Beastheart¶
A beastheart never fights alone! You travel with a ferocious beast by your side—no trained pet, but an untamed creature such as a wolf, a basilisk, or even a young dragon. Bound to you by a primordial connection, your companion honors your wishes just as you are guided by their instincts. But beware! As battle rages on, your companion may succumb to a blood-soaked rampage, lashing out at enemies and friends alike.
As a beastheart, you face the world's dangers alongside your wild companion. With your combined might, you rush into the thick of combat to challenge enemy champions or prowl around the outskirts to pick off vulnerable foes.
Basics¶
Basics
Starting Characteristics: You start with a Might of 2 and an Intuition of 2, and can choose one of the following arrays for your other characteristic scores:
- 2, -1, -1
- 1, 1, -1
- 1, 0, 0
Weak Potency: Might - 2
Average Potency: Might - 1
Strong Potency: Might
Starting Stamina at 1st Level: 21
Stamina Gained at 2nd and Higher Levels: 12
Recoveries: 12
Skills: You gain the Animal Handling skill. Then choose any two skills from the exploration or intrigue skill groups. (Quick Build: Animal Handling, Navigate, Track.)
Beastheart Advancement Table
Draw Steel Master Classes¶
The Beastheart is an example of a master class in Draw Steel. Master classes are intended for players who are familiar with the game and have played a few sessions. They aren't recommended for first time players—you need to know the rules before we start breaking them on you!
If you're new to Draw Steel, we recommend checking out The Delian Tomb starter adventure, which includes a step-by-step tutorial on how to play the game and breaks down all the working parts of a hero. Save Broadhurst first, then hurry back here!
1st-Level Features¶
As a 1st-level beastheart, you gain the following features.
Wild Nature¶
Wild Nature
Your bond with your companion has awakened ancient, predatory instincts in you that fuel your battle prowess. But you aren't bound by your primal passions. As you decide which of your instincts to ignore and which to hone to deadly sharpness, you choose a wild nature from the following options, each of which grants you a skill. (Quick Build: Punisher.)
Guardian: You are the fearless defender of your pack—anyone who harms them must go through you. You have the Read Person skill.
Prowler: You are an unseen ambusher that strikes from the shadows. Your prey is dead before they even know you're there. You have the Hide skill.
Punisher: Using brute force, you overwhelm anyone unwise enough to earn your wrath. You have the Endurance skill.
Spark: Your connection to nature has imbued you and your companion with the raging magic of an elemental storm. Flame, frost, and lightning crackle from your hands and their claws. You have the Magic skill.
Your wild nature is your subclass, and your choice of wild nature determines many of the features you'll gain as you gain new levels.
Companion¶
Companion
You gain the companionship of a wild animal who travels with you. Your companion isn't your pet. Rather, they've forged a mystical bond with you—one that allows you to share your companion's senses and primal instincts.
Choose a companion from the following options. (Quick Build: Wolf.)
Customizing Your Companion
Want a companion not listed here? You can often use one of these stat blocks to represent a similar beast. For instance, you could use the condor companion for an escaped Hawklord hawk, the wolf for a dog or jackal, or even the boar for a particularly ornery stag or elk.
With the Director's permission, you can also change the damage types of your companion's abilities to better match your vision. Perhaps instead of a hellhound you travel with a white wolf that deals cold damage instead of fire damage; maybe your elemental spark is an elemental ember that deals fire damage; or maybe your panther is a shadow whose Pounce maneuver deals corruption or cold damage.
Companion Stat Blocks¶
Basilisk¶
Basilisk
Petrify
The target takes corruption damage equal to 3 + the basilisk's Might score and is stoned (save ends) (see Stoned).
*Transfixed by the basilisk's magical gaze or struck by their poisoned claws, the foe's body begins to calcify.*
Stoned
A stoned creature is magically turning to stone. Each time a creature fails the saving throw to end this effect, they take corruption damage equal to the basilisk's Might score. A stoned creature or a creature adjacent to them can use a maneuver to cut the encroaching stone from the stoned target's body, ending the effect and dealing damage to the target equal to twice the basilisk's Might score that can't be reduced in any way. A creature reduced to 0 Stamina while they are stoned, or by an ability that causes a creature to become stoned, is turned to stone until they are restored to life by magical means.
Basilisk Advancement Features¶
Foes Forever Frozen¶
Whenever the basilisk makes a strike against a creature while rampaging, the target is stoned (save ends).
Rock Smasher¶
Whenever you deal rolled damage to a stoned creature while the basilisk is rampaging, you deal extra damage equal to twice your Might score.
Heart of Stone¶
While the basilisk is rampaging, you and the basilisk have damage immunity 10 as you become nearly impervious living statues.
Basilisk Advancement Features¶
Basilisk Advancement Features
Foes Forever Frozen
Rock Smasher
Heart of Stone
Bear¶
Bear
Backhand
The target takes damage equal to 4 + the bear's Might score and is pushed up to 2 squares.
*The bear casually swats the pesky foe into next week.*
Strong Like Bear
You gain a +1 bonus to your stability.
Bear Advancement Features¶
Foe Thresher¶
Whenever the bear targets a creature with a strike that doesn't impose forced movement while rampaging, the bear can push the target up to a number of squares equal to the bear's Might score.
Ursine Form¶
While the bear is rampaging, you have damage immunity 5 and your size increases to the bear's size (to a maximum of 2). If you don't have enough unoccupied space to grow, you grow as soon as there is sufficient space.
Twin Colossi¶
While the bear is rampaging, you gain a +1 bonus to distance with melee weapon abilities, your size increases to match the bear's size (to a maximum of 3), and your strikes deal an extra 5 damage.
Bear Advancement Features¶
Bear Advancement Features
Foe Thresher
Ursine Form
Twin Colossi
Boar¶
Boar
Gore
The boar moves up to their speed in a straight line. When this movement ends, they can deal damage equal to 3 + their Might score to an adjacent target. If the boar moved closer to the target as part of this movement, the boar deals extra damage equal to their Might score.
*With an enraged snort, the boar lunges forward to rip open foes with their tusks.*
Spiteful Endurance
While the boar is winded, they have damage immunity equal to their Might score and ignore the effects of bleeding.
Boar Advancement Features¶
Greased Pig¶
While the boar is rampaging, they have a +2 bonus to speed and a double edge on the Escape Grab maneuver.
