The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by ticcitoby600, 2023-10-09 17:53:02

Bergin’s Book of Beasts

www.pennydragon.games 4 Bergin’s Book of Beasts


Introduction 5


Credits Creative Director Paddy Finn Lead Designer Kyle Gray Designers Ben Doherty, John Siebuhr, Dillon Pretorius Lead Writer NG Isbell Writer Samuel Poots Editors NG Isbell, Kyle Gray Art Director Darren Millar Cover Artist Brendan Lancaster Interior Artists Henrique DLD, Liam Hammond, Leonardo Lambrecht, Hiidra Studios, Darren Millar, Brendan Lancaster, Tuan Anh Bui, Aaron Siddall Cartographer Liam Hammond Lead Graphic Designer Piotr Albrecht Graphic Designers Morgan Dunbar Project Managers Kayleigh McLaughlin, Aleksandra Albrecht Production Manager Penelope Pells Cover Artwork by Brendan Lancaster Copyright Copyright © 2023 Penny Dragon Games. All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except as permitted by U.S. copyright law. For permission requests, write to [email protected]. The story, all names, characters, and incidents portrayed in this production are fictitious. No identification with actual persons (living or deceased), places, buildings, and products is intended or should be inferred. BBoB 1.0 2023 6 Bergin’s Book of Beasts


Table of Contents Welcome to the Wilds Using This Book 11 What You’ll Find Within 11 Who is Bergin 12 Chapter 1 - Subclasses & Backgrounds SUBCLASSES Path of the Untamed (Barbarian) 15 College of the Duet (Bard) 18 Beast Domain (Cleric) 22 Circle of Swarms (Druid) 25 Falconer (Fighter) 28 Way of the Sacred Beasts (Monk) 32 Oath of the Pack (Paladin) 36 Snakebite Stalker (Ranger) 40 The Accomplice (Rogue) 44 Wild Soul (Sorcerer) 48 Spirits of the Wild (Warlock) 51 School of Evolution (Wizard) 55 BACKGROUNDS Beast Hunter 59 Child of the Wild 60 Exotic Animal Dealer 62 Field Researcher 64 Folk Healer 66 Herder 67 Chapter 2 - The Meandering Menagerie Arrival of the Menagerie 71 A Jailed Woman 72 Investigate the Menagerie 72 Gorrim’s Secrets 73 Confronting Gorrim 73 Conclusion 73 Chapter 3 - Beasts BEASTS OF THE WILD Albatross 77 Albatross, Giant 77 Alpine Ibex 78 Anglerfish 79 Anglerfish, Giant 79 Ant 80 Ant, Giant 80 Ants, Swarm of 81 Ant Eater 82 Antlion, Giant 82 Armadillo 83 Armadillo, Giant 83 Armadillo Lizard 84 Armadillo Lizard, Giant 84 Arctic Shrew 85 Assassin Snail, Giant 86 Assassin Bug 87 Assassin Bug, Giant 87 Axolotl 88 Axolotl, Giant 88 Axolotls, Swarm of 89 Aye-aye 89 Barracuda 90 Barracuda, Giant 90 Beaver 91 Beaver, Giant 91 Bee 92 Bee, Giant 92 Bees, Swarm of 93 Beluga Whale 94 Binturong 95 Bison 96 Blue Whale 97 Blue-footed Booby 97 Bombardier Beetle 98 Bombardier Beetle, Giant 98 Buffalo 99 Bullet Ant 100 Bullet Ant, Giant 100 Caiman 101 Camel Spider 102 Camel Spider, Giant 102 Cane Toad 103 Capuchin 104 Capybara 105 Capybara, Giant 105 Caracal 106 Cassowary 107 Caterpillar, Giant 108 Catfish 109 Catfish, Giant 109 Centipede, Giant 110 Chambered Nautilus 111 Chambered Nautilus, Giant 111 Chameleon 112 Chameleon, Giant 112 Cheetah 113 Clam, Giant 114 Cockatoo 114 Death’s-Head Hawkmoth 115 Death’s-Head Hawkmoths, Swarm of 115 Desert Fox 116 Dingo 117 Dodo 118 Donkey 120 Dragonfish 121 Dragonfish, Giant 121 Dragonfish, Swarm of 121 Dragonfly 122 Dragonfly, Giant 122 Duck 123 Dung Fly, Giant 124 Earthworm, Giant 124 Echidna 125 Eel 125 Electric Ray 126 Elephant Seal 126 Falcon 127 Falcon, Giant 127 Ferret 128 Ferret, Giant 128 Fishing Spider, Giant 129 Flamingo 130 Introduction 7


Fleas, Swarm of 131 Flea, Giant 131 Fly 132 Flying Fox 133 Flying Squirrel 134 Flying Squirrel, Giant 134 Fossa 135 Gazelle 136 Giraffe 136 Goose 137 Grasshopper Mouse 137 Gull 138 Hedgehog 139 Hermit Crab 140 Hermit Crab, Giant 140 Hippopotamus 141 Honey Badger 142 Hornbill 143 Hummingbird 144 Humpback Whale 145 Iguana 146 Iguana, Giant 146 Ironclad Beetle 147 Ironclad Beetle, Giant 147 Island Turtle 148 Jaguar 149 Jellyfish 150 Jellyfish, Giant 150 Kangaroo 151 Kingfisher 152 Kiwi Bird 152 Koala 153 Koala, Giant 153 Koi 154 Koi, Giant 154 Komodo Dragon 155 Komodo Dragon, Giant 155 Kookaburra 156 Lamprey 157 Lampreys, Swarm of 157 Leaf Slug 158 Leech 158 Leech, Giant 159 Leeches, Swarm of 159 Lemur 160 Leopard 161 Leopard Gecko 162 Leopard Gecko, Giant 162 Leopard Seal 163 Llama 164 Locust 164 Locust, Giant 165 Locusts, Swarm of 165 Lynx 166 Macaque 167 Maggot, Giant 168 Manatee 168 Maned Wolf 169 Marlin 170 Marlin, Giant 170 Meerkat 171 Moose 172 Mosquito 173 Mosquito, Giant 173 Mosquitos, Swarm of 173 Moth 174 Moth, Giant 174 Mountain Lion 175 Moustache Toad 176 Musk Deer 176 Narwhal 177 Ocelot 178 Orangutan 178 Ostrich 179 Otter 180 Otter, Giant 180 Painted Dog 181 Pallas Cat 181 Panda, Giant 182 Pangolin 183 Pangolin, Giant 183 Parrot 184 Pelican 184 Pelican, Giant 185 Penguin 186 Penguin, Giant 186 Giant Petrel 187 Pheasant 187 Pink Fairy Armadillo 188 Pistol Shrimp 188 Pistol Shrimp, Giant 189 Pit Viper 189 Platypus 190 Platypus, Giant 190 Poison Dart Frog 191 Porcupine 192 Porcupine, Giant 192 Porcupinefish 193 Praying Mantis, Giant 193 Puffin 194 Puma 195 Racoon 196 Racoon, Giant 196 Rattle Snake 197 Red-Crowned Crane 198 Red Panda 198 Robin 199 Sable Antelope 199 Salamander 200 Salamander, Giant 200 Salmon 201 Salmon, Giant 201 Scarab 202 Scarab, Giant 202 Scarabs, Swarm of 202 Scorpion Fish 203 Sea Turtle 204 Sea Turtle, Giant 204 Sea Urchin 205 Sea Urchin, Giant 205 Shoebill 206 Shrimp, Swarm of 207 Shrimp, Giant 207 Skunk 208 Skunk, Giant 208 Sloth 209 Slow Loris 210 Snow Leopard 211 Spitting Cobra 212 Spitting Cobra, Giant 212 Springbok 213 Squid, Giant 214 Squirrel 215 Squirrel, Giant 215 Stick Insect 216 Stick Insect, Giant 216 Sting Ray 217 Sting Ray, Giant 217 8 Bergin’s Book of Beasts


Stonefish 218 Stonefish, Giant 218 Stork 219 Sun Bear 219 Swallowtail Butterfly, Giant 220 Tanuki 220 Tapir 221 Tardigrade, Giant 222 Tasmanian Devil 223 Tenrec 223 Termite 224 Termite, Giant 224 Termites, Swarm of 225 Thorny Devil 226 Thorny Devil, Giant 226 Tit Bird 227 Tortoise 228 Tortoise, Giant 228 Toucan 229 Trapdoor Spider 230 Trapdoor Spider, Giant 231 Tree Kangaroo 232 Vervet Monkey 232 Whale Shark 233 Wildebeest 234 Wolverine 234 Wombat 235 Woodpecker 236 Woodpecker, Giant 236 Yak 237 Yak, Giant 237 MEGA FAUNA Baryonyx 238 Compsognathus 239 Compsognathi, Swarm of 239 Dilophosaurus 240 Dimorphodon 240 Dunkleosteus 241 Glyptodon 241 Ground Sloth, Giant 242 Land Snail, Giant 242 Mosasaurus 243 Pachycephalosaurus 243 Paraceratherium 244 Short-Faced Bear, Giant 245 Terror Bird 246 Titanoboa 247 Trilobite 248 Trilobites, Swarm of 248 Utah Raptor 249 Woolly Rhinoceros 250 Appendix A - Magic Items MAGIC ITEMS FOR BEASTS AND FAMILIARS Barding of Animalistic Fury 253 Hide of the Mammoth 253 Bracers of the Nimble 253 Raptor’s Featherleaf Hood 253 Caparison of the Mounted 253 Mosswood Barding 253 Collar of the Awakened 254 Collar of the Summer Solstice 254 Collar of the Winter Solstice 254 Band of Magical Attunement 254 BESTIAL MAGIC ITEMS Spear of the Rhino 255 Shield of the Tortoise 255 Snakeskin Vest 255 Claws of the Predator 256 Boots of the Prey 257 Horn of the Springbok 257 Honey Badger’s Hide 257 Leopard Skin Cloak 257 Cheetah Skin Cloak 258 Enchanted Egg 258 Bracers of the Porcupine 259 Petrified Leech 259 Shrimp Pistol 259 Tusked Lance of the Narwhal 260 Dodo’s Feather 260 Belt of the Pack 260 Horn of the Herd 260 Urchin’s Flail 260 Axe of the Beaver 260 Leather of the Sorrel Squirrel 260 Bow of the Serpent 261 Appendix B - Bergin’s Journal of Wild Wonder Armored Octopus 265 Crystal Gecko 266 Dragon Salamander 268 Frostfang Spider 271 Great Horned Serpent 272 Kitsune Fox 275 Razor Crab 276 Swarm of Blinding Lightning Bugs 278 Thunderbird 280 Twin Headed Cobra 283 Appendix C - Creatures by Challenge Rating & Environment CREATURES BY CHALLENGE RATING Challenge 0 (0-10 XP) 285 Challenge 1/8 (25 XP) 286 Challenge 1/4 (50 XP) 286 Challenge 1/2 (100 XP) 287 Challenge 1 (200 XP) 287 Challenge 2 (450 XP) 287 Challenge 3 (700 XP) 288 Challenge 4 (1,100 XP) 288 Challenge 5 (1,800 XP) 288 Challenge 6 (2,300 XP) 288 Challenge 7 (2,900 XP) 288 Challenge 8 (3,900 XP) 288 CREATURES BY ENVIRONMENT Arctic Creatures 289 Coastal Creatures 289 Desert or Savanna Creatures 290 Forest Creatures 291 Grasslands Creatures 292 Jungle Creatures 294 Mountain Creatures 295 Rivers and Lakes Creatures 296 Swamp Creatures 296 Underwater Creatures 297 Introduction 9


