Beast Style
Certain great fighters desire a powerful companion in battle. Bruisers that utilize the beast style have developed a special bond with nature, allowing them to tame the fearsome beasts they might find along their journey. Through mutual respect and coordination, these bruisers and their companions make for a deadly duo.
Bonus Proficiency
When you choose this style at 3rd level, you gain proficiency with the Animal Handling skill. If you are already proficient, you gain proficiency with the Nature or Survival skill instead.
Beast Companion
Starting at 3rd level when you learn this style, you begin to use your strength and skills to create a powerful bond with a creature of the natural world. With 8 hours of work, you discover an animal to serve as your faithful companion. You normally select your companion from among the following animals: beast of the land, beast of the sea, beast of the sky. All are detailed below. At the end of the 8 hours, your beast companion appears and gains all the benefits of your Companion’s Bond ability. You can spend 8 hours of meditation to change your companion’s form to one of the other options. You can have only one animal companion at a time. If your beast companion is ever slain, the bond you share allows you to return it to life by reincarnating it. With 8 hours of work, you call forth your companion’s spirit to find a new body for it. You can return a beast companion to life in this manner in any location, even without having its body with you. Companion’s Bond Your animal companion gains a variety of benefits while it is linked to you. You determine the appearance of your companion.
The companion obeys your commands as best it can. You can use a bonus action on each of your turns to verbally command your companion to take the Attack, Dash, Disengage, Dodge, or Help action that turn. It can also use its movement at any point during your turn. It does not have its own turn unless you are incapacitated or absent, in which case your companion acts on its own and rolls initiative. Your companion never requires your command to use its reaction, such as when making an opportunity attack. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own.
You add your proficiency bonus to your companion’s AC, saving throws, attack rolls, and damage rolls Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die determined by the creature's hit dice and increases its hit points and maximum by rolling its hit die and adding its constitution modifier to the total, then increasing its maximum hit points by that amount. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your interests and alignment, and has personality traits and a design of your choice (with DM assistance if required.)
Beast of the Land
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your bruiser level (the beast has a number of Hit Dice [d8s] equal to your bruiser level)
Speed: 40 ft., climb 40ft.
STR 14 (+2)
DEX 14 (+2)
CON 15 (+2)
INT 8 (−1)
WIS 14 (+2)
CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your bruiser level (the beast has a number of Hit Dice [d8s] equal to your bruiser level)
Speed: 5 ft., swim 60ft.
STR 14 (+2)
DEX 14 (+2)
CON 15 (+2)
INT 8 (−1)
WIS 14 (+2)
CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your bruiser level (the beast has a number of Hit Dice [d6s] equal to your bruiser level)
Speed: 10 ft., fly 60ft.
STR 6 (-2)
DEX 16 (+3)
CON 13 (+1)
INT 8 (−1)
WIS 14 (+2)
CHA 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Beast Stance
At 3rd level, you share your food, water, shelter, and training sessions with your beast companion. Additionally, you both learn to coordinate in battle using your brawling techniques.
You share the following Fury abilities:
Machine Gun Blows. When you use this fury ability, your companion can make one or both attacks instead of you.
Brute Force. When you use this fury ability, your companion can take the Dash action.
Brace for Impact. When you gain temporary hit points from this fury ability, your companion also gains the same amount of temporary hit points.
Bestial Spirit Assault
At 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, your companion's attacks also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Primal Coordination
Also at 6th level, you and your beast companion begin to flawlessly coordinate attacks. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
Vicious Mauling
At 11th level, you can spend 1 Fury point as a bonus action to have your beast companion make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Chain Frenzy
Beginning at 17th level, when you enter your frenzy using Thrill of the Fight, your beast companion also gains certain benefits. It gains resistance to bludgeoning, piercing, and slashing damage and deals an extra amount of damage on each of its attacks equal to half of your Proficiency bonus (rounded up) for 1 minute unless it falls unconscious or your frenzy ends early.