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6th-Level Wild Nature Ability


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Beastheart Feature

6th-Level Wild Nature Ability

Level 6

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

6th-Level Guardian Abilities

Choose one of the following abilities.

l
Main Action

Sic 'Em!

Your companion rushes forward to protect you from a dangerous foe.

ChargeCompanionMeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll +Might
!11 + M damage; taunted (save ends); M < WEAK prone
@16 + M damage; taunted (save ends); M < AVERAGE prone
#21 + M damage; taunted (save ends); M < STRONG prone and can't stand (EoT)
Spend 2 FerocityYour companion can use this ability as a triggered action against an enemy who damages you.
f
Maneuver

Stare Down

Your companion locks eyes with an enemy, imposing their will upon the enemy and daring them to move a muscle.

CompanionMagicRanged
Distance
Ranged 5
Targets
One creature
Power Roll +Intuition
!9 + I psychic damage; I < WEAK weakened (save ends)
@13 + I psychic damage; I < AVERAGE weakened (save ends)
#18 + I psychic damage; I < STRONG weakened (save ends)
Effect

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.

l
Main Action

Soft Underbelly

Your companion ducks under your enemy's guard and rakes open their soft vitals, leaving them vulnerable.

CompanionMeleeStrikeWeapon
Distance
Melee 2
Targets
One creature
Power Roll +Might
!10 + M damage; A < WEAK bleeding (save ends)
@15 + M damage; A < AVERAGE bleeding (save ends)
#20 + M damage; A < STRONG bleeding (save ends)
Effect

While bleeding this way, the target has damage weakness 5.

o
Move Action

Wraith Heart

You and your companion become soul-freezing wraiths.

Magic
Distance
Self
Targets
Self
Effect

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.

f
Maneuver

Lead the Pack

Roaring like wild beasts, your companion and your allies rush toward the foe.

Companion
Distance
Self
Targets
Self
Effect

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.

l
Main Action

Rolling Thunder

The rumble of your companion's dash is a rolling thunderclap, their impact an earthquake.

CompanionMagicMeleeStrike
Distance
Self
Targets
Self
Power Roll +Might
!9 sonic damage; M < WEAK prone
@13 sonic damage; M < AVERAGE prone
#18 sonic damage; M < STRONG prone
Effect

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.

Spend 2 FerocityYou can move up to your speed. The power roll also targets each enemy you come adjacent to during the move.

6th-Level Spark Abilities

Choose one of the following abilities.

f
Maneuver

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.

CompanionMagic
Distance
Self
Targets
Self
Effect

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.

Spend 2 FerocityYou also transform.
l
Main Action

Killing Frost

Black frost freezes boots to the floor and creeps up trapped victims until they're completely encased in ice.

AreaCompanionMagic
Distance
5 cube within 1
Targets
Each enemy in the area
Power Roll +Might
!5 cold damage; I < WEAK restrained (save ends)
@7 cold damage; I < AVERAGE restrained (save ends)
#12 cold damage; I < STRONG restrained (save ends)
Effect

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.

Source: The Beastheart · printing 1.0