Wild Rush¶
While the boar is rampaging, you can use their Gore maneuver, and you and the boar can shift instead of move when using the Charge action or the Gore maneuver.
Immortal Rage¶
Whenever you or the boar use an ability that deals damage while the boar is rampaging, you gain 10 temporary Stamina.
Boar Advancement Features¶
Boar Advancement Features
Greased Pig
Wild Rush
Immortal Rage
Condor¶
Condor
Flurry of Wings
The target takes damage equal to 3 + the condor's Might score. Additionally, enemies are weakened while adjacent to the condor until the end of your next turn.
*I can't draw a bead on them with that infernal bird flapping in my face!*
Moving Target
While the condor is flying and has a speed greater than 0, ranged strikes against them take a bane.
Condor Advancement Features¶
Dive Bomb¶
Whenever the condor makes a strike while rampaging, they deal extra damage equal to the number of squares they've moved on their turn (to a maximum of 5).
Borne Aloft¶
While the condor is rampaging, you gain wings and can fly. While flying, you gain a +2 bonus to speed. If you are midair when the condor's rampage ends, you take no damage from the fall.
Flight of the Condor¶
While the condor is rampaging, you and the condor gain a +5 bonus to speed.
Condor Advancement Features¶
Condor Advancement Features
Dive Bomb
Borne Aloft
Flight of the Condor
Deinonychus¶
Deinonychus
Terrible Claws
The target takes damage equal to 3 + the deinonychus's Might score, and if they have M < AVERAGE, they are bleeding until the end of their next turn.
*The deinonychus kicks their prey, then slashes them with wicked claws.*
Blood Frenzy
Whenever the deinonychus deals damage to a bleeding creature, they gain 1 surge.
Deinonychus Advancement Features¶
Tear You to Ribbons¶
Whenever the deinonychus makes a strike against a creature while rampaging, the target is bleeding until the end of their next turn.
Slake My Thirst in Blood¶
Whenever you use an ability that deals rolled damage to a bleeding creature while the deinonychus is rampaging, you gain 2 surges.
Reaping Scythe¶
The deinonychus's claws slash at creatures underfoot. When the deinonychus moves adjacent to an enemy or enters an enemy's space for the first time on a turn while rampaging, the deinonychus deals damage to that enemy equal to the deinonychus's Might score.
Deinonychus Advancement Features¶
Deinonychus Advancement Features
Tear You to Ribbons
Slake My Thirst in Blood
Reaping Scythe
Drake¶
Drake
Drake Breath
The target takes damage of the drake's attuned damage type (see Elementally Attuned) equal to the drake's Might score.
*The drake exhales a blast of flesh-melting energy.*
Elementally Attuned
When you gain this companion, you choose their attuned damage type from acid, cold, corruption, fire, lightning, poison, or sonic. The drake's attuned damage type affects their other features.
Shared Scales
You have immunity 3 to the drake's attuned damage type.
Drake Advancement Features¶
Endless Breath¶
The drake's Drake Breath maneuver deals an extra 2 damage.
A Burning Inside Me¶
While the drake is rampaging, you gain draconic wings and can fly. If you are midair when the drake's rampage ends, you take no damage from the fall. Additionally, you can use the drake's Drake Breath maneuver until their rampage ends.
Elemental Avatar¶
While the drake is rampaging, you and the drake have immunity all to the drake's attuned damage type, and whenever you or the drake make a strike against a creature you can cause the target to be dragonsealed (save ends). A dragonsealed creature has weakness 10 to the drake's attuned damage type.
Drake Advancement Features¶
Drake Advancement Features
Endless Breath
A Burning Inside Me
Elemental Avatar
Elemental Spark¶
Elemental Spark
Static Shock
The target takes lightning damage equal to 2 + the spark's Might score.
*An arc of lightning crackles from the spark.*
Electric Surge
The first time on a turn that you or the spark deal lightning damage, you gain 1 surge.
Elemental Spark Advancement Features¶
Electroshock¶
Whenever the spark makes a strike against a creature while rampaging, they can cause a target who has M < AVERAGE to be dazed until the end of the target's next turn.
Conductive¶
While the spark is rampaging, lightning sings through your blood, and whenever you make a strike against a creature, you deal extra lightning damage equal to your Might score.
Lightning Speed¶
While the spark is rampaging, you and the spark can shift up to your speed as a free maneuver once on each of your turns.
Elemental Spark Advancement Features¶
Elemental Spark Advancement Features
Electroshock
Conductive
Lightning Speed
Gummy Ball¶
Gummy Ball
Absorb
The target takes acid damage equal to 3 + the ball's Might score, and if they have A < AVERAGE, the ball moves into the target's space. If the target completely fits within the ball's space, the target is grabbed by the ball.
*With a sickening squelch, the ball oozes around their hapless prey.*
Gelatinous
The ball can occupy another creature's space. While occupying a creature's space, the ball has line of effect to that creature. If the creature completely fits within the ball's space, the creature has line of effect only to the ball and creatures outside the ball don't have line of effect to the creature. The ball's space is difficult terrain.
Gummy Ball Advancement Features¶
Suck It Up¶
Whenever the ball makes a strike while rampaging, one target is pulled up to 3 squares into the ball's space. If the target ends this movement and completely fits within the ball's space, the target is grabbed by the ball.
Taffy Pull¶
While the ball is rampaging, your arms and legs become viscous and stretchy, and you gain a +2 bonus to speed and melee distance.
Runaway Expansion¶
While the ball is rampaging, you and the ball have acid immunity 10, and whenever a creature is reduced to 0 Stamina while inside the ball, the ball's size increases by 1 (to a maximum of 5). The ball's size can't increase this way more than once a turn, and the ball shrinks back to their original size when their rampage ends.
Gummy Ball Advancement Features¶
Gummy Ball Advancement Features
Suck It Up
Taffy Pull
Runaway Expansion
Hellhound¶
Hellhound
Fire Breath
The target takes fire damage equal to 3 + the hellhound's Might score.
*The hellhound exhales infernal flames.*
Hellish Pact
You have fire immunity equal to the hellhound's fire immunity.
Hellhound Advancement Features¶
Infernal Apparition¶
Whenever the hellhound makes a strike against a creature while rampaging, they can cause a target who has P < AVERAGE to be frightened until the end of the target's next turn.
Slavering Jaws¶
While the hellhound is rampaging, your mouth foams with acidic ichor, and whenever you make a strike against a creature, you deal extra acid damage equal to your Might score.