www.pennydragon.games 10 Bergin’s Book of Beasts


Using This Book Designed to supplement your 5e campaigns with a whole host of new subclass options, backgrounds, and, of course, beasts, this compendium can be used by players and GMs alike. The bestiary section includes creatures that inhabit a wide range of environments, from snowy climes to ocean depths and everywhere in-between, and is designed to offer appropriate challenge ratings for tables of all levels. Also included are 12 nonplayer characters for each of the new subclass options, complete with game statistics and backstories. These intriguing animal-charmers, wolfkins, and falconers can be introduced to any ongoing campaign as allies or antagonists to the party, and each one comes with a plot hook for a related encounter to expand your campaign. Interspersed throughout the compendium are scraps of journal excerpts from our titular bestiarist, Bergin, as well as snippets of local folklore and words of sound advice and sage wisdom from far-flung tribes and villages. Altogether, the beasts, subclasses, backgrounds, and nonplayer characters provide a plethora of options to populate your 5e worlds with unique encounters and titillating challenges. What You’ll Find Within Chapter 1, “Subclasses & Backgrounds,” presents a new subclass option for every original class, as well as six new specialty backgrounds to choose from. With every new subclass option comes an original nonplayer character, including a stat block, that can be incorporated as an ally or an enemy. The common thread running throughout these subclasses and backgrounds is their close connection to the animal kingdom. Chapter 2, “The Meandering Menagerie,” is an animalthemed, one-shot adventure for 4-5 characters of levels 5-6. An exotic traveling menagerie has rolled into town, but as the party investigates, it appears that all is not as it seems with the captured beasts. Can the party unravel the mystery and confront the menagerie’s manager? Chapter 3, “Beasts,” is a bestiary of over 250 beasts, ranging from swarms of Tiny insects to Gargantuan megafauna, each represented by a description and a stat block. These can be added to your games as small inconveniences, deathly challenges, or even as potential allies to dominate and train. Appendix A, “Magic Items,” is separated into two distinct sections, presenting a range of magic items designed to be worn and wielded by your animal companions, as well as a range of magic items that have been forged from wondrous beasts. Appendix B, “Bergin’s Journal of Wild Wonder,” contains 10 magical beasts of wild wonder, each encountered by our fastidious bestiarist, Bergin, on his various adventures across the Multiverse. Presented with a stat block, a journal entry, and Bergin’s original artistic impression of each animal, it is a comprehensive guide to these striking magical creatures. Appendix C, “Creature by Challenge Rating and Environment” is an easy-reference contents appendix split into two parts. The first lists each creature in order of their challenge rating, while the second lists the creatures according to the environments in which they may be encountered. Welcome to the Wilds Introduction 11


Who is Bergin? Bergin Glungal, the Druid Bard, Bergin of the Red-Knee, Bergin Big-Knee, The Red Bard, Caller of the Wind, Poet of the Land, Chief of Bards, Bergin the Beast-Charmer. A man of many names and many incarnations, the mysterious figure of Bergin spans eras and continents, with the same repeating themes time and time again. Earliest writings place Bergin as an invader of the magical wilds of Dalriada, supporting his brothers to safely land on its shores to confront the three ruling kings. Depicted as both an invader and an impartial judge, he calls upon the spirit of the foreign land to aid their passage. Invoking a magic as old as poetry itself, the spirit of the land harkens his call and parts the oceans. None would argue he hadn’t earned the title Chief of Bards when his brothers, the new kings of Dalriada, bestowed the honor upon him. Equal in status to the High King of Dalriada, Bergin lacked no comfort or luxury…materially at least. Yet, as the story goes, the gold and the finery choked his spirit and his connection to the land. His poetry suffered and he grew weary of the company of mankind – “Their spirits do not sing and their souls make no sound. They are as silent poachers of the land, adding nothing to its harmonic wonders. Wolves howl and birds chirp, whales sing and monkeys chatter…but these people speak only of politics and gold.” He left his palace to rediscover song and poetry, making his home amongst the beasts of the woods. Yet, the woods of Dalriada had but one song to sing, and Bergin knew there were new creatures to be discovered and new scores to be heard. He ventured to the oceans and to the lands beyond the seas, allowing his spirit to guide him to distant shores and the exotic calls of tropical beasts. From jungles to deserts, through rivers and seas, over craggy mountain passes and through winding lava-carved tunnels, Bergin ventured, making the journey his home and the songs of the wild his language. And through it all, the Druid Bard soon discovered that animals were the purest form of poetry; wild beasts, the simplest songs of the land; and monsters, a manifestation of dark druidic magics. Instead of anthologies of poems, he collated descriptions of beasts, instead of material wealth, he collected memories with wild creatures, instead of using his powers to protect the people of Dalriada, he used them to protect the animals from the people instead. Herein, he has gathered his lifetime of exploration and discovery. This bestiary is his swan song, his lasting legacy. 12 Bergin’s Book of Beasts


Introduction 13


Path of the Untamed Barbarian Those who follow the Path of the Untamed live amongst the forests and mountains of the wilds, brandishing the pelts of their most prized kills. Skilled hunters, avid explorers, and fierce warriors, those who follow this path spend their lives in search of rare and exotic animals to hunt, hoping to claim their pelts as the ultimate prize. At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Path of the Untamed. HUNTER 3rd-Level Path of the Untamed Feature You gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in your choice of the Nature or Survival skill instead. In addition, you have advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them. SACRED PELT 3rd-Level Path of the Untamed Feature Taking the skin of an animal, you can, through the use of ancient rites and runic carvings, preserve the creature’s essence and draw power from it. This ritual is performed on a dead beast, takes 1 hour to complete, and requires that you have a blade. It can be performed as part of a short rest. Once the ritual is complete, you gain a rune-carved and magically preserved hide known as a “sacred pelt.” The beast from whom your sacred pelt was taken cannot have been dead for longer than 24 hours and can be no more than one size smaller or larger than you. Your sacred pelt only works for you and it loses its magical properties if you die. You can only have one sacred pelt at a time and if you create a new sacred pelt, your previous sacred pelt loses its magical properties. Donning your sacred pelt takes an action and doffing it takes a bonus action. When you enter a rage while wearing your sacred pelt, you gain a number of temporary hit points equal to twice your barbarian level + your Constitution modifier. These temporary hit points vanish when your rage ends. UNTAMED MOVEMENT 6th-Level Path of the Untamed Feature While raging and wearing your sacred pelt, you gain one of the special movements listed in the stat block of the beast from whom your sacred pelt was taken (such as a climbing, swimming, burrowing, or flying). This movement speed is equal to your walking speed. If the beast from whom your sacred pelt was taken does not have a special movement, your movement speed is increased by 10 feet and you can take the Dash action as a bonus action instead. SPIRIT OF THE PELT 10th-Level Path of the Untamed Feature As an action, you can doff and brandish your sacred pelt, summoning forth the spirit of the beast that possessed the pelt. You summon the beast from whom your sacred pelt was taken, which appears in an unoccupied space within 10 feet of you. The beast disappears after 1 hour or when it drops to 0 hit points and the sacred pelt falls undamaged in the space the beast occupied. For the duration, you lose the benefits of wearing your sacred pelt. The beast is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The beast summoned by your Untamed Spirit feature adds your rage damage bonus to the damage rolls of its melee attacks. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses of it when you finish a long rest. MANTLE OF SAVAGERY 14th-Level Path of the Untamed Feature If any of the following traits are listed in the stat block of the beast from whom your sacred pelt was taken, you gain those traits while raging and wearing your sacred pelt: Amphibious, Arctic Creature, Charge, Desert Creature, Flyby, Hold Breath, Keen Hearing, Keen Smell, Keen Hearing and Smell, Nimble Escape, Pack Tactics, Pounce, Rampage, Running Leap, Standing Leap, Sure-Footed, Trampling Charge. If a trait allows you to make a melee weapon attack as a bonus action, you replace the listed attack with a different melee weapon attack you can make. Subclasses Chapter 1: Subclasses and Backgrounds 15


Eadrick Bone-Seer Medium Humanoid (Half-Orc), Chaotic Neutral Armor Class 14 (unarmored defense), 16 (with shield) Hit Points 60 (8d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 8 (+0) Saving Throws Str +6, Con +5 Skills Animal Handling +3, Nature +2, Survival +3 Senses passive Perception 11 Languages Common, Orc Challenge 2 (450 XP) Proficiency Bonus +2 Danger Sense. Eadrick has advantage on Dexterity saving throws against an effect that he can see. To gain this benefit, he can’t be blinded, deafened, or incapacitated. Reckless Attack. At the start of his turn, Eadrick can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Sacred Pelt (Mountain Lion). When Eadrick enters a rage while wearing his sacred pelt, he gains 15 temporary hit points. These temporary hit points vanish when his rage ends. Untamed Movement (Mountain Lion). While raging and wearing his sacred pelt, Eadrick has a climbing speed equal to his walking speed. Actions Multiattack. Eadrick makes two weapon attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage, or 12 (1d12 + 6) slashing damage while raging. Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage, or 9 (1d6 + 6) slashing damage while raging. Bonus Actions Rage (4/Day). Eadrick enters a rage that lasts for 1 minute. It ends early if he is knocked unconscious, incapacitated, or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. While raging, he has advantage on Strength ability checks and saving throws, resistance to bludgeoning, piercing, and slashing damage, and gains a +2 bonus to damage rolls of melee weapon attacks made using Strength. Plot Hook Eadrick Bone-Seer will provide readings and insight into the futures of those brave enough to travel the dangerous mountain passes to visit with him. And should these visions involve a powerful creature— as they almost always do—Eadrick Bone-Seer may offer to accompany the party. Eadrick Bone-Seer Eadrick Bone-Seer was once a highly regarded seer and spiritual leader for his clan, admired for his unrivaled skill in reading not only bones and runes, but also the flight patterns and migration habits of the birds, or the sheen on the entrails of wild pigs. Through these signs, he provided guidance and wisdom to his kin. That is, until the day his predictions led the clan into catastrophe. Now, Eadrick Bone-Seer lives in exile high in the northern mountains, where he communes with nature and watches the movements of the animals, looking for portents to the future. Eadrick performs his ancient rituals over the pelts of powerful beasts, waiting for the day he can regain his honor and rejoin his clan. Eadrick is tall, even by half-orc standards, and has a muscled stature, with dark hair, and an unkempt beard. He wears simple fur and hide clothes adorned with intricately carved bones, claws, and runes, over which he drapes the pelt of a mountain lion as a cloak, styled with the beast’s fearsome jaws clenched around Eadrick’s right shoulder. 16 Bergin’s Book of Beasts


