Beastkin 

Overview 

As a Beast Kin, you form a deep bond with a supporting animal companion that becomes an inseparable part of your journey. This companion grows with you, learning from your proficiency and experiences, and together you create a formidable team.

Kindred Companion

At 3rd level, you form a bond with an animal companion. Your animal companion has the following statistics:

Kindred Companion


  • Hit Points: 10, Hit Die (d10): Equal to half your Wilderness Warden Level (rounded up)
  • Armor Class: 11
  • Speed: 30 ft
  • Strength: 12
  • Dexterity: 12
  • Constitution: 12
  • Intelligence: 3
  • Wisdom: 12
  • Charisma: 6
  • Skills: Choose two skills for your companion to be proficient in.
  • Languages: Understands Common but can't speak it.
  • Proficiency Bonus: Equal to your Proficiency Bonus
  • Attack: One melee attack using Strength modifier and One melee attack using Dexterity Modifier. Choose a damage type for each of these attacks: Bludgeoning, Piercing or Slashing. The attacks damage is 1d4. If you choose to level up your damage, it is only applied to one of these attacks. If you choose to level up your Attack Roll, it is applied to both of these attacks. Any special attacks you learn in the future must be leveled up separately.

Your animal companion acts independently of you, but it obeys your commands. In combat, it takes its turn right after yours. If you are incapacitated, your companion acts on its own, following its instincts to protect you. When your Animal Companion drops to 0 Hit Points or below, it remains unconscious until it regains hit points, you take a short or long rest. If your companion dies, you can spend 8 hours in a ritual to summon it back to you, but it gains no Companion Points on its next level up.

  • Companion Points: When you first choose your animal companion at 3rd level, you have a pool of Companion Points equal to twice your Wilderness Warden level (6 points at 3rd level). Each time you level up in the Wilderness Warden class, you gain an additional 2 Companion Points. These can only be spent during a level up. If you have points left over, it carries over to the next level up.

Here is a detailed breakdown of how you can spend your Companion Points:

  1. Hit Points: Increase your companion's hit points by 2 for each Companion Point spent. The maximum hit points your companion can have is five times your Wilderness Warden level. (1 point per hit point)
  2. Armor Class: Increase your companion's Armor Class by 1 for every 2 Companion Points spent. (2 points per AC increase). The Armor Class cannot go higher then 10 + twice your proficiency Bonus.
  3. Speeds: Increase your companion's speed by 5 feet for every Companion Point spent. This can apply to the companion's walking, swimming, flying, or burrowing speed, if applicable. (1 point per 5 feet). They must have access to the Speed before upgrading it.
  4. Senses: For 2 Companion Points, you can give your companion a special sensory ability, such as darkvision, tremorsense, or keen smell. The range of these senses is 10 feet, and you can increase the range by 15 feet for every 2 additional Companion Points spent. (2 points for a new sense or 2 points to increase the range of an existing sense by 30 feet)
  5. Attack Rolls: Increase your companion's attack bonus by 1 for every 2 Companion Points spent. (2 points per +1 attack bonus). The attack bonus of this cannot be higher then twice your proficiency bonus.
  6. Damage Rolls: Increase the damage dice of your companion's attacks by one size (d4 to d6, d6 to d8, and so on) for every 2 Companion Points spent. (2 points per damage dice increase)
  7. Skills: For 3 Companion Points, you can make your companion proficient in a skill of your choice. For 6 more points, you can give it expertise in that skill, which means its proficiency bonus is doubled for any ability check it makes with that skill. (3 points for proficiency, 6 points for expertise)
  8. Saving Throws: For 2 Companion Points, you can make your companion proficient in a saving throw of your choice. (2 points per saving throw proficiency)
  9. Ability Scores: Increase one of your companion's ability scores by 1 for every 2 Companion Points spent. This can't increase an ability score above 20. (2 points per +1 ability score

Special Traits: & Special Attacks

Your time spent in the wild allows you to learn from the creatures you encounter. When you or your allies defeat a creature with a Challenge Rating (CR) of 1 or higher, you can choose to study the creature's form to understand its unique traits. The creature must have been dead for no longer than 1 minute for this examination to be started.

You spend 1 minute closely examining the creature, choosing to focus on either Minor or Major traits. Afterward, make a Survival check. On a success, you uncover one Minor or Major trait that you didn't previously know from that species of creature, dependent on your chosen focus. If you chose Major and no Major traits remain unknown, a successful check will instead reveal a Minor trait.

If you uncover a new speed-related trait, your Animal Companion gains the speed associated with that trait at a base of 30 feet. If you uncover a new sensory trait, such as darkvision, your Animal Companion gains that sense with a base range of 10 feet.