Wreathed in Flames¶
While the hellhound is rampaging, you and the hellhound are surrounded by an aura of flames, and each enemy who starts their turn adjacent to you or the hellhound takes fire damage equal to the hellhound's Might score.
Hellhound Advancement Features¶
Hellhound Advancement Features
Infernal Apparition
Slavering Jaws
Wreathed in Flames
Lightbender¶
Lightbender
Sparking Tail Whip
The target takes damage equal to 3 + the lightbender's Might score, and if they have M < AVERAGE, they are dazzled until the end of their next turn. A dazzled creature has line of effect only within 1 square.
*The lightbender swings their tail, sending gouts of sparks in their foe's face.*
Avoidance
Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.
Lightbender Advancement Features¶
Hit and Run¶
Whenever the lightbender makes a strike against a creature while rampaging, the lightbender can teleport up to 5 squares and use the Hide maneuver.
Lightbearer¶
While the lightbender is rampaging, you can use a free maneuver to glow with blinding light that lasts until the rampage ends or you use this ability again. While glowing, your skin sheds light for 10 squares and strikes against you take a bane.
Everywhere and Nowhere¶
While the lightbender is rampaging, your grip on spatial reality is weakened, and once on each of your turns, you or the lightbender can teleport up to 3 spaces as a free maneuver. Additionally, strikes made against you and the lightbender have a double bane until the lightbender's rampage ends.
Lightbender Advancement Features¶
Lightbender Advancement Features
Hit and Run
Lightbearer
Everywhere and Nowhere
Panther¶
Panther
Pounce
The target takes damage equal to 3 + the panther's Might score, and if they have M < AVERAGE, they are knocked prone.
*The panther bunches up, then uncoils into a deadly leap.*
Mighty Spring
Whenever the panther takes the Advance move action or the Charge action, they can jump up to a number of squares equal to their speed in any direction, including vertically, as part of this movement.
Panther Advancement Features¶
Cat and Mouse¶
Whenever the panther makes a strike against a creature while rampaging, the panther can knock the target prone.
Single Bound¶
While the panther is rampaging, you can jump up to a number of squares equal to your speed as a free maneuver once on each of your turns.
Panther Spirit¶
While the panther is rampaging, you and the panther are invisible and can move through objects and terrain, which are difficult terrain for you both. A creature who ends their turn inside a solid object from moving this way is teleported to the last unoccupied space they previously occupied.
Panther Advancement Features¶
Panther Advancement Features
Cat and Mouse
Single Bound
Panther Spirit
Spider¶
Spider
Web Shot
If the target has M < AVERAGE, they are restrained until the end of their next turn.
*The spider fires a ball of sticky silk.*
Come Into My Parlor
Whenever the spider makes a strike against a restrained creature, the spider deals extra poison damage equal to twice their Intuition score.
Spider Advancement Features¶
Dripping Fangs¶
Whenever the spider makes a strike against a creature while rampaging, the spider can deal extra poison damage equal to their Might score.
Web Slinger¶
Once on each of your turns while the spider is rampaging, you can shoot a web to a ceiling, wall, or sturdy object above you within 5 squares as a free maneuver. You can then fly in a straight line to any space within 5 squares of that object.
Life Drinker¶
Whenever you or the spider deals damage with a maneuver while the spider is rampaging, the attacker regains Stamina equal to the damage dealt.
Spider Advancement Features¶
Spider Advancement Features
Dripping Fangs
Web Slinger
Life Drinker
Sporeling¶
Sporeling
Spore Puff
The target takes poison damage equal to 3 + the sporeling's Might score, and the sporeling is invisible to the target until the end of the sporeling's next turn or they deal damage to the target.
*The sporeling breathes a cloud of disorienting fumes.*
Skulker
The sporeling can end their movement in an ally's space. While occupying an ally's space, the sporeling has cover.
Sporeling Advancement Features¶
Slowing Spores¶
Whenever the sporeling makes a strike against a creature while rampaging, the sporeling can cause the target to be slowed until the end of the target's next turn.
Plant Walk¶
Once on each of your turns while the sporeling is rampaging, you can teleport to a space within 15 squares as a free maneuver, provided the space or an adjacent space contains the sporeling or plants or fungus of size 1S or larger. You then gain an edge on the next strike you make before the end of your turn.
Trailing Mycelia¶
While the sporeling is rampaging, you and the sporeling sprout rootlike, gripping mycelia along your limbs, and whenever you or the sporeling makes a strike against a creature who has M < STRONG, the creature is grabbed by the attacker. Additionally, you and the sporeling can't be force moved or knocked prone until the sporeling's rampage ends.
Sporeling Advancement Features¶
Sporeling Advancement Features
Slowing Spores
Plant Walk
Trailing Mycelia
Wolf¶
Wolf
Clamping Jaws
The target takes damage equal to 3 + the wolf's Might score, and if they have M < AVERAGE, they are grabbed by the wolf.
*With an unnerving growl, the wolf sinks powerful teeth into their quarry.*
Retriever
The wolf can move at full speed while they have a creature grabbed, no matter the grabbed creature's size.
Wolf Advancement Features¶
My, What Big Teeth You Have¶
Whenever the wolf makes a strike against a creature while rampaging, they can grab the target.
Call of the Wild¶
While the wolf is rampaging, you and the wolf gain a +2 bonus to speed, and creatures within 5 squares can't be hidden or have concealment from you or the wolf.
Dire Wolf¶
While the wolf is rampaging, you and the wolf are surrounded by an aura of dread, and enemies who start their turn adjacent to you or the wolf who have P < STRONG are frightened until the end of their next turn.
Wolf Advancement Features¶
Wolf Advancement Features
My, What Big Teeth You Have
Call of the Wild
Dire Wolf
Companion Rules¶
Companion Rules
- Companion Stamina and Recoveries. Your companion's Stamina maximum equals your Stamina maximum. Your companion has no Recoveries. When an effect would allow your companion to spend a Recovery, your companion spends one of your Recoveries.
- Companion Death. A companion can become dying at 0 Stamina and die at negative half their Stamina, just like a hero.
- Companion Actions. Your companion is your ally, but they take their turn as a part of your turn. For the purpose of effects that end at the end of the companion's turn, or any other rules elements that depend on the start or end of creature's turn, the start and end of your turn is also the start and end of the companion's turn.