Chapter 1: Subclasses and Backgrounds 17 Eadrick Bone-Seer


College of the Duet Bard Drawn from the ranks of snake charmers, bird singers, organ grinders, and flea-circus ringmasters, members of the College of the Duet train woodland animals to accompany them, to bond with them, honing their own art along with that of the animals. These performers have an affinity for wild things and wild places, seeing art and beauty in the verdant expanses of nature. At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the College of the Duet. BEAUTY IN NATURE 3rd-level College of the Duet feature You gain proficiency in the Animal Handling and Nature skills. Your proficiency bonus is double for any ability check you make that uses Animal Handling. DUET 3rd-level College of the Duet feature You gain the aid of a familiar that accompanies you on your adventures and is trained to perform alongside you. You learn the find familiar spell. It counts as a bard spell for you but doesn’t count against the number of bard spells you know. You can expend a use of Bardic Inspiration to cast this spell as an action without requiring material components. The familiar summoned by this spell remains a beast, shares your Charisma score, and is proficient in the Performance skill. Whenever you make a Performance check while your familiar is within 30 feet of you, your familiar automatically assists you (unless you tell it otherwise), granting you advantage on the check. In addition, you can use a bonus action to expend a use of Bardic Inspiration while your familiar uses its reaction, to harmonize your performances for the next minute. While both you and your familiar are harmonized, you can use your familiar as a spellcasting focus for your bard spells, and you can cast bard spells or use your Bardic Inspiration feature though your familiar as if you were in the familiar’s space, but the familiar must remain within 30 feet of you and you must use your own senses for determining the target. This effect ends early if either you, or your familiar, fall unconscious. HARMONIC CHOIR 6th-level College of the Duet feature You can channel the power of your performance through your familiar and create a symphony. As an action, you can dismiss your familiar and cast the spirit guardians spell, summoning several spectral copies of your familiar. This spell counts as a bard spell for you. While both you and your familiar are harmonized, you can cast bard spells or use your Bardic Inspiration feature from any space within the range of the spirit guardians spell as if you were in that space. If you lose concentration, your familiar reappears in an unoccupied space of your choice within 15 feet of you. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. In addition, while you and your familiar are harmonized, your familiar can use your Countercharm feature. EUPHONY 14th-level College of the Duet feature Your connection with your familiar becomes unbreakable, strengthened by a shared art. While both you and your familiar are harmonized, any creature that rolls a Bardic Inspiration die while within 10 feet of you or your familiar adds half your proficiency modifier, rounded down, to the result of the roll. “Listen to the children of the night. They’d make pretty wonderful music if they only practiced the harmonies like I taught them. It’s all in the rhythm, you see. The voice and the rhythm. Once you’ve got those down, you can inspire the whole world to sing along.” - Abbey Harker and her Midnight Barkers Amana Amana’s parents were potters, crafting beautiful works from a rare clay found only in the river that wound its way past her home. Her four older brothers worked as merchants, taking the family wares to distant markets in exotic lands. Amana hated pottery. The clay was cold and silent—it didn’t sing to her like it did her parents. Amana hated the city. The markets were a boisterous cacophony of merchants and traders, there was no harmony, no rhythm to the raucous noises. Amana cared little for the sounds of civilization. Instead, her heart danced to the music of the wildlife and the simple beats of nature. The music was everywhere, in the rhythmic pounding of hooves as they raced across the plains, in the songs of the birds in the trees, even in the gentle buzzing of the insects as they flew over the babbling river. This music inspired her, drove her to hear the symphony of nature in all its wild, untapped splendor. When Amana was old enough, she left her home to experience the chorus of the world at large. Amana is of average height with long dark hair which she decorates with small gold bands. She wears a set of simple traveling clothes decorated with various brightly colored scarves and carries with her a drum, the shell of which was crafted with clay by her parents. Constantly by her side is Erindi, Amana’s cheetah companion. 18 Bergin’s Book of Beasts


Amana Medium Humanoid (Human), Chaotic Neutral Armor Class 14 (leather) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 18 (+4) Saving Throws Dex +4, Cha +6 Skills Animal Handling +6, Nature +5, Performance +6, Perception +3, Survival +6 Senses passive Perception 11 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Song of Rest. Amana can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. Amana can confer this benefit on herself as well. Harmony. Whenever Amana makes a Performance check while Erindi is within 30 feet of her, Erindi automatically assists her, granting her advantage on the check. Spellcasting. Amana is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Amana has the following bard spells prepared: Cantrips (at will): blade ward, prestidigitation, vicious mockery 1st level (4 slots): animal friendship, charm person, dissonant whispers, speak with animals, find familiar 2nd level (3 slots): animal messenger, enthral, shatter 3rd level (3 slots): mass healing word, slow Actions Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Countercharm. Amana can start a performance that lasts until the end of her next turn. During that time, Amana and any friendly creatures within 30 feet of her have advantage on saving throws against being frightened or charmed. A creature must be able to hear Amana to gain this benefit. The performance ends early if Amana is incapacitated or silenced or if she voluntarily ends it (no action required). Harmonic Choir (4/Long Rest). Amana dismisses Erindi and casts the spirit guardians spell, summoning several spectral copies of Erindi. This spell counts as a bard spell for her. While both Amana and Erindi are harmonized, Amana can cast bard spells or use her Bardic Inspiration from any space within the range of the spirit guardians spell as if she were in that space. If Amana loses concentration, Erindi reappears in an unoccupied space of her choice within 15 feet of her. Bonus Actions Bardic Inspiration (4/Short or Long Rest). A creature that is within 60 feet of Amana that can hear her gains an inspiration die (d6). Once within the next 10 minutes, that creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Duet. Amana expends a use of her Bardic Inspiration, while Erindi uses its reaction, to harmonize their performances for the next minute. While both Amana and Erindi are harmonized, Amana can use Erindi as a spellcasting focus for her bard spells, and she can cast bard spells or use her Bardic Inspiration feature though Erindi as if she were in Erindi’s space. Erindi must remain within 30 feet of her and she must use her own senses for determining the target. This effect ends early if either Amana, or Erindi, fall unconscious. Chapter 1: Subclasses and Backgrounds 19


20 Bergin’s Book of Beasts Amana & Erendi


Erindi Medium Beast, Unaligned Armor Class 13 Hit Points 22 (4d8 + 4) Speed 60 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 4 (−3) 12 (+1) 18 (+4) Skills Perception +3, Performance +6, Stealth +7 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. Erendi has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If Erendi moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, Erendi can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Sprint (1/Day). The cheetah increases its speed to 100 feet for 1 minute. Countercharm. Erindi can start a performance that lasts until the end of its next turn. During that time, Erindi and any friendly creatures within 30 feet of it has advantage on saving throws against being charmed or frightened. A creature must be able to hear Erindi to gain this benefit. The performance ends early if Erindi is incapacitated or silenced or if it voluntarily ends it (no action required). Plot Hook A traveling circus has come to town and after speaking to several of the animals (via the speak with animals spell), Amana is looking for a group of adventurers to help her free all the animals. In exchange for their help, Amana offers a single magical item and the opportunity to pet Erindi. Chapter 1: Subclasses and Backgrounds 21 Erindi


Beast Domain Cleric Clerics of the Beast Domain are those who worship at the altars of the savage nature deities—deities who preside over the beasts of the wilds, both predator and prey. These clerics are primal hunters, shamans, and witch doctors. However, unlike druids, who focus on protecting and preserving nature, Beast Domain clerics focus on summoning ferocious beasts to battle those who resist the will of their deity. At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Beast Domain. DOMAIN SPELLS 1st-level Beast Domain Feature You gain domain spells at the cleric levels listed in the Beast Domain Spells table. See the Divine Domain class feature for how domain spells work. BEAST DOMAIN SPELLS Cleric Level Spells 1st animal friendship, speak with animals 3rd animal messenger, find steed 5th conjure animals, slow 7th dominate beast, find greater steed 9th awaken (animal only), commune with nature BESTIAL SPIRIT 1st-level Beast Domain Feature You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. DIVINE CONDUIT 1st-level Beast Domain Feature You summon a creature which serves as a direct connection to your deity. You can cast the find familiar spell, but only as a ritual. When you cast the spell, the familiar summoned by this spell remains a beast. In addition, while you are within 10 feet of your familiar, you can use it as your holy symbol and as a spellcasting focus for your cleric spells. CHANNEL DIVINITY: CALL OF THE WILD 2nd-level Beast Domain Feature You can use your Channel Divinity to call forth a ferocious beast. As an action, you present your holy symbol and invoke the name of your deity. You summon a beast with a challenge rating equal to 1/4 your cleric level, which appears in an unoccupied space within 60 feet of you. The beast disappears after 1 hour, when it drops to 0 hit points, or until you lose your concentration (as if you were concentrating on a spell). The beast is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. UNTAMED FEROCITY 6th-level Beast Domain Feature When you take the Attack action, the beast you summoned through your Call of the Wild feature can make one attack as a reaction. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. DIVINE STRIKE 8th-level Beast Domain Feature You gain the ability to infuse your weapon with a raw feral energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. When you reach 14th level, the additional damage increases to 2d8. In addition, the beast summoned by your Call of the Wild feature can deal this additional damage once on each of its turns. BESTIAL BLESSING 17th-level Beast Domain Feature You gain the blessing of your deity, allowing you to take the form of a sacred creature. The animal shapes spell is added to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you. When you cast this spell, you can choose to target only yourself. When you do so, you can transform into a beast whose challenge rating is 7 or lower and you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered for the duration. In addition, you can cast animal shapes without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a long rest. 22 Bergin’s Book of Beasts