The DC for this Survival check depends on the creature's CR and the complexity of the trait you're attempting to learn:

  • Minor Trait: DC = 10 + the creature's CR
  • Major Trait: DC = 10 + (2 * the creature's CR)
  • Upon successful learning of a trait, your Animal Companion becomes eligible to acquire that trait.
  • Acquiring these traits for your Animal Companion requires expenditure of Companion Points:
  • Minor Trait: 3 Companion Points
  • Major Trait: 5 Companion Points
  • Minor Traits:
  • Darkvision (Wolf): The wolf has darkvision out to a range of 60 feet.
  • Keen Smell (Bear): The bear has advantage on Wisdom (Perception) checks that rely on smell.
  • Amphibious (Octopus): The octopus can breathe both air and water.
  • Charge (Boar): If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.
  • Sure-Footed (Goat): The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
  • Flyby (Owl): The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Ooze Cube (Gelatinous Cube): The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
  • Pack Tactics (Kobold): The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Spider Climb (Spider): The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity (Drow): While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Major Traits:
  • Legendary Resistance (Dragon): If the dragon fails a saving throw, it can choose to succeed instead.
  • Magic Resistance (Demon): The demon has advantage on saving throws against spells and other magical effects.
  • Rejuvenation (Ghost): If it dies, the ghost regains all its hit points in 24 hours unless the body is destroyed or a certain condition is met (like a holy ritual performed).
  • Etherealness (Wraith): The wraith can enter the Ethereal Plane from the Material Plane, or vice versa.
  • Petrifying Gaze (Medusa): When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature.
  • Shapechanger (Werewolf): The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid.
  • Regeneration (Troll): The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn.
  • Incorporeal Movement (Ghost): The ghost can move through other creatures and objects as if they were difficult terrain.
  • Innate Spellcasting (Hag): The hag's innate spellcasting ability is Charisma. It can innately cast a number of spells, requiring no material components.
  • .

Special Attacks:

In addition to learning the special traits of creatures, you can also study their unique methods of attack. This process is similar to your Wilderness Discovery feature. When you or your allies defeat a creature with a Challenge Rating (CR) of 1 or higher, you can choose to examine the creature's physical form and deduce its methods of attack. As before, the creature must have been dead for no longer than 1 minute for this examination to be started.

You spend 1 minute closely examining the creature, focusing on its means of offense rather than its special traits. You choose to study either Minor or Major attacks. After your examination, make a Survival check. On a success, you uncover one Minor or Major attack that you didn't previously know from that species of creature, dependent on your chosen focus. If you chose Major and no Major attacks remain unknown, a successful check will instead reveal a Minor attack.

The DC for this Survival check depends on the creature's CR and the complexity of the attack you're attempting to learn:

  • Minor Attack: DC = 10 + the creature's CR
  • Major Attack: DC = 10 + (2 * the creature's CR)

Upon successful learning of an attack, your Animal Companion becomes eligible to acquire that attack.

Acquiring these attacks for your Animal Companion requires expenditure of Companion Points:

  • Minor Attack: 4 Companion Points
  • Major Attack: 8 Companion Points

Minor Attacks:

  1. Bite (Wolf): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
  2. Claw (Bear): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  3. Slam (Elemental): Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  4. Tentacle (Octopus): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.
  5. Sting (Scorpion): Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d8 poison damage.
  6. Tusk (Boar): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  7. Hooves (Horse): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  8. Beak (Owl): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d1) piercing damage.
  9. Pseudopod (Ooze): Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d6 acid damage.
  10. Quills (Manticore): Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 1d8+3 piercing damage.

Major Attacks:

  1. Breath Weapons (Dragons): Dragons are known for their breath weapons, which can deal a large amount of damage in an area. The type, shape, and damage of the breath weapon depends on the dragon's type. The Damage starts off at 2d6 for 3rd level with a cone/line of 15ft (depending on which version) and increases automatically when you reach higher levels in this class. At 5th level 3d6 and 20ft, at 9th level 4d6 and 25ft, at 13th level 5d6 and 30ft, at 17th level 6d6 and 45ft. The Recharge is based off of the Recharge of the Breath Weapon that was learned. This ability cannot be upgraded with Companion Points. The Save DC uses Constitution as your Modifier. The Saving Throw used to succeed or fail on this attack is the same as what was learned from the original creature.
  2. Stinger (Purple Worm): Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  3. Tail (Devil): Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
  4. Frightful Presence (Dragon): Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.
  5. Petrifying Gaze (Medusa): When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified.
  6. Infernal Wound (Bearded Devil): Melee Weapon Attack: +5 to hit, reach

Synchronized Strikes

Starting at 6th level, your animal companion becomes adept at coordinating attacks with you. When you use your action to make a weapon attack, your animal companion can use its reaction to make an attack at the same target as long as the attack is within its range.

Empathic Bond

At 10th level, you and your animal companion form an empathic bond that allows you to share each other's senses. As an action, you can see, hear, smell, and feel everything your companion does, and it can do the same with your senses as long as you both are on the same plane. This bond lasts for up to a number of hours equal to your proficiency bonus, and you can use this feature once per long rest.

Undying Companion

At 14th level, your bond with your animal companion reaches its peak. You can use your Reaction to spend one of your Hit Die as long as your animal companion is within 120ft of you. When you do this, your animal companion regains health equal to your Hit Dice roll. In addition, if your animal companion would drop to 0 Hit Points or dies, you can use your Action to transfer a number of your current Hit Points up to half to your animal companion as long as you are within 60ft of it.