- You and your companion each take your own move action. You can use one triggered action per round, which can be used by either you or your companion. Your main action and maneuver are split between you and your companion; if you take a main action, you can't take a maneuver but your companion can. If you take a maneuver, you can't take a main action but your companion can. Taking a main action doesn't prevent you or your companion from taking free maneuvers.
- You and your companion share one turn during montage tests and similar scenes. Typically, you'll take this turn, but there may be circumstances when your companion does instead.
- Ranged Free Strikes. Your companion doesn't have a ranged free strike. Shared Maneuvers. When you or your companion use the Catch Breath, Escape Grab, Hide, or Stand Up maneuvers, your partner can use the same maneuver as a triggered free action.
- Shared Abilities. You and your companion share some abilities, but not all of them. If a beastheart ability has the Beastheart keyword, it can be used by only the beastheart. If it has the Companion keyword, it can be used by only the companion. If an ability can be used by either you or your companion, the word "you" in the ability's text refers to whoever uses the ability, while the word "partner" refers to whoever didn't use the ability. Within a companion's stat block, the word "you" always refers to the beastheart. In all cases, phrases like "you both" and "you each" refer to you and your companion.
- Shared Senses. While you are within 1 mile of each other, you and your companion can communicate telepathically as if you shared a language, although this communication uses vague images and feelings instead of words.
- Shared Skills. Your companion has any skill you have, and vice versa. No matter what skills they possess, your companion can't take any action their physiology wouldn't allow (for instance, a wolf can't pick locks).
- Shared Space. You and your companion can move freely through and stop in each other's spaces.
- Shared Perks, Titles, and Complications. If you gain a benefit or drawback by earning a perk, a title, or a complication, your companion shares the benefit or drawback. Your companion can only be affected by benefits or drawbacks that logically affect an animal: for instance, an animal can't craft and therefore can't benefit from the Handy perk. If you're not sure what your companion can do, ask your Director.
- Surges. Surges you and your companion gain are added to a surge pool you both can spend from. When an effect would grant 1 or more surges to both you and your companion, you only gain the surges once.
- Changing Your Companion. As a respite activity, you can release your current companion, then gain a new companion of a different species or summon a companion you previously released.
- One Hero. You and your companion count as one hero for determining the difficulty of combats, montage tests, and other challenges.
Adding and Subtracting Actions¶
Adding and Subtracting Actions
Although you and your companion share your action economy, you are treated as separate creatures for effects that grant or remove main actions, maneuvers, and move actions. For instance, the talent's Applied Chronometrics ability grants an extra maneuver. If both you and your companion are targeted by the ability, you both gain extra maneuvers.
Similarly, the dazed condition limits what a creature can do on their turn. Being dazed works the same on you and your companion as it does on other creatures; whoever is dazed can only do one thing on their turn (a move action, maneuver, or main action). You being dazed has no effect on your companion, and vice versa.
Heart of the Beast¶
Heart of the Beast
You and your companion share a primordial bond so intense your hearts literally beat as one. If your partner is lost, you can split your heart in two and summon them back to your side.
Both you and your companion can use the following ability.
Heart of the Beast
"Better look away—this might not be pretty."
You must spend a Recovery without regaining Stamina. Your partner gains temporary Stamina equal to your recovery value as they leap out of your chest. Your partner teleports to your space from any distance, even if they don't have line of effect to you.
Feral Strike
Relying on their instincts, your companion launches toward the nearest threat. Your companion lunges into the fray, attacking wildly with teeth, claws, or other weapons.
Your companion moves up to a number of squares equal to their Intuition score straight toward the closest enemy they are aware of, avoiding damaging terrain and ending the movement when they are adjacent to that enemy.
Your companion then makes the following power roll:
This ability gains the following benefit based on your wild nature.
- Guardian: Each enemy target is taunted by your companion until the start of your next turn.
- Prowler: Each enemy target is weakened until the start of your next turn.
- Punisher: Your companion slides each target up to a number of squares equal to their Might score.
- Spark: This strike deals cold, fire, lightning, or sonic damage. You gain 1 surge.
Ferocity¶
Ferocity
You and your companion tap into a predator's bloodlust that grants you a Heroic Resource called ferocity.
Ferocity in Combat
At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain ferocity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 ferocity.
Additionally, the first time each combat round that a creature adjacent to your companion takes damage, you gain 2 ferocity.
You lose any remaining ferocity at the end of the encounter.
Ferocity Outside of Combat
Though you can't gain ferocity outside of combat, you can use your heroic abilities and effects that cost ferocity without spending it. Whenever you or your companion uses an ability or effect outside of combat that costs ferocity, that same ability or effect can't be used outside of combat again until you earn 1 or more Victories or finish a respite.
When you or your companion uses an ability outside of combat that has a variable or unlimited ferocity cost, the ability can be used as if you had spent an amount of ferocity equal to your Victories.
Rampage¶
Rampage
While your ferocity sharpens your killer instinct, it can also drive your companion into a rampage, causing them to strike friends and foes alike in a blood-soaked battle frenzy. As their rampage builds, they become something more than a mortal companion, embodying a primordial spirit of destruction.
Your companion has a resource called rampage. Whenever you or your companion spends ferocity, your companion gains rampage equal to the ferocity spent. Your companion loses their rampage and its effects at the end of an encounter.
Your companion doesn't spend rampage to activate abilities. Instead, when your companion gains 8 rampage, they are rampaging. As your companion's rampage increases, they gain the listed effects from the Rampage table. Effects are cumulative. Some Rampage effects are applied only if you are a specific level or higher, with the level of these effects noted in the Rampage table.
| Rampage | |
|---|---|
| Rampage | Effect |
| 8 | At the end of each of your turns, your companion must use their Feral Strike ability as a free maneuver. You can’t willingly decrease the power roll outcome to a lower tier. For each ally damaged this way, you gain 2 surges, which you can use on this strike. |
| 12 | Your companion has damage immunity equal to their Intuition score. |
| 16 (4th level) | When your companion uses their Feral Strike ability, they deal extra damage equal to their Intuition score to each target. You gain 1 additional surge for each ally damaged this way. |
| 20 (7th level) | As a free maneuver, your companion can increase their size up to size 2, or increase their size by 1 if their original size is already 2 or larger. This size increase lasts until your companion’s rampage ends or they use a free maneuver to end it. While your companion’s size is increased, they gain a +2 bonus to speed and stability, the potencies of their abilities increase by 1, and the size of their Feral Strike ability’s burst increases by 1. |
| 24 (10th level) | When your companion increases their size, they can increase it up to size 3, or increase their size by 1 if their original size is already 3 or larger. Whenever they make a power roll while their size is increased this way, they can roll 3d10 and discard the lowest roll. |
Wild Nature Maneuver¶
Wild Nature Maneuver
Your wild nature grants you a maneuver, as shown on the Wild Nature Maneuvers table. Each maneuver can be used only by the beastheart.
| Wild Nature | Maneuver |
|---|---|
| Guardian | Living Arrow |
| Prowler | Lightning Leap |
| Punisher | Avalanche Rush |
| Spark | Jaws of the Storm |
Avalanche Rush
You ride a cascade of ice over your foes.