Haroquel the Shepherd Medium Humanoid (Human), Neutral Evil Armor Class 16 (hide, shield) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 9 (−1) Saving Throws Wis +6, Cha +1 Skills Nature +3, Medicine +6, Religion +3 Senses passive Perception 14 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 Divine Conduit. Haroquel can cast the find familiar spell as a ritual. When he casts this spell, the familiar summoned remains a beast. While Haroquel is within 10 feet of the familiar, he can use it as a holy symbol and as a spellcasting focus for his spells. Untamed Ferocity (4/Day). When Haroquel takes the Attack action, the beast he summoned through his Call of the Wild feature can make one attack as a reaction. Spellcasting. Haroquel is an 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Haroquel has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead 1st level (4 slots): animal friendship, bless, cure wounds, detect evil and good, inflict wounds, protection from evil and good, speak with animals 2nd level (3 slots): animal messenger, blindness/deafness, find steed, hold person, spiritual weapon 3rd level (3 slots): conjure animals, dispel magic, slow, spirit guardians 4th level (2 slots): banishment, dominate beast, find greater steed, freedom of movement Actions Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 10 (1d6 plus 1d8 + 2) bludgeoning damage. Channel Divinity: Call of the Wild (2/Day). Haroquel can summon a beast with a challenge rating of 4, which appears in an unoccupied space within 60 feet. The beast disappears after 1 hour, when it drops to 0 hit points, or until Haroquel loses concentration (as if concentrating on a spell). In combat, the creature shares Haroquel’s initiative count, but it takes its turn immediately after his. In addition, the beast can deal an additional1d8 damage with a melee weapon attack once on each of its turns. Haroquel the Shepherd Haroquel the Shepherd was, in his youth, a simple traveling priest. He provided cures for the sick, healing for the injured, and blessings over the crops of small towns. The more he traveled, the more he saw of the world, and the more he saw people stray from the path of harmony with nature and towards the corruption of civilization. People no longer lived amongst the land and venerated the gods of nature but claimed ownership over nature and rejected the gods. Haroquel vowed to drive mankind back to the path of peace, the path of harmony with nature, to bring them back to the gods. However, to save the flock, the occasional lamb must be sacrificed to the wolves, and if the flock cannot be saved, then they must be culled and driven before the pack. Tall with a thin build, bald head, and long red beard, Haroquel wears hide armor and long, simple, brown robes and carries an oaken staff adorned with various animal carvings. Plot Hook Haroquel the Shepherd seeks adventurers to aid in reclaiming an area of forest from a group of clerics who worship a deity of civilization. These so-called holy persons have set about desecrating the sanctity of nature with their works and their buildings and their roads. Their kind must be purged so that the land can be returned to its natural state. In exchange for their help, Haroquel offers the blessings of nature, and any coin or gear the adventurers might reclaim from the heretics. Chapter 1: Subclasses and Backgrounds 23


24 Bergin’s Book of Beasts Haroquel the Shepherd


Circle of Swarms Druid The Circle of Swarms is an ancient sect of druids, long estranged from the other druidic circles based on their differing opinions. While other druidic circles seek to work with civilization, to create a sense of harmony and balance within the natural order, these darker druids venerate the swarm, and its ability to dismantle the machinations of civilization. Swarm druids revere vermin and insects, marveling at these vast and deadly communities of creatures working together, indifferent to the effects of modern empires. As such, many of these druids dwell in fetid swamps and bogs amongst clouds of biting flies, or deep underground, in caves, caverns, and sewers, communing with scores of rats and spiders. While this might be true for the majority of those within the Circle of the Swarm, some have found a way to coexist with civilization, seeing it as a colony of creatures living and working together with a semblance of natural balance. At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Circle of Swarms. SWARM SHAPE 2nd level Circle of Swarms feature Your veneration of the swarm allows you to shatter your consciousness and take the form of a mass of creatures instead of just one. You can use your Wild Shape to transform into a swarm of beasts (such as a swarm of rats or a swarm of insects), however, you must still abide by the limitations in the Beast Shapes table when you do so. In addition, when you transform into a swarm, you gain a number of temporary hit points equal to twice your druid level + your Wisdom modifier. SKITTERING HOST 2nd level Circle of Swarms feature As an action, you can expend a use of your Wild Shape feature to summon a single swarm of beasts with a challenge rating equal to or less than your Wild Shape challenge rating, which appears in an unoccupied space within 60 feet of you. Swarms summoned in this way gain a number of temporary hit points equal to twice your druid level + your Wisdom modifier. The swarm disappears after 1 hour, when it drops to 0 hit points, or until you lose your concentration (as if you were concentrating on a spell). The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. You can communicate telepathically with the swarm and it obeys your commands (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. You can use this feature while transformed by Wild Shape. At 6th level, you can summon two swarms of beasts each with a challenge rating equal to or less than your Wild Shape challenge rating. The number of swarms of beasts you can summon increases to three when you reach 10th level, and four when you reach 14th level. VEIL OF THE GATHERING SWARM 6th level Circle of Swarms feature Spaces occupied by you while transformed into a swarm, or those occupied by swarms you summon using your Skittering Host feature, are considered lightly obscured if the swarm has a flying speed, and difficult terrain if it does not. If the swarm has a swimming speed, and is underwater, these spaces are considered both lightly obscured and difficult terrain. This does not affect a creature’s ability to attack you, or a summoned swarm, from inside or outside a swarm’s space. In addition, any swarm you transform into using your Wild Shape feature is now Large if it wasn’t already and any swarms you summon using your Skittering Host feature are now Large if they weren’t already. PRIMAL STRIKE 6th level Circle of Swarms feature Your attacks in swarm form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. TEEMING GRASP 10th level Circle of Swarms feature When a creature enters your space while you are in swarm form or starts their turn there, you can use your reaction to force that creature to make a Strength saving throw against your spell save DC. On a failure, the creature takes 2d6 piercing damage and that creature’s speed becomes 0 until the start of its next turn. On a success, the creature takes half as much damage and can move normally. At 14th level, this damage increases to 4d6. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest. SHROUD OF THE GATHERING SWARM 14th level Circle of Swarms feature Spaces occupied by you while transformed into a swarm, or those occupied by swarms you summon using your Skittering Host feature, are considered heavily obscured if the swarm has a flying speed, and difficult terrain if it does not. If the swarm has a swimming speed, and is underwater, these spaces are considered both heavily obscured and difficult terrain. When a creature moves into or within the area occupied by you while you are transformed into a swarm, or those occupied by swarms you summon using your Skittering Host feature, it takes 2d6 piercing damage for every 5 feet it travels. This does not affect a creature’s ability to attack you, or a summoned swarm, from inside or outside a swarm’s space. In addition, any swarm you transform into is now Huge if it wasn’t already and any swarms you summon using your Skittering Host feature are now Huge if they weren’t already. Chapter 1: Subclasses and Backgrounds 25


Plot Hook In a small town just outside the swamp, the party receives a message from a beetle (via the animal messenger spell). “My name is Faromet and I speak to you through my insect friend here. A group of necromancers have captured me, and I need your. . .” Faromet Faromet is descended from an ancient order of druids dedicated to protecting nature from the unending plague of undeath. Druids of this order believe that undeath is the ultimate corruption of nature, a break from the natural order of the world, and so they settle in areas laden with necrotic energies; ancient tombs, bloodstained battlefields, and locations long since desecrated by the dark practices of necromancers. These druids stand as a monolith, guarding such foul sites from the undead, and other abominable creatures that may be drawn there. As one amongst the order, Faromet has sworn to defend an ancient swamp tainted by unholy energy. Decades ago, a cult of vile creatures used the swamp as a sanctuary for their rituals, to contact their malevolent deity, and to raise the dead for their own evil schemes. Within the swamps, Faromet summons scores of ravenous beetles, grubs, and worms, loosing them upon the undead and seeking to return them to nature, thus restoring the natural cycle. Faromet is short and stocky with long dark hair peppered with gray and white. He wears hide armor made from the skins of alligators and a dark brown cloak, all of which are heavily gnawed and stained. He usually dons a large black hat with alligator teeth fastened to the band and carries a knotted wooden staff filled with holes. The most distinctive of Faromet’s features, however, is his unruly gray beard, which is heavily matted and covered in bits of worm-eaten wood—a makeshift nest for the various insects he raises. 26 Bergin’s Book of Beasts Faromet


Faromet Medium Humanoid (Dwarf), Neutral Good Armor Class 12 (hide) Hit Points 119 (14d8 + 56) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (−1) 16 (+3) 15 (+2) 20 (+5) 12 (−1) Saving Throws Int +5, Wis +8 Skills Animal Handling +8, Survival +8 Senses darkvision 60ft, passive Perception 15 Languages Common, Druidic, Dwarven Challenge 7 ( 2,900 XP) Proficiency Bonus +3 Primal Strike. Faromet’s attacks while in swarm form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Shroud of the Gathering Swarm. . Spaces occupied by Faromet while in swarm form, or those occupied by swarms he summons using his Skittering Host, are considered heavily obscured if the swarm has a flying speed, and difficult terrain if it does not. If the swarm has a swimming speed, and is underwater, these spaces are considered both heavily obscured and difficult terrain. This does not affect a creature’s ability to attack Faromet, or a summoned swarm, from inside or outside a swarm’s space. When a creature moves into or within the area occupied by Faromet while he is in swarm form, or those occupied by swarms he summoned using his Skittering Host, that creature takes 7 (2d6) piercing damage for every 5 feet it travels. Any swarm Faromet transforms into using his Wild Shape feature is now Huge if it wasn’t already and any swarms he summons using his Skittering Host feature are now Huge if they weren’t already. Spellcasting. Faromet is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Faromet has the following druid spells prepared: Cantrips (at will): druidcraft, infestation, poison spray, shillelagh 1st level (4 slots): animal friendship, beast bond, entangle, fog cloud, protection from good and evil 2nd level (3 slots): animal messenger, beast sense, flaming sphere, spike growth 3rd level (3 slots): call lightning, conjure animals, wall of water 4th level (3 slots): blight, giant insect, grasping vine 5th level (2 slots): insect plague, wrath of nature 6th level (1 slot): sunbeam 7th level (1 slot): fire storm Actions Staff. Melee Weapon Attack: +3 to hit (+8 to hit with shillelagh), reach 5 ft., one target, Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning if wielded with two hands, or 9 (1d8 + 5) bludgeoning damage with shillelagh. Wild Shape (2/Short or Long Rest). Faromet can magically polymorph into a beast or swarm of beasts with a challenge rating of 1 or less and can remain in this form for up to 7 hours. Faromet can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. Faromet reverts to his true form if he falls unconscious, or if he uses a bonus action on his turn to end the effect. When Faromet transforms into a swarm, he gains 33 temporary hit points. Skittering Host (2/Short or Long Rest). Faromet can summon up to four swarms of beasts with a challenge rating of 1 or lower, which appears in an unoccupied space within 60 feet of him. Swarms summoned in this way gain 33 temporary hit points. A swarm disappears after 1 hour, when it drops to 0 hit points, or until Faromet loses concentration (as if concentrating on a spell). Faromet can use this action while transformed by Wild Shape. Reactions Teeming Grasp (5/Day). When a creature enters Faromet’s space while he is in swarm form or starts their turn there, that creature must make a DC 16 Strength saving throw. On a failure, the creature takes 14 (4d6) piercing damage and that creature’s speed becomes 0 until the start of its next turn. On a success, the creature takes half as much damage and doesn’t have its speed reduced. Chapter 1: Subclasses and Backgrounds 27


