action: 1 Attack/Move
Useable: Once per round

1 Call Warder This spell-like ability summons a spiritual guide and ally. The spirit takes the physical form of an animal. The spirit is an ancient shaolin monk who died early in their training. The beastlord is their physical anchor to the prime material plane. The pet shares the Beastlord’s saves, INT, WIS, and CHA. Their speed, strength, constitution, and dexterity is based on the animal form they inhabit (See the Common Animal chart).

Note: The caster can have only one permanent warder summoned at a time. Permanent animals or creatures summoned as wards, guards, or wandering monsters do not count against the Beastlord. Any items given to the pet are absorbed by the pet, incorporated into them, and lost forever. Giving the pet multiples of a similar item will not add the bonuses, only the highest bonus will be used. Old warders can be virtual killing machines. The powers from summoned items can be used. The warder is subject to group buffs. Pet Haste and Flurry of Blows do not stack, whichever gives the higher bonus will be used.
Stats: See Summoned Pet Chart.

  • 1st Level: Telepathic Bond
  • 3rd Level: Haste 1
  • 6th Level: Automatically Intercepts a melee attack once per round for half damage if the caster is with 2 hexes. If not within range the pet teleports back to the caster.
  • 9th Level: Haste 2
  • 12th Level: Automatically Intercepts a melee or ranged attack once per round for full damage if the caster is with 2 hexes. If not within range the pet teleports back to the caster.
  • 15th Level: Haste 3
  • 18th Level: Automatically Intercepts a melee, ranged, or magical attack once per round for full damage if the caster is with 2 hexes. If not within range the pet teleports back to the caster.


DC: Meditation 14
Target: Self
Action: 1 Full Round
Useable: Once per round

1 Flurry of Blows The Beastlord sacrifices a move action to grant their pet Haste. As the Beastlord gains levels this supernatural ability improves.

Notes: Pet Haste and Flurry of Blows do not stack, whichever gives the higher bonus will be used.

  • Level 1 - Haste 1
  • Level 5 - Haste 2
  • Level 10 - Haste 3
  • Level 15 - Haste 4
  • Level 20 - Haste 5


DC: Meditation 13
Target: Pet
Action: 1 Move
Useable: Once per round

1 Rugged Body, Concentration With this concentration, the Beastlord devotes time everyday to strengthening the bond between their body and soul. This improved toughness grants additional hit points (HP) equal WIS x Level. The Beastlord and warder gain the bonus HPs.

Note: This concentration is always on, even if stunned or stifled. You may have up to 3 concentrations going at any time. It requires a move action to change concentrations.

DC: Meditation 13
HP: WIS x Level
Target: Self and Pet
Action: 1 Attack/Move
Useable: Once per round

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