The target takes damage equal to 3 + your Might score, and if they have M < AVERAGE, they are knocked prone.
You can move up to 3 squares before and after you use this ability. During this movement, a prone enemy's space doesn't count as difficult terrain, and the first time you enter a prone enemy's space, that enemy takes cold damage equal to your Might score.
Jaws of the Storm
Your foes are torn by a tempest of primordial teeth and claws.
Each target takes cold, fire, lightning, or sonic damage (your choice) equal to your Might score.
Lightning Leap
You summon a lightning bolt and ride it into battle.
The target takes damage equal to 3 + your Might score. Before you use this ability, you can jump up to a number of squares equal to your Intuition score in a straight line. During this jump, enemies' spaces don't count as difficult terrain for you. The target takes extra lightning damage equal to the number of squares you jumped this way.
Living Arrow
You point, and your companion appears.
If your companion is within range and can fit into the target space, they teleport to the space. They can then make a melee free strike.
Wild Nature Triggered Action¶
Wild Nature Triggered Action
Your wild nature grants you a triggered action, as shown on the Wild Nature Triggered Actions table. Each triggered action can be used by either you or your companion.
| Wild Nature | Triggered Action |
|---|---|
| Guardian | The Pack Defends |
| Prowler | Shadow in the Mist |
| Punisher | Thunderclap |
| Spark | Pyre |
Pyre
You burn to ash before your foes' eyes.
You take damage.
You take half the damage and teleport up to 5 squares.
Shadow in the Mist
While everyone's eyes are drawn to your foe, you wreathe yourself in obscuring mist.
An enemy within 10 squares deals damage to a creature other than you.
You become invisible until the end of your next turn or you deal damage. You can then use the Hide maneuver even if you are observed and can move up to a number of squares equal to your Intuition score before or after using that maneuver.
The Pack Defends
You siphon away the pain and endure it yourself.
The target takes damage.
The target takes half the damage.
Thunderclap
The force of your counterattack cracks the air.
The target deals damage to a creature.
You deal sonic damage equal to your Might score to the target and push them up to a number of squares equal to 1 + your Might score. If this forced movement pushes the target away from the creature they damaged, the creature takes half the triggering damage.
Kit
You can use and gain the benefits of a kit. See the <u>Kits</u> chapter of Draw Steel: Heroes for more information.
You and your companion both gain the benefits of the kit, with the following exceptions:
- Only you can use the kit's signature ability, not your companion.
- Your companion is always armed to the teeth. When choosing or changing a kit, your companion can choose between the melee damage bonus provided by the kit (if any) or a melee damage bonus of +0/+0/+4.
Beasthearts and Magic Treasure
Consumables
Your companion can't use every consumable, but with your help, they can benefit from an edible or drinkable consumable, such as a Healing Potion. While using a kit, your companion can also benefit from a consumable that enhances a weapon, such as a Lachomp Tooth. When you use one of these kinds of consumables while you are adjacent to your companion, you can grant the benefit to your companion instead of yourself. You must take the action type required to use the consumable; no action is required of your companion.
Trinkets
Your companion can't use trinkets that are designed to be worn by bipeds (such as cloaks, masks, and hats) or require words or gestures to activate. However, your companion can benefit from one necklace, pendant, collar, or other trinket with the Neck keyword that doesn't require any action to activate, such as a Necklace of the Bayou or one of the new magic trinkets presented in this document.
You companion doesn't need to wear their trinket around their neck: a condor might wear a necklace wrapped around a talon, and a gelatinous sphere might carry it suspended inside their body!
Leveled Items
Although your companion can't wield a sword, they can benefit from a magic blade! When you wield and gain the benefits of a leveled weapon, armor, implement, or other item, your companion gains those same benefits as if they were wielding the treasure.
Beastheart Abilities¶
Beastheart Abilities
Guided by the ebb and flow of battle, you trade off attacking with your companion and work together to unleash deadly combinations.
Signature Ability
Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Come On!)
Bodyswap
You and your ally morph into each other, magically switching places.
If you and a willing ally are standing on the ground within 10 squares of each other, you can teleport to swap places. If you do, you gain an edge on this ability.
Come On!
You launch a flurry of attacks to cover your movement.
Your companion can make a melee free strike. You both shift up to a number of squares equal to your Intuition score.
Covering Fire
Keep your head down, or I'll shoot it off!
Stormrage
Lances of primordial energy leap from you and your companion to sear, crush, or freeze your foe.
You can spend 1 surge without gaining its benefits. If you do, your companion can use this ability as a free triggered action, targeting a different creature or object with the same power roll, but they don't trigger this effect.
Heroic Abilities
From traveling and fighting alongside your companion, you have learned a number of heroic abilities.
3-Ferocity Ability
Choose one heroic ability from the following options, each of which costs 3 ferocity to use. (Quick Build: Hungry Like the Wolf.)
Bring the Thunder
Your companion unleashes a shattering roar, screech, or howl that terrifies your foes—or at least gets their attention.
Herd the Sheep
Your companion circles your foe, luring them out of position with fake openings and unpredictable attacks.
You and your companion can shift up to a number of squares equal to the number of squares the target was force moved.
Hungry Like the Wolf
The enemy's blood flows like wine, invigorating your companion.
Pushover
You and your companion surround your foe in order to bring them down.
This forced movement can pass through your space but not end there. If the target passes through your space, they fall prone and take extra damage equal to your Intuition score.
5-Ferocity Ability
Choose one heroic ability from the following options, each of which costs 5 ferocity to use. (Quick Build: I Feed On Your Pain!)
All of You Versus All of Me
Let all of them come forward and shatter themselves against your might!
