One With the Tribe (5e Feat)

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This content deviates from 5th edition standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
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One With the Tribe

Prerequisites: Level 5+, Wisdom 14 and Strength 14 or higher
All beings have an ancestral tie to the wilds but only the wise and strong are able to make a connection to their ancestral wild heritage. To become one with the tribe one must meditate and enter a ancient wilderness within their mind. Venturing forth into the wilds for 1d4 hours testing their wisdom and strength against the ancient wild beasts. Once you have passed the test and reconnected to your ancestors when next you venture forth into the wilds a wild beast whom once served your ancestors will manifest by your side. Roll on the table of companions to determine your companion.

The beast is friendly to you and your companions. Roll initiative for your beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you do not issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions.

Your beast may appear as though it is physically in your plane of existence but it is a strong fabrication of your mind and soul. The alignment of the creature is the same as yours and will change if your alignment changes. The creature has its normal stats however its hit points are equal to yours. The beast can be outfitted with armor and magical items. Additionally the beast levels with you increasing its ability's as the two of you grow. At levels: 8, 12, 16 and 20 add a equivalent damage dice to the beasts attack (Example: Bite[1d8] would become [2d8] at level 8, [3d8] at 12).

When the beast dies it disappears and returns once you remake the connection to your ancestors for another 1d4 hours. You may choose to keep the same companion or roll again to determine your new beast.

The Table of Companions

d6 Companion
1 Rhinoceros
2 Cave Bear
3 Saber-Toothed Tiger
4 Crag Cat
5 Guard Drake
6 Giant Boar

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