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11-Ferocity Ability


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Beastheart Feature

11-Ferocity Ability

Level 8

Choose one heroic ability from the following options, each of which costs 11 ferocity to use.

l
Main Action

Life-Drinking Wound

As your attack strikes home, your enemy's escaping life force drifts to your allies in crimson threads.

BeastheartMagicMeleeRangedStrikeWeapon
Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Might
!12 + M damage
@18 + M damage
#24 + M damage
Effect

Up to three creatures within 2 squares of the target gain temporary Stamina equal to half the damage dealt.

l
Main Action

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.

BeastheartMeleeRangedStrikeWeapon
Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Might
!5 + M damage
@15 + M damage
#25 + M damage
Effect

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.

l
Main Action

Ride or Die

Your enemies might be stronger than you, but that's why you're not alone.

Beastheart
Distance
Self
Targets
Self
Effect

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.

l
Main Action

Turn the World To Ash

Wrenching power from your primordial bond, you unleash elemental power in a devastating conflagration you can't control.

AreaBeastheartMagic
Distance
2 burst
Targets
Each enemy in the area
Power Roll +Intuition
!10 cold, fire, lightning, or sonic damage
@18 cold, fire, lightning, or sonic damage
#26 cold, fire, lightning, or sonic damage
Spend 2+ FerocityYou can spend up to 6 ferocity. For every 2 ferocity spent, the size of the burst increases by 1, you gain a +2 bonus to the power roll, and you take 5 damage that can't be reduced in any way. You can choose how much ferocity you spend after you make the power roll.
Source: The Beastheart · printing 1.0