You can spend a Recovery and gain 3 temporary Stamina for each target. Each target is taunted by you until the end of their next turn.
I Feed On Your Pain!
Invigorated by the smell of blood, you strike a savage blow.
If the target is killed by this damage, or is winded or bleeding after taking this damage, you gain 2 surges.
Rain of Fire
As your arrows rain down on your foes, flames spiral around your companion, setting the arrows ablaze.
If your companion is in the area, they deal fire damage equal to their Intuition score to each target.
You Let Me Get Too Close
The wilderness has no concept of fair play.
If you grab the target while your companion is adjacent to them, your companion can make a melee free strike against the target.
2nd-Level Features¶
As a 2nd-level beastheart, you gain the following features.
Perk¶
Perk
You gain one exploration, interpersonal, or intrigue perk of your choice.
Everyone's Best Friend¶
Everyone's Best Friend
Your companion may not be much of a talker, but they've got a lifetime of experience surviving the dangers of the wild. They can offer aid in nearly any circumstance: helping exhausted travelers find their way, leading panicked villagers out of a burning building, or even providing a comforting nuzzle at just the right time. Once per round during a montage test, when you or another character makes a test, your companion can increase the tier outcome by one tier (to a maximum of tier 3).
2nd-Level Wild Nature Feature¶
2nd-Level Wild Nature Feature
Your wild nature grants you a feature, as shown on the 2nd-Level Wild Nature Features table.
2nd-Level Wild Nature Features
| Wild Nature | Feature |
|---|---|
| Guardian | Watchdog |
| Prowler | Supersniffer |
| Punisher | This One’s Yours |
| Spark | Stormheart |
Stormheart¶
Stormheart
Whenever you or your companion deals cold, fire, lightning, sonic, or untyped damage, you can change the damage type to cold, fire, lightning, or sonic damage.
Supersniffer¶
Supersniffer
While a creature is adjacent to your companion, that creature can't be hidden or have concealment from your companion.
This One's Yours¶
This One's Yours
Once per turn, you or your companion can use the following free triggered action.
This One's Yours
When someone is pushed into you, you reach out to steady an ally or send a foe careening off in another direction.
A creature force moved by another creature enters a space adjacent to you.
You end the forced movement. You can then push the creature up to a number of squares equal to 1 + your Might score. The creature takes 1 damage for each square they are force moved this way.
Watchdog¶
Watchdog
You and your companion can't be surprised.
2nd-Level Wild Nature Ability¶
2nd-Level Wild Nature Ability
Your wild nature grants your choice of one of two heroic abilities.
2nd-Level Guardian Abilities
Choose one of the following abilities.
Fetch!
Your companion blinks out of existence, returning with a visitor you were particularly hoping to meet.
Your companion can teleport up to 5 squares before and after making the power roll. Instead of grabbing the target, your companion can pick up a target object that is smaller than they are. You can forgo dealing damage with this ability.
Omnomnom
What do you have in your mouth? No! Bad boy!
This ability targets only creatures who are grabbed and are your companion's size or smaller.
A swallowed creature shares your companion's space, is grabbed and restrained, and has line of effect only to your companion. Nothing has line of effect to the swallowed creature.
Once per round at the start of your turn, the swallowed creature takes acid damage equal to 1 + your companion's Might score. If the swallowed creature escapes the grab, your companion immediately regurgitates the creature, who lands prone in an unoccupied square adjacent to your companion. Your companion can also regurgitate a swallowed creature as a free maneuver. Your companion can have only one creature swallowed at a time.
2nd-Level Prowler Abilities
Choose one of the following abilities.
Jump Scare
Surprised to see me?
This ability targets only enemies with line of effect to your companion.
Your companion shifts up to a number of squares equal to their Intuition score. During this movement, they are invisible. They then make a power roll.
On You Like Your Shadow
Your companion darts around their target, staying out of reach and using them as a shield.
Your companion enters the target's space. Until your companion is no longer in the target's space, they can end their turn in that space, strikes against them also affect the target, and your strikes against the target gain an edge.
2nd-Level Punisher Abilities
Choose one of the following abilities.
Foe Bowling
Your companion sends one enemy tumbling into another, taking them both out.
If the target is force moved at least 1 square, an enemy adjacent to the target at the end of this forced movement is also targeted by this ability's power roll, but they don't trigger this effect.
One Roar and We're Back In the Fight
Your companion builds up courage with a roar, growl, or aggressive display.
Your companion and the target can each gain 2 surges, spend up to 2 Recoveries, and end one condition or effect on them that is ended by a saving throw or that ends at the end of their turn.
2nd-Level Spark Abilities
Choose one of the following abilities.
Burning Lash
A blazing tongue of energy entangles a foe.
Howling Gale
A blizzard or thunderstorm sends foes flying and lifts you like a feather.
Until the end of your next turn, you and your companion can fly and gain a +3 bonus to speed.
3rd-Level Features¶
As a 3rd-level beastheart, you gain the following features.
Companion Advancement Feature¶
Companion Advancement Feature
Your companion gains the level 3 advancement feature granted by their stat block.
7-Ferocity Ability¶
7-Ferocity Ability
Choose one heroic ability from the following options, each of which costs 7 ferocity to use.
Death and Violence
You leap from your foe's corpse.
Your companion uses an ability that reduces the target to 0 Stamina.
Head to Head
Your bloody-forehead smash drives your companion into a frenzy.
You are bleeding (save ends). Until the end of your next turn, your companion gains an edge on power rolls.
Jaws of Death
Spectral teeth clamp on a foe, chaining them to you and draining their life essence.
Whenever a target more than 3 squares away from you fails the saving throw while weakened this way, you can pull the target up to a number of squares equal to your Intuition score as a free triggered action.
Shieldbreaker
You smash through their guard and shatter their armor, leaving them wide open.
The next creature who damages the target before the start of your next turn gains 3 surges, which they can use on the triggering damage.
4th-Level Features¶
As a 4th-level beastheart, you gain the following features.
Characteristic Increase¶
Characteristic Increase
Your and your companion's Might and Intuition scores increase to 3.
Perk¶
Perk
You gain one perk of your choice.
Rampage Improvement¶
Rampage Improvement
Your Rampage feature provides additional effects when your companion has 16 or more rampage.
Skill¶
Skill
You gain one skill of your choice.
Unleash the Beast¶
Unleash the Beast
The first time each combat round that a creature adjacent to your companion takes damage, you gain 3 ferocity instead of 2 ferocity.