Falconer Fighter Serving as scouts and hunters, Falconers form close bonds with birds, particularly birds of prey. The Falconer spends much of their time training for combat with these aerial predators, tending to them, and sending them to scout out the surrounding area, locating enemy positions and movements. Training a bird of prey takes dedication, and when such a bird is bonded with a fierce warrior, the pair make a deadly team. Though raptors such as hawks, owls, and eagles are common companions, some Falconers train more exotic birds. A pirate might train giant petrels or albatrosses to find wealthy merchant ships laden with goods, while an urban Falconer may train ravens to deliver messages or falcons to hunt pests such as rats and pigeons. At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Falconer. BIRD OF PREY 3rd-Level Falconer Feature You form a strong bond with a bird of prey. Choose one of the following beasts as your companion: albatross, duck, falcon, eagle, giant petrel, goose, hawk, owl, raven, shoebill, or vulture. Add your proficiency bonus to the bird's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or 3 times your fighter level + your proficiency bonus, whichever is higher. The bird is friendly to you and your companions, and it obeys your verbal commands. In combat, the bird shares your initiative count, but it takes its turn immediately after yours. If you are incapacitated or absent, the bird acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the bird dies, you can obtain another one by spending 8 hours bonding with another bird that meets the criteria of this feature that isn’t hostile to you. In addition, when you use your Second Wind feature while your bird is within 60 feet of you, it regains hit points equal to the amount you regain. If this number exceeds its hit point maximum, it gains the remainder as temporary hit points. DEATH FROM ABOVE 3rd-Level Falconer Feature If your bird of prey is flying and dives at least 10 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an additional 1d4 damage to the target. When you reach certain levels in this class, this damage increases as follows: at 7th level (2d4), 10th level (3d4), 15th level (4d4), and 18th level (5d4). COORDINATED MANEUVERS 7th-Level Falconer Feature You and your bird of prey can use the Help action as a bonus action, but only when aiding one another. In addition, when you use the Help action to aid your bird in attacking a creature, the target of that attack can be within 30 feet of you, if your bird can see or hear you. Conversely, when your bird uses the Help action to aid you in attacking a creature, the target of that attack can be within 30 feet of the bird, if you can see or hear the bird. FURIOUS PREDATOR 10th-Level Falconer Feature Your bird of prey can attack twice, instead of once, when it takes the Attack action on its turn. In addition, the bird's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. GO FOR THE EYES 15th-Level Falconer Feature If your bird of prey is flying and dives at least 10 feet straight toward a target and then hits it with a melee weapon attack, the target must succeed on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your bird of prey’s Dexterity modifier or be blinded until the end of the target’s next turn. The bird can use this feature only once on each of its turns. HARRIER 18th-Level Falconer Feature As an action, you can command your bird of prey to use its reaction to target up to four creatures you can see. As long as your bird of prey can reach each of these targets with its movement speed, it can immediately move up to its movement speed and make a single melee attack against each creature. You can take this action a number of times equal to your proficiency bonus and regain all expended uses of it when you finish a long rest. 28 Bergin’s Book of Beasts


Falconry Kit (Bonus item) A falconry kit includes a falconer’s glove, raptor hood, a pair of bells, jesses (leather strips), a bowperch, and a whistle attached to a long strap. Proficiency with this kit lets you add your proficiency bonus to ability checks you make to train or hunt with a hawk, owl, eagle, or other Small or smaller bird of prey. Cost: 4 gp Weight: 1 lb The vulture circled high above. I watched it as my companions and I refilled our water bottles. Just a scavenger, I thought. An opportunist, waiting for us to die. Yet even as we moved on, the dark spec stayed with us, a beacon marking our presence in the barren Calcian Desert. It stayed with us near a day, before at last its owner revealed himself. I had looked up to check our ever-circling companion, only to find them vanished. I had grown so used to it by this point that its sudden disappearance was more unnerving than its ghoulish presence. It didn’t take long for us to reunite, however. Up ahead, a man emerged from the heat haze. He was dressed in the normal manner of the desert people, his flowing robes protecting him from the worst of the afternoon sun. In one hand he held a spear, in the other a dagger, and he held both with an easy confidence which sent jolts of apprehension running through me. On his shoulder, sat the vulture. It was an enormous beast. The white ruff around its hairless neck stood out from its velvet-black body, and it observed us over its wicked beak as though it were a judge sitting upon the bench, about to pronounce a verdict of life or death upon us. When our guide hailed the man, he made no response. When we tried to move past, he held out his spear to block our way. He stood there, one man and his bird against three well-armed travelers. Yet, as I matched eyes with that bird, it struck me the odds were not quite so in our favor as we might like, a verdict that was sadly confirmed when a few moments later the vulture had plucked out both Farre’s eyes. - Excerpt from Bergin’s Journal Chapter 1: Subclasses and Backgrounds 29 Falconry Kit


Plot Hook Beornfrith Willowsap has been saving money from her various deliveries for months, which she offers to any group brave enough to return to her homeland and take on the old hag in her cavern. Beornfrith Willowsap Beornfrith Willowsap grew up in a gnomish fishing village situated on a small island several miles off the western coast. Her family ran a messaging service on the island, using ravens to deliver messages to distant villages and passing ships, while larger packages were delivered by her or her parents. When not delivering packages, Beornfrith served as the raven keeper, tending to the birds that were their livelihood. An old sea hag, who lived in a cave on the far side of the island, would occasionally use the family’s services to send and receive mysterious packages, though she would only deal with Beornfrith herself. Despite the fact that the hag was never hostile towards Beornfrith, the gnome and her parents found these interactions unsettling, terrifying even. But what could simple folk do against such a creature? Beornfrith Willowsap Small Humanoid (Gnome), Lawful Neutral Armor Class 18 (studded leather with shield) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 8 (−1) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 12 (+1) Saving Throws Str +1, Con +4 Skills Animal Handling +3, Perception +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Gnomish Challenge 2 (450 XP) Proficiency Bonus +2 Gnome Cunning. Beornfrith has advantage on all Charisma, Intelligence, and Wisdom saving throws against magic. Action Surge (Recharges After a Short of Long Rest). Beornfrith takes an additional action. Actions Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 4) slashing damage. Bonus Actions Second Wind (Recharges After a Short or Long Rest). Beornfrith regains 9 (1d10 + 4) hit points. While Aderyn is within 60 feet of Beornfrith, Aderyn regains the same number of hit points. If this number exceeds Aderyn’s hit point maximum, it gains the remainder as temporary hit points. Aderyn Tiny Beast, Unaligned Armor Class 14 Hit Points 14 Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2) Skills Perception +5 Senses passive Perception 15 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Mimicry. Aderyn can mimic simple sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Death from Above. If Aderyn is flying and dives at least 10 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an additional 1d4 damage to the target. Actions Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 piercing damage. Then came the day that the sea hag tasked Beornfrith with delivering a small package to a distant land. Fearing the wrath of the hag, Beornfrith reluctantly accepted. Beornfrith is short with long blonde hair which she decorates with raven feathers and strips of purple ribbon. Beornfrith wears a set of simple studded leathers and wields a whip made from old training tethers. Constantly perched upon Beornfrith’s shoulder is her favorite raven, Aderyn. 30 Bergin’s Book of Beasts


Chapter 1: Subclasses and Backgrounds 31 Beornfrith Willowsap


Way of the Sacred Beasts Monk The earliest monks, seeking mastery of their physical and spiritual world, often turned to nature for inspiration and instruction. Some say the greatest of these lessons came from the animals around them. In observing other creatures, they saw life completely in harmony with nature—prey and predator alike—a great cyclical chain where all was one. Observation became imitation as they incorporated and adapted the beasts’ behaviors into their own fighting styles and philosophies and, in doing so, learned great strength and wisdom. Over the generations, five animal styles emerged supreme. Dubbed the “sacred beasts”, these are the graceful crane, the vigilant mantis, the agile monkey, the cunning snake, and the powerful tiger. In studying these creatures and becoming one with them in mind, body, and spirit, monks of this school seek to achieve perfection as both warrior and sage. Monks who practice this martial philosophy often find comradery with druids, rangers, and other individuals that live their lives close to the natural world. Some even believe that animals experience a truer, purer existence than “civilized” creatures. As monks of this school master their art, they can invoke the spirits of the sacred beasts, mingling their ki with that of their primal kin. At 3rd level, a sorcerer gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Way of the Sacred Beasts. WHISPER TO THE WILD 3rd-level Way of the Sacred Beasts feature You are deeply connected to the animal kingdom, understanding the will of the wild and the way of beasts, granting you the following benefits: • You gain proficiency in the Animal Handling skill. If you are already proficient in Animal Handling, you gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. • You can spend 1 ki point to cast speak with animals, requiring no components. SACRED BEAST STANCE 3rd-level Way of the Sacred Beasts feature You have learned to adopt combat stances that mimic the movements and mindset of the five sacred beasts, taking on their greatest attributes: the grace and balance of the crane, the focus and precision of the mantis, the freedom and agility of the monkey, the ruthlessness and cunning of the snake, and the power and ferocity of the tiger. When you roll initiative, you can enter one of the five sacred beast stances and gain its benefits while you remain in that stance. Thereafter, you can change your stance as a bonus action. You lose the benefits of any stance you are in when combat ends. Crane. You gain a +1 bonus to AC. In addition, when a creature within 5 feet of you misses you with an attack, you can make one unarmed strike against that creature as a reaction. Mantis. You gain a +1 bonus to attack rolls made with your unarmed strikes. In addition, when you miss with an unarmed strike, you can use your reaction to reroll the attack. Monkey. You can move through a hostile creature’s space, regardless of their size and that space does not count as difficult terrain for you. In addition, you have advantage on Dexterity saving throws and opportunity attacks made against you have disadvantage. Snake. Your unarmed strikes score a critical hit on a roll of 19 or 20. In addition, creatures provoke opportunity attacks from you when they enter the reach of your unarmed strikes. Tiger. You gain a +1 bonus to the damage rolls of your unarmed strikes. This bonus increases when you reach certain levels in this class as follows: at 6th level (+2), 11th level (+3), and 7th level (+4). SPIRIT OF THE SACRED BEAST 6th-level Way of the Sacred Beasts feature Your connection with the sacred beasts has deepened. By calling on them to join you, their ki intertwines with yours, flowing as one for a time. As an action, you can summon the spirit of one of the five sacred beasts, gaining its associated benefits for a number of hours equal to your Wisdom modifier (minimum of 1). The spirit leaves you early if you enter a stance associated with a sacred beast other than the one whose spirit you have summoned. Once you have used this feature, you can’t do so again until you finish a long rest. Crane. You have advantage on saving throws against being knocked prone or moved against your will. In addition, you have advantage on Wisdom (Insight) checks. You can spend ki points to gain a bonus to an Insight check equal to the number of ki points spent (to a maximum equal to your proficiency bonus). Mantis. You gain truesight out to a range of 5 feet. In addition, you have advantage on Perception and Investigation checks that rely on sight. You can spend ki points to gain a bonus to a Perception or Investigation check that relies on sight equal to the number of ki points spent (to a maximum equal to your proficiency bonus). Monkey. You gain a climbing speed equal to twice your walking speed. In addition, you have advantage on Dexterity (Acrobatics) checks. You can spend ki points to gain a bonus to a Dexterity (Acrobatics) check equal to the number of ki points spent (to a maximum equal to your proficiency bonus). 32 Bergin’s Book of Beasts


