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2nd-Level Wild Nature Ability


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Beastheart Feature

2nd-Level Wild Nature Ability

Level 2

Your wild nature grants your choice of one of two heroic abilities.

2nd-Level Guardian Abilities

Choose one of the following abilities.

l
Main Action

Fetch!

Your companion blinks out of existence, returning with a visitor you were particularly hoping to meet.

CompanionMagicMeleeStrikeWeapon
Distance
Melee 1
Targets
One creature or object
Power Roll +Might
!6 + M damage; M < WEAK grabbed
@8 + M damage; M < AVERAGE grabbed
#12 + M damage; M < STRONG grabbed
Effect

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.

After making the power roll, your companion can teleport with a grabbed creature or held object, provided the creature or object can fit in the destination. You choose which squares adjacent to your companion the grabbed creature or held object is teleported to.

l
Main Action

Omnomnom

What do you have in your mouth? No! Bad boy!

CompanionMeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll +Might
!6 + M damage; M < WEAK the target is swallowed
@10 + M damage; M < AVERAGE the target is swallowed
#14 + M damage; M < STRONG the target is swallowed
Special

This ability targets only creatures who are grabbed and are your companion's size or smaller.

Effect

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.

l
Main Action

Jump Scare

Surprised to see me?

AreaCompanionMagic
Distance
2 burst
Targets
Each enemy in the area
Power Roll +Intuition
!4 damage; P < WEAK frightened (save ends)
@6 damage; P < AVERAGE frightened (save ends)
#10 damage; P < STRONG frightened (save ends)
Special

This ability targets only enemies with line of effect to your companion.

Effect

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.

l
Main Action

On You Like Your Shadow

Your companion darts around their target, staying out of reach and using them as a shield.

ChargeCompanionMeleeStrikeWeapon
Distance
Melee 1
Targets
One creature or object
Power Roll +Might
!5 + M damage
@8 + M damage
#12 + M damage
Effect

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.

l
Main Action

Foe Bowling

Your companion sends one enemy tumbling into another, taking them both out.

ChargeCompanionMeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll +Might
!3 + M damage; push 2; M < WEAK prone
@5 + M damage; push 3; M < AVERAGE prone
#8 + M damage; push 4; M < STRONG prone
Effect

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.

f
Maneuver

One Roar and We're Back In the Fight

Your companion builds up courage with a roar, growl, or aggressive display.

Companion
Distance
Ranged 5
Targets
One ally
Effect

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.

l
Main Action

Burning Lash

A blazing tongue of energy entangles a foe.

CompanionMagicMeleeStrikeWeapon
Distance
Melee 2
Targets
One creature
Power Roll +Intuition
!6 + I fire or lightning damage; M < WEAK prone
@9 + I fire or lightning damage; M < AVERAGE prone
#14 + I fire or lightning damage; M < STRONG prone and can't stand (EoT)
Spend 1 FerocityIf you are within distance of the target, you can use a free maneuver to wield a second whip, dealing extra fire or lightning damage equal to your Intuition score.
l
Main Action

Howling Gale

A blizzard or thunderstorm sends foes flying and lifts you like a feather.

AreaCompanionMagic
Distance
3 cube within 5
Targets
Each enemy in the area
Power Roll +Might
!6 cold or sonic damage; slide 1
@9 cold or sonic damage; slide 2
#13 cold or sonic damage; slide 4
Effect

Until the end of your next turn, you and your companion can fly and gain a +3 bonus to speed.

Source: The Beastheart · printing 1.0