5th-Level Features¶
As a 5th-level beastheart, you gain the following features.
5th-Level Wild Nature Feature¶
5th-Level Wild Nature Feature
Your wild nature grants you a feature, as shown on the 5th-Level Wild Nature Features table.
| ♦ 5th-Level Wild Nature Features ♦ | |
|---|---|
| Wild Nature | Feature |
| Guardian | There For Each Other |
| Prowler | Melt Away |
| Punisher | I Can Take It |
| Spark | Wildfire Pyre |
I Can Take It¶
I Can Take It
When you or your companion uses your Thunderclap ability and halves the triggering damage, whoever uses the ability can take the remaining damage instead of the original target. The damage is transferred before immunity and weakness are applied.
Melt Away¶
Melt Away
You or your companion can use your Shadow in the Mist ability even when targeted by the triggering ability.
There For Each Other¶
There For Each Other
When you or your companion uses your The Pack Defends ability to spend a Recovery, you and the target both regain Stamina.
Wildfire Pyre¶
Wildfire Pyre
When you or your companion deals damage with your Pyre ability, each enemy adjacent to either of you takes the damage.
9-Ferocity Ability¶
9-Ferocity Ability
Choose one heroic ability from the following options, each of which costs 9 ferocity to use.
Deadshot
You channel your companion's feral senses to take the perfect shot.
If you are hidden, you remain hidden after the strike.
Dogpile
You and your allies surround your enemy like a pack of wolves, mobbing them and pulling them down.
Each ally adjacent to the target can use a free triggered action to deal damage to the target equal to their highest characteristic score.
One, Two, Three, Heave
Harnessing your companion's strength, you send your foe flying.
If your companion is adjacent to the target, this forced movement can ignore the target's stability.
Rip Them Apart!
In a gruesome display, you and your companion rip off a pinned enemy's limb or other body part and toss it away.
If the target is grabbed by your partner, the target takes extra damage equal to your Might score plus your partner's Might score. If the target is reduced to 0 Stamina by this ability, each enemy within 2 squares who has P < AVERAGE is frightened (save ends).
6th-Level Features¶
As a 6th-level beastheart, you gain the following features.
Perk¶
Perk
You gain one exploration, interpersonal, or intrigue perk of your choice.
Become the Beast¶
Become the Beast
Your companion's rampage burns in your brain, and you become part beast yourself. You gain the level 6 advancement feature granted by your companion's stat block.
6th-Level Wild Nature Ability¶
6th-Level Wild Nature Ability
Your wild nature grants your choice of one of two heroic abilities.
6th-Level Guardian Abilities
Choose one of the following abilities.
Sic 'Em!
Your companion rushes forward to protect you from a dangerous foe.
Stare Down
Your companion locks eyes with an enemy, imposing their will upon the enemy and daring them to move a muscle.
The first time the target uses a move action, main action, maneuver, or triggered action before the start of your next turn, your companion makes the following power roll before the target acts. If the target hasn't acted before the start of your next turn, they are frightened of your companion (save ends).
6th-Level Prowler Abilities
Choose one of the following abilities.
Soft Underbelly
Your companion ducks under your enemy's guard and rakes open their soft vitals, leaving them vulnerable.
While bleeding this way, the target has damage weakness 5.
Wraith Heart
You and your companion become soul-freezing wraiths.
You and your companion shift up to your speeds. During this movement, you are both invisible, can move through enemies and objects, and ignore difficult terrain. You each deal corruption damage equal to your own Intuition score to each enemy you pass through during this movement. You can both damage each enemy once this way.
6th-Level Punisher Abilities
Choose one of the following abilities.
Lead the Pack
Roaring like wild beasts, your companion and your allies rush toward the foe.
Your companion shifts up to their speed and can make a melee free strike. As a free triggered action, you and up to 10 allies within 10 squares of your companion's starting position can shift up to their speed and make free strikes.
Rolling Thunder
The rumble of your companion's dash is a rolling thunderclap, their impact an earthquake.
Your companion shifts up to their speed and makes one power roll that targets each enemy they come adjacent to during the shift. If your companion targets only one enemy with this ability, the power roll gains an edge.
6th-Level Spark Abilities
Choose one of the following abilities.
Elements Unleashed
Your companion's body becomes a bank of glowing coals, a web of arcing lightning, a cloud of rumbling thunder, or a flurry of dancing ice crystals.
Your companion transforms into a creature made of elemental energy. Choose a damage type from cold, fire, lightning, or sonic damage. While transformed, your companion gains the following benefits:
- Your companion can fly. If they could already fly, they gain a +2 bonus to speed.
- When your companion enters another creature's space for the first time on a turn or damages a creature with a strike, your companion deals 5 damage of the chosen type to the creature.
- Your companion has immunity all to the chosen damage type and immunity 5 to all other damage.
Your companion's transformation lasts until the start of your next turn. At the start of each of your turns, you can spend 3 ferocity to extend the transformation's duration for one turn. When you do so, you can change the chosen damage type.
Killing Frost
Black frost freezes boots to the floor and creeps up trapped victims until they're completely encased in ice.
While restrained this way, a creature takes 5 cold damage at the start of each of your turns. A creature killed by this ability becomes an ice statue and their space is difficult terrain.
7th-Level Features¶
As a 7th-level beastheart, you gain the following features.
Characteristic Increase¶
Characteristic Increase
Each of your and your companion's characteristic scores increases by 1, to a maximum of 4.
Feral Heart¶
Feral Heart
At the start of each of your turns in combat, you gain 1d3 + 1 ferocity instead of 1d3.
Rampage Improvement¶
Rampage Improvement
Your Rampage feature provides additional effects when your companion has 20 or more rampage.
Skill¶
Skill
You gain one skill of your choice.
8th-Level Features¶
As an 8th-level beastheart, you gain the following features.
8th-Level Wild Nature Feature¶
8th-Level Wild Nature Feature
Your wild nature grants you a feature, as shown on the 8th-Level Wild Nature Features table.
| ♦ 8th-Level Wild Nature Features ♦ | |
|---|---|
| Wild Nature | Feature |
| Guardian | Reflexes Perfected |
| Prowler | Born to Run |
| Punisher | Built for Violence |
| Spark | Nature Will Not Harm Us |
Born to Run¶
Born to Run
You and your companion gain a +2 bonus to speed.