Snake. You gain resistance to poison damage and have advantage on saving throws against poison. In addition, you have advantage on Dexterity (Sleight of Hand) checks. You can spend ki points to gain a bonus to a Dexterity (Sleight of Hand) check equal to the number of ki points spent (to a maximum equal to your proficiency bonus). Tiger. Your speed increases by 10 feet. In addition, you have advantage on Strength (Athletics) checks. You can spend ki points to gain a bonus to a Strength (Athletics) check equal to the number of ki points spent (to a maximum equal to your proficiency bonus). SECRET BEAST TECHNIQUE 11th-level Way of the Sacred Beasts feature Through rigorous training and dedication, you have learned the secret techniques of the sacred beast styles. When you are in a beast stance, you have access to special actions unique to that stance. You can only use one of the following actions if you are currently in the corresponding stance. Crane. With the poise of the majestic crane, you can turn your opponent’s attacks back on them as the wind does—swift and with subtle strength. When you are hit by a creature within 30 feet of you, you can use your reaction and spend 2 ki points to reduce the damage you take by 2d10 + your proficiency bonus + your monk level. When you do so, you can immediately fly towards the attacker and make an unarmed strike against them. This unarmed strike deals an additional 2d10 on a hit (or 3d10 if you reduced the damage of the triggering attack to 0). After making this unarmed strike you can choose to land in an unoccupied space within 5 feet of the target or fly back to your original position. Mantis. Methodical as the mantis, you can enter a state of immaculate focus on command. As a bonus action, you can spend 2 ki points to gain advantage on all unarmed strikes made during this turn. Monkey. Channeling the agile abandon of the monkey, you can leap between enemies, propelling yourself from one to the other as though they were branches. As an action, you can spend 2 ki points to make an unarmed strike against any number of creatures within 10 feet of you, with a separate attack roll for each target. After these attacks, you can land in any unoccupied space within 10 feet of your original position. You cannot use this action unless you have at least 10 feet of movement remaining on your turn. Snake. Like the vicious viper, you have learned to exploit your opponent’s weaknesses and can debilitate them through the violent manipulation of pressure points. When you hit another creature with an unarmed strike, you can spend 2 ki points to force the target to make a Constitution saving throw. On a failure, the target is paralyzed until the end of your next turn. Tiger. The raw fury of the tiger is unleashed at your command, devastating your foes with its primal power. When you hit with an unarmed strike, you can spend a number of ki points to deal an additional die of damage to the target per ki point spent (up to a maximum number of ki points equal to your proficiency bonus). MASTER OF THE FIVE BEAST FIST 17th-level Way of the Sacred Beasts feature You have become a master of the primal art and are as one with the five sacred beasts. Your mastery grants you the following benefits: • Once on each of your turns, you can switch your beast stance (no action required). • You regain the use of your Spirit of the Sacred Beast feature after finishing a short rest. • You can spend 3 ki points to cast the spirit guardians spell. When cast this way, the spirits appear as the five sacred beasts and the spell does not require concentration. Once you have used this feature, you can’t do so again until you finish a long rest. Chapter 1: Subclasses and Backgrounds 33


Plot Hook One of Malario’s students was sent into the forest to observe the movements of animals as part of his training but is yet to return. She requests the adventurers accompany her, offering a small diamond worth 20 gp if they can help her find her lost student. Malario Gemshadow Malario grew up among the tribes of wood elves but was drawn to nature and from a young age began to watch animals, studying their movements and learning to mimic them, developing her own abilities as she honed her body. As she grew older, she began to master and perfect these movements learning to strike as fast as a snake or with the ferocity of a tiger before eventually blending them into a cohesive fighting style, mastering the way of the sacred beasts. After mastering her techniques, she sequestered herself, meditating on what her path should be, before establishing a monastery deep in a forest, intending to take on apprentices and train them in the way of the sacred beasts. She spent many years building the refuge herself, carving blocks of stone and laying them herself before accepting her first apprentices. Malario has a lean whiplike figure and long blonde hair that is braided in intricate designs down her back. She wears a set of white robes embroidered with various beasts. Though around the monastery she carries nothing, when leaving she dons a pack with basic supplies for her journey, including rations, water, and a length of rope. Malario Gemshadow Medium Humanoid (Wood Elf), Neutral Good Armor Class 15 Hit Points 55 (10d8 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0) Saving Throws Dex +5, Wis +4, Skills Animal Handling +4, Insight +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish Challenge 2 (450 XP) Proficiency Bonus +2 Unarmored Defense. While Malario is wearing no armor and wielding no shield, her AC includes her wisdom modifier. Sacred Beast Stance. When Malario rolls initiative she can select one of the following stances: Crane. Malario gains a +1 bonus to AC. In addition, when a creature within 5 feet of her misses her with an attack, she can make one unarmed strike against that creature as a reaction. Mantis. Malario gains a +1 bonus to attack rolls made with her unarmed strikes. In addition, when she misses with an unarmed strike, she can use her reaction to reroll the attack. Monkey. She can move through a hostile creature’s space, regardless of their size and that space does not count as difficult terrain for her. In addition, she has advantage on Dexterity saving throws and opportunity attacks made against her have disadvantage. Snake. Malario’s unarmed strikes score a critical hit on a roll of 19 or 20. In addition, creatures provoke opportunity attacks from her when they enter the reach of her unarmed strikes. Tiger. Malario gains a +1 bonus to the damage rolls of her unarmed strikes. Actions Multiattack. Malario makes 3 unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Bonus Actions Stance Change. Malario changes her sacred beast stance, picking from the list of stances above. 34 Bergin’s Book of Beasts


Chapter 1: Subclasses and Backgrounds 35 Malario Gemshadow


Oath of the Pack Paladin The Oath of the Pack is an ancient sect of paladins dedicated to members of their close-knit community and to the thrill of the hunt. Many of those within the Oath of the Pack are feral and uncivilized, preferring to stick to lands that are unexplored and wild. These paladins hunt and live amongst the animals. Druids have even been known to guide lost and abandoned children to the Pack. However, not all Oath of the Pack paladins are untamed. Some leave the wilds and seek their pack amongst civilization. Many members are even drawn from the ranks of lycanthropes. Such paladins are exceedingly rare and are known to worship moon deities. At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Oath of the Pack. TENETS OF THE PACK The tenets of the Oath of the Pack paladin have been preserved for countless centuries. This oath emphasizes the principles of ferocity, the thrill of the hunt, and the power of the pack. One with the Pack. The pack lives and dies by its strength. Add to the strength of the pack and protect it. The Wild Hunt. The thrill of the hunt, and of the kill, is of the highest priority. Never falter against your quarry. Protect the Natural Order. Nature is to be protected, especially its creatures. OATH SPELLS 3rd-Level Oath of the Pack Feature You gain oath spells at the paladin levels listed in the Oath of the Pack Spells table. See the Sacred Oath class feature for how oath spells work. Paladin Level Spells 3rd hunter’s mark, speak with animals 5th find steed (can summon a wolf or dire wolf only), moonbeam 9th conjure animals (wolves or dire wolves only), spirit guardians 13th freedom of movement, guardian of nature 17th awaken, far step CHANNEL DIVINITY 3rd-Level Oath of the Pack Feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Wild Senses. As a bonus action, you heighten your natural senses for 1 hour. For the duration, you have proficiency in the Perception skill if you didn’t already have it and your proficiency bonus is doubled for any ability check you make with it. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. Spirit of the Hunt. As an action, you can invoke the Spirit of the Hunt. For 1 minute, whenever you hit a hostile creature with an attack while you are within 5 feet of an ally, you can deal an additional 1d4 damage to the target. You only deal this additional damage once per turn. In addition, whenever an ally within 5 feet of you hits an enemy with a weapon attack, you can use your reaction to add an extra 1d4 to the damage roll. AURA OF THE HUNT 7th-Level Oath of the Pack Feature You constantly emanate a predatory aura while you aren’t incapacitated. Whenever a friendly creature within 5 feet of you attacks a creature that is also within 5 feet of you, that creature has advantage on the attack roll. In addition, you have advantage on attack rolls against creatures within 5 feet of you if at least one of your allies is within 5 feet of the target and the ally isn’t incapacitated. At 18th level, the range of this aura increases to 10 feet. FEROCIOUS PURSUIT 15th-Level Oath of the Pack Feature You and your pack can strike as one, coordinating your movements and attacks. When you take the Attack action on your turn, you can forgo one of your attacks to direct another creature to strike. When you do so, choose a friendly creature within 30 feet of you that can see or hear you. That creature can immediately use its reaction to move up to half its movement speed and make one weapon attack. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest. LEADER OF THE PACK 20th-Level Oath of the Pack Feature You can empower your pack with a primal fury. As an action, you can choose a number of willing creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of 1). For 1 minute, those creatures gain the following benefits: • Their movement speed increases by 10 feet and they can take the Dash action as a bonus action. • On a hit, their attacks deal an additional 1d8 damage to any creature that doesn’t have all its hit points. • They have advantage on Dexterity checks and Dexterity saving throws against effects they can see. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. 36 Bergin’s Book of Beasts


I saw her as the city burned. Everywhere, people were fleeing for the hills, the attack coming so sudden the guard had no time to mount a defense. Yet the surprise did not seem to bother her or her fellows. As civilians fled the town, she led an assault from all sides. The soldiers did not know which way to face as a half-dozen ragged street urchins burst out of the shadows, darting in to stab at plate metal, circling away before any swords could be brought to bear, just as their fellows came in on the opposite side, jagged-tooth blades cutting in between armor plating. I was busy trying to stop the blaze from spreading to the nearby distiller’s yard, so I could only watch as this woman, a ragged, wild-eyed slip of a girl whom I had passed on the street a dozen times, directed her fellows on, their unified pack tactics bringing the black-armored soldiers to the ground. When, at last, the square was emptied, the woman looked up at me. I have seen eyes like that only in the deepest forests, ones I have learned to respect for myself and fear for creatures. It was obvious she had no intention of fleeing with the rest of the city. This place, these walls, these buildings, and people, they were her territory. She turned away and led her ragged band deeper into the alleys. From somewhere, I heard a wolf begin to howl. - Excerpt from Bergin’s Journal Chapter 1: Subclasses and Backgrounds 37


