College of Rock (5e Subclass)
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When you join the College of Beasts at 3rd level, you gain proficiency in Animal Handling, Nature, and Survival.
You also gain proficiency with shields and two martial weapons of your choice.
At 3rd level, your warbeast knows how to exploit a foe's weakness. Once per turn, it can deal an extra 1d6 damage to one creature it hit with an attack that it had advantage on.
The damage increases to 2d6 at 6th level, and 3d6 at 14th level.
Man's Best Friend
Also at 3rd level, you can create a powerful bond with a warbeast, a Medium beast of your choice with a challenge rating of 1/2 or lower. With 8 hours of work and an expenditure of 50gp, you call forth a spirit from the wild to serve as your warbeast. You can only have one warbeast at a time. If your warbeast is ever slain, you can return it to life with 4 hours of work and an expenditure of 25gp.
At 6th level, you can create a bond with a Large beast or smaller of your choice with a challenge rating of 1 or lower, and at 14th level you can create a bond with a Huge beast or smaller of your choice with a challenge rating of 2 or lower.
Your warbeast gains a variety of benefits while it's linked to you.
- Your warbeast has the statistics of the chosen creature, though it is a Celestial, Fey, or Fiend(your choice) instead of a beast.
- Your warbeast uses your proficiency bonus rather than its own, gains proficiency in two skills of your choice, and gains proficiency with all saving throws.
- Your warbeast adds your proficiency bonus to its AC, to its damage rolls, and to each hit die it has for determining maximum hit points.
- Your warbeast's number of hit die is equal to your character level.
- Your warbeast's Intelligence score increases by 3, it understands Common, and it is capable of one word responses in Common.
- Your warbeast can increase one ability score by 2, or two ability scores by 1, whenever you gain the Ability Score Improvement class feature.
- Your warbeast can use its bonus action to take the Dash, Disengage, or Help actions on each of its turns.
Your warbeast obeys your commands as best it can. It rolls for initiative, but you determine its actions.
You decide what your warbeast looks like, including height, weight, coloration, hair length, sex, and other distinguishing features. Your warbeast shares your alignment, and has a personality trait and flaw of your choice. Your warbeast shares your ideal, and its bond is always "The bard I wander the world with is a dear companion for whom I would gladly give my life." If you are unable to issue commands, your warbeast will attempt to protect you with its life, and remove you from combat when possible.
Additionally, when your warbeast is reduced to 0 hit points, it can fall unconscious and drop to 1 hit point instead. It remains unconscious for 1d4 minutes. You must complete a long rest before using this feature again.
Using the optional feats rule, you can forgo the Ability Score Increase part of this class feature to take a feat of your choice instead.
Starting at 6th level, when you use your action to cast a bard spell, your warbeast can use its reaction to make a melee attack with advantage.
At 14th level, your spirit has merged with your warbeast's. Now effectively one spirit in two bodies, you have intrinsically linked to each other, and any damage sustained is suffered by both.
As long as your warbeast is on the same plane as you, you gain the following benefits:
- You share a telepathic bond with your warbeast.
- You have resistance to all damage types.
- Whenever you take damage, your warbeast takes the same amount. This damage can't be reduced by Spirit Bond, and the damage doesn't trigger itself.
- You regain a 3 hit points at the end of each of your turns.
As long as you are on the same plane as your warbeast, it gains the following benefits.
- It shares a telepathic bond with you. You no longer need to issue verbal commands.
- It has resistance to all damage types.
- Whenever it takes damage, you take the same amount. This damage can't be reduced by Spirit Bond, and the damage doesn't trigger itself.
- It regains 3 points at the end of each of its turns.