Built for Violence¶
Built for Violence
You and your companion gain a +2 damage bonus to maneuvers that deal damage. When you or your companion pushes a creature, you can vertical push that creature.
Nature Will Not Harm Us¶
Nature Will Not Harm Us
You and your companion have damage immunity 10 to cold, fire, lightning, and sonic damage.
Reflexes Perfected¶
Reflexes Perfected
Your and your companion's free strikes deal extra damage equal to your Intuition score. Whenever an adjacent enemy moves to a space that isn't adjacent, you or your companion can make an opportunity attack, even if the enemy shifted, teleported, was force moved, or another feature that doesn't provoke opportunity attacks.
Perk¶
Perk
You gain one perk of your choice.
11-Ferocity Ability¶
11-Ferocity Ability
Choose one heroic ability from the following options, each of which costs 11 ferocity to use.
Life-Drinking Wound
As your attack strikes home, your enemy's escaping life force drifts to your allies in crimson threads.
Up to three creatures within 2 squares of the target gain temporary Stamina equal to half the damage dealt.
On the Razor's Edge
Driven by the pain and desperation of battle, you and your companion spend your last strength in a flurry of wild attacks.
Your companion can use this ability against an adjacent target, making their own power roll. Both power rolls gain an edge if either of you is bleeding, dying, or winded, and your power roll has a double edge if your companion is dead or otherwise unable to act.
Ride or Die
Your enemies might be stronger than you, but that's why you're not alone.
You and your companion each use a different ability that costs 9 or fewer ferocity and is either a main action or a maneuver. These abilities cost no ferocity. If an ability lets you spend additional ferocity for an enhanced effect, you can't do so.
Turn the World To Ash
Wrenching power from your primordial bond, you unleash elemental power in a devastating conflagration you can't control.
9th-Level Features¶
As a 9th-level beastheart, you gain the following features.
Avatar of the Green¶
Avatar of the Green
Your companion has transcended beasthood. Although they're still your faithful friend, they're also a vessel for nature's wisdom and memories. Your companion's Reason score increases to 1, or increases by 1 if it is already 1 or higher, and they learn every language you know. Your companion can communicate telepathically with any creature within 10 squares, using language as well as images and feelings. Additionally, you learn the Nature skill and one other skill from the lore skill group.
9th-Level Wild Nature Ability¶
9th-Level Wild Nature Ability
Your wild nature grants your choice of one of two heroic abilities.
9th-Level Guardian Abilities
Choose one of the following abilities.
Banshee Howl
Your companion's howl, screech, roar, or psychic emanation presages death to those who hear it.
While frightened this way, a creature takes 10 psychic damage at the start of each of your turns.
Relentless
Your companion launches at your foe, shielding allies with their body.
While the target is taunted this way, all creatures except your companion have immunity 10 to damage dealt by the target.
9th-Level Prowler Abilities
Choose one of the following abilities.
Behold the Face of Chaos
Your companion appears next to their victim in the guise of a heart-stopping nightmare.
Your companion teleports up to their speed.
Let's Take This Outside
Your companion drags your chosen foe into storms of the Primordial Plane.
You, your companion, and the target enter the heart of an eternal storm on Quintessence. The three of you can't affect or be affected by any creatures except each other. Creatures in this area are always adjacent to each other and can't move or teleport away from each other, but can otherwise act normally.
While on Quintessence, the target takes 5 cold damage, 5 fire damage, 5 lightning damage, and 5 sonic damage at the start of each of your turns.
The effect ends when one of you dies or you end it as a free maneuver. The target can make a save at the end of each of their turns to end the effect early. When the effect ends, you each reappear in the space you left or the nearest unoccupied space. If the target dies on Quintessence, their remains do not return.
9th-Level Punisher Abilities
Choose one of the following abilities.
Battle Frenzy
Your companion shatters the floodgates that keep their rampage dammed up, and it cascades into the unprepared minds of nearby creatures.
This ability targets only creatures you choose within distance.
If a target resists the potency, they can choose to become battle-frenzied.
A battle-frenzied creature must use a free triggered action to make a melee free strike against themself or a creature adjacent to them. You choose each creature's target. After making this strike, they are no longer battle frenzied.
Juggernaut
Your companion plows through the front lines, tossing enemies—and allies—this way and that.
Your companion can forgo dealing damage to targets of your choice.
9th-Level Spark Abilities
Choose one of the following abilities.
For the Pack!
They'd tell stories in hushed tones of your companion's last stand—if any of them lived to tell the tale.
After taking damage, your companion is dead or dying.
Your companion makes a power roll, which targets each enemy in a 5 burst.
Your companion dies. If you are dead and in the area, you are restored to life with 1 Stamina. You and each ally in the area can spend up to 2 Recoveries.
Wild Hunt
Your companion summons a ravening pack of spectral ancestors to devour your foes.
Your companion summons a ghostly pack of creatures that resemble them to fill the area. The pack can appear in and move through creatures, objects, and terrain. Once summoned, the pack moves in a straight line toward your companion until it's centered on your companion's space, then continues moving in a straight line until it is up to 20 squares away.
Your companion targets each enemy inside the pack's area during its movement once with the following power roll. If a creature is killed by this ability, their body is dragged off to Quintessence to be devoured at leisure.
10th-Level Features¶
As a 10th-level beastheart, you gain the following features.
Characteristic Increase¶
Characteristic Increase
Your and your companion's Might and Intuition scores increase to 5.
Companion Advancement Feature¶
Companion Advancement Feature
Your companion gains the level 10 advancement feature granted by their stat block.
Final Evolution¶
Final Evolution
When you gain ferocity at the start of each of your turns during combat, you gain 2d3 + 1 ferocity instead of 1d3 + 1.
Perk¶
Perk
You gain one exploration, interpersonal, or intrigue perk of your choice.
Ferox¶
Ferox
You have an epic resource called ferox. Each time you finish a respite, you gain ferox equal to the XP you gain. You can spend ferox on your abilities as if it were ferocity.
Additionally, you can spend 1 ferox as a free maneuver to allow you and your companion to each to take a main action on your turn, instead of a main action and a maneuver. On that turn, the ferocity cost of your heroic abilities is reduced by 1.
Ferox remains until you spend it.
Rampage Improvement¶
Rampage Improvement
Your Rampage feature provides additional effects when your companion has 24 or more rampage.
Skill¶
Skill
You gain one skill of your choice.