38 Bergin’s Book of Beasts Bardawulf Silverfang


Plot Hook Bardawulf seeks a group of adventurers to track down a band of poachers that attacked his pack but has since moved beyond his territory. In exchange for bringing the poachers back to Bardawulf, preferably alive, he offers the adventurers coin taken from wayward trappers or hunters, and any gear the band of poachers might leave behind after they have been dealt with. Bardawulf Silverfang On the eve of his fifteenth year, amongst the frigid mountains of the northern wastes, Bardawulf Silverfang set out on his trials. In the Silverfang clan, it is an ancient rite of passage that once a young warrior comes of age, they are sent out to live with a pack of wolves. Here, the neophyte is tested, made to survive off their wit and will, to learn the ways of the pack, and to deepen their connection to nature. Should the pack accept the youth, they will spend years with the pack, returning only on the eve of their eighteenth year. Those who are not accepted by a pack are cast from the clan and driven from the lands. Bardawulf of the Silverfang clan survived these trials. Now, he lives as a wild one, a wolfkin, roaming through vast fields of snow and ice with a band of wolves and men to protect their territory from hunters, trappers, and dangerous creatures. Bardawulf is tall with a muscular build and dark hair. He wears simple hide armor made from the skins of his various hunts atop which lays the pelt of an ancient wolf, the very one that first guided him through his trials. He adorns his armor with trophies taken from trespassers. Bardawulf Silverfang Medium Humanoid (Human), Lawful Neutral Armor Class 15 (hide with shield) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 9 (−1) 13 (+1) 16 (+3) Saving Throws Wis +4, Cha +6 Skills Athletics +7, Insight +4 Senses passive Perception 11 Languages Common, Dwarvish Challenge 6 (2,300 XP) Proficiency Bonus +3 Aura of the Courage. Bardawulf and friendly creatures within 10 feet of him can’t be frightened. Aura of the Hunt. Whenever a friendly creature within 5 feet of Bardawulf attacks a creature that is also within 5 feet of him, that creature has advantage on the attack roll. In addition, Bardawulf has advantage on attack rolls against creatures within 5 feet of him if at least one of his allies is within 5 feet of the target and the ally isn’t incapacitated. Aura of the Protection. When Bardawulf or a friendly creature within 10 feet of him must make a saving throw, that creature gains a +3 bonus to the saving throw. Divine Health. Bardawulf is immune to disease. Smite. When Bardawulf hits with a melee weapon attack, he can expend a spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The additional damage is 9 (2d8) for a 1stlevel spell slot, plus 4 (1d8) for each spell level higher than 1st, to a maximum of 21 (5d8). The damage increases by 4 (1d8) if the target is undead or a fiend, to a maximum of 27 (6d8). Spellcasting. Bardawulf is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Bardawulf has the following paladin spells prepared: 1st level (4 slots): bless, detect evil and good, divine favor, hunter’s mark, protection from evil and good, speak with animals 2nd level (3 slots): aid, find steed (can summon a wolf or dire wolf only), lesser restoration, magic weapon, moonbeam 3rd level (3 slots): conjure animals (wolves or dire wolves only), dispel magic, spirit guardians, spirit shroud Actions Multiattack. Bardawulf makes two spear attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) if used with two hands to make a melee attack, plus 4 (1d8) radiant damage. Lay on Hands (6/Day). Bardawulf can use this ability to touch a creature to cause it to regain 10 hit points. Chapter 1: Subclasses and Backgrounds 39


Snakebite Stalker Ranger Drawn from the ranks of those who share a deep respect and admiration for the serpent, the Snakebite Stalker spends much of their life in the presence of poisonous snakes. These hunters include snake wranglers, snake charmers, or snake milkers who specialize in rare or exotic reptiles. These individuals see the snake as the embodiment of the natural order, drawing on their grace and power, and form a close bond with the serpents they hunt. Others, however, seek to emulate the lethality of the serpent in their ventures as mercenaries, spies, and assassins, to better understand them and become the greatest predators of all. Snakebite Stalkers can also arise from ancient snake-worshiping cults or through the veneration of ophidian deities. The Snakebite Stalker can recreate the venoms of serpents with the use of magic, imbuing their weapons with a toxin, which can weaken and even kill its victims, sometimes causing paralysis, vivid hallucinations, or rampant internal bleeding. At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Snakebite Stalker. VENOMOUS STRIKE 3rd-Level Snakebite Stalker Feature Your strikes can send venom coursing through the veins of your quarry. When you hit a creature with a melee weapon attack, or a ranged weapon attack with a blowgun, you can expend one spell slot to deal poison damage to the target, in addition to the weapon’s damage. The additional damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. This damage increases by 1d6 if the target is one of your favored enemies or a favored foe, to a maximum of 6d6. In addition, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn. OPHIDIAN MAGIC 3rd-Level Snakebite Stalker Feature You gain proficiency with the poisoner's kit. In addition, you gain resistance to poison damage and have advantage on saving throws against poison. You also learn an additional spell when you reach certain levels in this class, as shown in the Snakebite Stalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Ranger Level Spells 3rd ensnaring strike, find familiar (poisonous snake form only) 5th acid arrow 9th bestow curse 13th compulsion 17th hold monster SERPENT’S STRIKE 7th-Level Snakebite Stalker Feature You strike with the sudden ferocity of a coiled snake. Other creatures provoke an opportunity attack from you when they enter within the range of your melee attacks. In addition, the reach for your melee weapon attacks is increased by 5 feet. DEN OF VIPERS 11th-Level Snakebite Stalker Feature Your connection to ophidian magic allows you to conjure serpents at your command. You learn the conjure animals spell, but it doesn't count against the number of ranger spells you know. When you cast the spell using this feature, you can only conjure snakes and when you reach 17th level in this class, you can conjure twice as many serpents as normal. You can cast this spell once without using a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish a long rest. When you cast this spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute. Once you use this option, you can’t use it again until you finish a long rest. 40 Bergin’s Book of Beasts


People believe a lot of things about snakes. Suspicious. Untrustworthy. Vicious. Deadly. All wrong, bar that last one. What, then, are the true tenants for those who know their ways and follow their example? Patience. We watch. We wait. Taste the air, feel the ground, know all that happens around you. Confidence. Move through the world in the knowledge that it is yours and you deserve your place within it. Respect. Do not seek conflict, do not show your fangs without need. When the need arises, do not hesitate. Those who do not show you respect, deserve to learn why they must. Most of all, remember this. The deadliest serpent is not the one who snaps at any provocation. It is the one who waits, who watches, who remains patient and confident, who respects themselves enough to not expend themselves needlessly. Wait for the perfect moment, the perfect target. Then strike without doubt or fear. With a single blow, a serpent can fell even the greatest of creatures which walk this world. In this way, not even the largest and most untouchable of enemies will dare to disturb you. - Hela Sargosa, explaining the ways of the serpent to her apprentice COLD-BLOODED KILLER 15th-Level Snakebite Stalker Feature You have become master of serpents and the ultimate hunter. You gain immunity to poison damage and the poisoned condition. In addition, when a creature is poisoned by one of your spells, features, or a poison you administered, you can expend a spell slot of 4th-level or higher and replace the poisoned condition with one of the following effects: Myotoxic Venom. A myotoxic venom attacks the muscles, causing paralysis. The target is paralyzed for 1 minute. The target can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on a success. Hemotoxic Venom. A hemotoxic venom attacks the blood, causing profuse bleeding. For 1 minute, the target takes 4d6 necrotic damage at the start of each of its turns. The target can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on a success. Neurotoxic Venom. A neurotoxic venom attacks the nerves and brain, creating intense hallucinations. For 1 minute, the target is subject to the effects of the phantasmal killer spell (at a level equal to the spell slot expended). This spell does not require components or concentration. The target can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on a success. Chapter 1: Subclasses and Backgrounds 41


42 Bergin’s Book of Beasts Aldrast “the Viper” Sand


Aldrast “the Viper” Sand Aldrast grew up on the outskirts of a vast desert, descended from a long line of nomadic merchants and traders. He spent much of his youth learning the family trade and moving from place to place with their various convoys. From an early age, Aldrast had a fascination with serpents. At night when the convoy would stop, he would wander off to capture snakes, keeping some as pets and selling the rest to passing merchants. He watched how they hunted, how they moved, and he studied their venom, learning to milk them and making a small fortune selling vials of the substance. Then, many years later, Aldrast’s convoy was attacked by bandits in the night, and he was taken captive. After several months, Aldrast was able to escape by fashioning a blowgun and some darts laced with venom, which he procured from a spitting cobra that had become trapped in his pit of a cell. Plot Hook Aldrast seeks the antidote to the venom of an exceptionally rare creature. Unfortunately, this cure can only be made by combining special herbs with the venom of a still living specimen. For those willing to trade in snake venoms and antitoxins, Aldrast will escort the party into the depths of the desert in search of this elusive ophidian. Aldrast “the Viper” Sand Medium Humanoid (Human), Chaotic Neutral Armor Class 17 (half plate) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 18 (+4) 15 (+2) 11 (+0) 16 (+3) 13 (+1) Saving Throws Str +1, Dex +6 Skills Animal Handling +5, Nature +2, Survival +5 Damage Resistance poison Senses passive Perception 11 Languages Common Challenge 4 (1,100 XP) Proficiency Bonus +2 Special Equipment. Aldrast wields a bow of the serpent. The bow has 4 charges remaining. Ophidian Magic. Aldrast has advantage on saving throws against being poisoned. Serpent’s Strike. Other creatures provoke an opportunity attack from Aldrast when they enter the reach of his melee weapon attacks. Venomous Strike. When Aldrast hits a creature with a melee weapon attack, or a ranged weapon attack with a blowgun, he can expend a spell slot to deal poison damage to the target, in addition to the weapon’s damage. The additional damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. In addition, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of his next turn. Spectral Snakes. When Aldrast misses with an attack while using the bow of the serpent, he can expend 1 charge to cause the wayward arrow to transform into a spectral snake that appears in an unoccupied space within 5 feet of the original target. This spectral snake has the statistics of a poisonous snake. At the end of his turn, any spectral snakes created by this effect can make a single attack. At the start of his next turn, any spectral snakes created by this effect transform back into an arrow. Spellcasting. Aldrast’s spellcasting ability is Wisdom (+5 to spell attack rolls, save DC 13). He can cast the following spells innately, without expending material components: 1st level (4 slots): animal friendship, ensnaring strike, find familiar (poisonous snake only), hunter’s mark, zephyr strike 2nd level (3 slots): acid arrow, darkvision, locate animals and plants 3rd level (3 slots): bestow curse, conjure animals (snakes only), conjure barrage, flame arrows Actions Multiattack. Aldrast makes two bow of the serpent attacks, or three shortsword attacks when dual wielding two shortswords. Bow of the Serpent. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Aldrast is tall with a lithe, muscular build and shaggy blonde hair. He wears a set of half plate armor and wields two shortswords and a bow of the serpent (included in the stat block below). Aldrast is exceptionally knowledgeable in the ways of serpents, capable of leading adventurers to the hiding places of exceptionally rare snakes. Chapter 1: Subclasses and Backgrounds 43


The Accomplice Rogue The Accomplice is a skilled thief and street performer who has formed an exceptionally strong bond with an animal. Some Accomplices bond with ravens, using their ability of mimicry to distract and dissuade, while some bond with monkeys, using their dexterity to swindle and rob, each echoing a bond that is an expression of the Accomplice’s soul. Together, this duo work the streets by day, entertaining and delighting the masses, and by night, work the warehouses and high rises, pilfering valuables. At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Accomplice. ANIMAL TRAINER 3rd-Level Accomplice Feature You gain proficiency in your choice of the Animal Handling or Nature skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills. PARTNER IN CRIME 3rd-Level Accomplice Feature You form a strong bond with a familiar. You can cast the find familiar spell as a ritual, requiring no material components. When you cast the spell, you can choose one of the normal forms for your familiar or the form of a beast with a challenge rating of 1/4 or lower. A familiar summoned in this way is still a beast and is capable of attacking. Add your proficiency bonus to the familiar's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or two times your rogue level + your proficiency bonus, whichever is higher. The familiar is proficient in two of the following skills of your choice: Acrobatics, Deception, Perception, Performance, Sleight of Hand, or Stealth. These skills are chosen when you summon your familiar and can’t be changed unless you resummon it. In addition, your familiar can make a Dexterity (Sleight of Hand) check or take the Dash, Disengage, or Hide action as a bonus action. DISAPPEARING ACT 9th-Level Accomplice Feature Whenever your familiar is targeted by an attack or forced to make a Dexterity saving throw while it is within 60 feet and you can see it, you can use your reaction to dismiss it as described in the find familiar spell. When dismissed in this manner, your familiar is no longer affected by whatever triggered the saving throw. You can resummon your familiar within 30 feet of you as per the find familiar spell, as a bonus action. In addition, when an attacker that your familiar can see hits it with an attack, it can use its reaction to halve the attack's damage against it. MAGICAL HUNTER 9th-Level Accomplice Feature Your familiar’s attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. COORDINATED MANEUVERS 13th-Level Accomplice Feature You and your familiar can use the Help action as a bonus action, but only when aiding one another. In addition, when you use the Help action to aid your familiar in attacking a creature, the target of that attack can be within 30 feet of you if your familiar can see or hear you. Conversely, when your familiar uses the Help action to aid you in attacking a creature, the target of that attack can be within 30 feet of you if you can see or hear your familiar. DOUBLE TROUBLE 17th-Level Accomplice Feature Your familiar becomes a particularly sneaky attacker. Once per turn, your familiar can deal an additional 4d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use Dexterity. Your familiar doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and your familiar doesn't have disadvantage on the attack roll. The amount of additional damage increases to 5d6 when you reach 19th level in this class. “Word of advice, watch out for monkeys in the square. Oh, they’re funny little creatures. They’re always putting on a show, chasing each other around, dancing to the street performers’ drums, or climbing up your robes and looking cute. They’ve been very well trained. You’ll find your purse gets lighter with every journey through that square, if you don’t keep an eye on them.” - Merivinga, Gnome Merchant 44 Bergin’s Book of Beasts


Dal-dian Abbar Dal-dian Abbar is the only child of a rather successful merchant. She spent her younger years getting into trouble, pilfering small trinkets from her father’s stores, and sneaking aboard his ships. On her fifteenth birthday, she received a pet capuchin monkey named Pau, as a gift from her father. The pair were inseparable, causing mischief wherever they went. That was until the day a rival merchant came for her father, claiming he had gained his wealth through piracy and theft. This rival merchant came with mercenaries and guards, seizing several of her father’s ships, not knowing that Dal-dian and Pau were below deck. While her father was placed under house arrest, Dal-dian and Pau escaped. Now, after years of hiding from the rival merchant—who would have used her as a hostage to ransom the rest of her father’s wealth—she and Pau have gone in search of proof that would absolve, and free, her father. Plot Hook Dal-dian knows where the rival merchant keeps his more illicit products. For those interested in a bit of adventure, and an equal share of the profits, she is willing to lead a party of adventurers to the goods. Raven-haired, Dal-dian is of average height with a slender build. She wears studded leather armor which has been fitted with straps to accommodate Pau when he wants to ride on her shoulder. She carries several seemingly insignificant trinkets, keepsakes, and souvenirs from her many adventures, the most cherished of which is her emerald cape-clasp, gifted to her by her father. Dal-dian Abbar Medium Humanoid (Human), Chaotic Good Armor Class 16 (studded leather) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 11 (+0) Saving Throws Dex +7, Int +5 Skills Animal Handling +8, Perception +8, Stealth +10 Senses passive Perception 18 Languages Common, Elvish, thieves’ cant Challenge 5 (1,800 XP) Proficiency Bonus +3 Sneak Attack (1/Turn). Dal-dian deals an additional 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and Dal-dian doesn’t have disadvantage on the attack roll. Partner In Crime (Recharges After a Short or Long Rest). Dal-dian casts the spell find familiar as a ritual, without requiring material components, to summon Pau. Evasion. If Dal-dian is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Actions Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target, Hit: 6 (1d4 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bonus Actions Cunning Action. Dal-dian takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. When Dal-dian is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if the saving throw is successful, and only half damage if the roll is a failure. Disappearing Act. When Pau is attacked or forced to make a Dexterity saving throw, Dal-dian dismisses him as described in the find familiar spell. When dismissed in this manner, Pau is no longer affected by whatever triggered the saving throw. Dal-dian can resummon Pau within 30 feet of her as per the find familiar spell, as a bonus action. Chapter 1: Subclasses and Backgrounds 45


46 Bergin’s Book of Beasts Dal-dian Abbar


Pau Tiny Beast, Unaligned Armor Class 16 Hit Points 21 Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 5 (−3) 16 (+3) 10 (+0) 6 (−3) 12 (+1) 8 (−1) Skills Acrobatics +9, Sleight of Hand +9, Stealth +9 Senses passive Perception 11 Languages — Challenge — Proficiency Bonus +3 Magical Hunter. Pau’s weapon attacks are magical. Prehensile Tail. Pau can’t be knocked down from trees or similar structures as long as he isn’t incapacitated. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 piercing damage. Throw Feces (Recharge 5–6). Ranged Weapon Attack: +6 to hit, reach 10/20ft., one target. Hit: The target must succeed on a DC 12 Dexterity saving throw or be blinded until the end of their next turn. Bonus Action Nimble Escape. Pau takes the Dodge action. Cunning Action. Pau makes a Dexterity (Sleight of Hand) check, or takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. When an attacker that Pau can see hits him with an attack, he can halve the attack’s damage against him. Pau Chapter 1: Subclasses and Backgrounds 47


Wild Soul Sorcerer You were born in tune with the ways of the wild and the spirit of the hunt lives inside your very soul. Some would say this is a result of your ancestors returning to the old ways, when people lived as one with the land, while others claim that it is a blessing granted to those meant to guard the natural world. Whatever the reason, you feel a deep connection with nature, appreciating the cycles of life and death that flow through it as well as understanding your place in that cycle. As a Wild Soul’s power grows, it is difficult to cage. When this power is fully unleashed, it transforms the sorcerer’s body, giving them bestial features and fortitude. At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Wild Soul. ONE WITH THE WILD 1st-level Wild Soul feature Nature is part of you in a primal way, helping you to understand the natural world. You gain proficiency in the Nature and Survival skills. BESTIAL MAGIC 1st-level Wild Soul feature You learn additional spells when you reach certain levels in this class, as shown on the Bestial Magic spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The spell must be a divination or evocation spell from the druid, sorcerer, or wizard spell list. Sorcerer Level Spells 1st beast bond, find familiar 3rd locate animals or plants, pass without a trace 5th catnap, conjure animals 7th dominate beast, polymorph 9th commune with nature, wrath of nature ANIMAL INSTINCTS 6th-level Wild Soul feature Your senses have become enhanced as you embrace the natural wildness inherent in your bloodline. Your sense of smell becomes more sensitive, your ears keener, and your eyes sharp enough to catch the smallest hint of movement. You have advantage on Wisdom (Perception) checks made to avoid being surprised and you can give yourself a bonus to initiative rolls equal to your Charisma modifier. SAVAGE TRANSFORMATION 14th-level Wild Soul feature You have learned to manifest your dormant bestial power, undergoing a transformation into a creature of the wilds. As an action, you can transform your body and gain the following benefits for 1 minute: • You gain a number of temporary hit points equal to twice your sorcerer level. • Your hands become large claws, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier (your choice) instead of the bludgeoning damage normal for an unarmed strike. • You gain a climbing speed equal to your walking speed. • You have advantage on saving throws against spells or effects that would alter your form You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses of it on a long rest. PRIME OF THE HUNT 18th-level Wild Soul feature You have become one with the wilds and with the spirit of the hunt. You are an apex predator. While your Savage Transformation feature is active, you gain advantage on attack rolls. In addition, you can use the Dash action as a bonus action. 48 Bergin’s Book of Beasts


Tempest Tempest was abandoned in the woods as an infant, his infernal heritage as a tiefling marking him as an outcast. But the power of the wilds resonated in his soul, and he grew up in the depths of the forest avoiding other humanoids and the trappings of civilization. Instead, he focused on understanding and taming the bestial power deep within him while living among the beasts of the forest and living off the land. At first his power was wild and unpredictable but as the years passed, he gained control of it, learning to harness it and call it forth at will, casting spells and studying the results, perfecting the wild magic he was born with. Now he hunts the forest as an apex predator, but always careful to ensure the delicate balance of nature is observed. Tempest is a tiefling with pale red skin and curling silver horns rising from his head. He wears a mix of animal hides stitched together along with a cloak made from a dire wolf. He carries little in the way of weapons other than a belt knife and tinder box he pilfered from a hunting camp in his youth. Tempest Medium Humanoid (Tiefling), Chaotic Neutral Armor Class 12 Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 16 (+3) Saving Throws Con +6, Cha +4 Skills Nature +1, Survival +4 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 Spellcasting. Tempest is a 7th-level spellcaster. Tempest’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Tempest has the following sorcerer spells prepared: Cantrips (at will): fire bolt, gust, poison spray, prestidigitation, shocking grasp 1st level (4 slots): beast bond, earth tremor, find familiar, fog cloud, sleep, shield 2nd level (3 slots): darkness, locate animals or plants, misty step, pass without trace 3rd level (3 slots): catnap, conjure animals, fly, haste 4th level (1 slots): blight, dominate beast, polymorph Animal Instincts. Tempest has advantage on Wisdom (Perception) checks made to avoid being surprised and he can give himself a bonus to initiative rolls equal to his Charisma modifier. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Plot Hook Something or someone has been poisoning Tempest’s forest and he is looking for a group of adventurers to help him investigate. Deep in the heart of the forest a group of miners has begun to let mining runoff pollute the surrounding rivers, poisoning the animals and plants alike. Tempest offers the group animal pelts worth 20 gp in exchange for their help. Chapter 1: Subclasses and Backgrounds 49


50 Bergin’s Book of Beasts Tempest


Click to View FlipBook Version