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Aspect Codex
Beast Mastery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Beast Mastery has 42 powers ready for character sheets, including 33 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
33 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Beast Mastery has 42 powers ready for character sheets, including 33 with VTT hooks.
Beast Mastery defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
You can communicate simple ideas with Beasts through sound, gesture, posture, and instinct. Beasts are not automatically friendly, but you have advantage on Animal Handling checks made to calm, understand, train, or influence them for the duration.
Choose one friendly Beast or companion you can see within range that can hear or perceive you. The target may move up to 10 ft. without provoking opportunity attacks, or take the Help action to assist one creature within 5 ft. of it.
Bond with one willing companion, trained Beast, or GM-approved animal ally. The target remains its own creature, rolls its own initiative, and acts on its own turn under your control as normal for Jericha companions. While bonded to you, it adds your proficiency bonus to Animal Handling checks you make to command, calm, train, or direct it, and it can understand your simple verbal commands, gestures, and battle signals. You can have only one bonded beast at a time.
Choose one Beast or companion you can see within range that can hear or perceive you. If it is friendly, charmed by you, or bonded to you, it may immediately move up to half its speed and make one natural weapon attack. If it is hostile, it must make a WIS save or have disadvantage on the next attack roll it makes before the end of its next turn.
When you, a friendly Beast, or a companion you can see within range hits a creature with an attack, choose one allied Beast, companion, or willing ally within 5 ft. of the target. The chosen creature may move 5 ft. without provoking opportunity attacks.
Touch one Beast or companion. It regains 7 (1d8 + your WIS modifier) hit points. If the target is your bonded beast, it also gains temporary hit points equal to your proficiency bonus.
Your bonded beast gains a bonus to its AC and saving throws equal to half your proficiency bonus, rounded up. Once per turn, when it hits with an attack, it deals additional damage equal to your proficiency bonus.
When your bonded beast hits a creature with an attack, you may make one weapon attack against the same creature if it is within your weapon range. Alternatively, when you hit a creature with an attack, your bonded beast may use its reaction to move up to half its speed toward that creature.
Touch a Beast or companion. For the duration, you may perceive through its senses as long as you are on the same plane. While doing so, you are blind and deaf to your own surroundings. If the target is your bonded beast, you may end or resume this perception as a bonus action.
Choose one Beast you can see. It must make a WIS save or become charmed by you until the end of your next turn. While charmed this way, it will not attack you or your allies. If the target is your bonded beast, instead end one charmed or frightened condition affecting it.
Beasts and companions of your choice in the emanation gain +10 ft. speed and advantage on the next attack roll they make before the end of their turn.
Choose up to two friendly Beasts or companions you can see. Each may immediately move up to half its speed or make one natural weapon attack.
Once per turn, when your bonded beast hits a creature, you gain advantage on your next attack roll against that creature before the end of your next turn. Once per turn, when you hit a creature, your bonded beast gains advantage on its next attack roll against that creature before the end of its next turn.
When a Beast or companion you can see within range is targeted by an attack, you may impose disadvantage on the attack roll. If the target is your bonded beast, it also gains temporary hit points equal to your WIS modifier.
Your bonded beast’s attacks count as magical. Its maximum hit points increase by twice your level, and it gains proficiency in one saving throw of your choice. If it already has proficiency in that save, it gains advantage on that save instead.
One Beast you can see within range must make a WIS save or become charmed for the duration. It has advantage on the save if you or your allies are fighting it. Whenever it takes damage, it repeats the save, ending the effect on a success. You have a telepathic link with the charmed Beast while on the same plane, and on your turn you can issue commands through the link. The target does its best to obey.
Choose one hostile creature you can see. Beasts, companions, and willing allies of your choice in the emanation have advantage on the first attack roll they make against that creature on each of their turns.
Beasts and companions of your choice in the emanation regain 18 (4d8 + your WIS modifier) hit points. Your bonded beast also ends one poisoned, frightened, or charmed condition affecting it.
Your bonded beast adds your full proficiency bonus to its AC and saving throws. Once per turn, when it hits with an attack, it deals additional damage equal to twice your proficiency bonus.
Choose any number of friendly Beasts or companions in the emanation. Each chosen creature may immediately move up to half its speed. Your bonded beast may also make one natural weapon attack.
Beasts, companions, and willing allies of your choice in the emanation gain +10 ft. speed. Once per turn, when one affected creature hits a target, another affected Beast or companion within 30 ft. of that target may move up to half its speed toward the target without provoking opportunity attacks.
Touch one Beast or companion. It regains 31 (7d8) hit points and ends one disease, poison, charmed, frightened, paralyzed, or stunned condition affecting it. If the target is your bonded beast, it also gains resistance to the next damage it takes before the end of its next turn.
When you or your bonded beast score a critical hit or reduce a creature to 0 hit points, the other may immediately move up to half its speed and make one weapon or natural weapon attack. This can occur once per round.
Beasts of your choice in the emanation must make a WIS save. On a failed save, they are charmed by you for the duration, understand your commands, and will not attack you or your allies unless you or your allies attack them first. On a success, they are unaffected but recognize your authority and will not be hostile unless threatened.
When you roll initiative, Beasts, companions, and willing allies of your choice in the emanation may move up to half their speed without provoking opportunity attacks. Your bonded beast also has advantage on its first attack roll during the first round of combat.
When a Beast or companion you can see within range would drop to 0 hit points, spend 1 charge. It drops to 1 hit point instead and may immediately move up to half its speed without provoking opportunity attacks.
Your bonded beast’s maximum hit points increase by three times your level. Its attacks count as magical, it has advantage on saving throws against being charmed or frightened, and once per turn when it hits with an attack it may force the target to make a STR save or be knocked prone or pushed 10 ft.
One Beast you can see within range must make a WIS save or become charmed by you for the duration. While charmed this way, it regards you as an alpha or trusted master, understands your commands, and acts on its own turn under your control. It repeats the save only when you or your allies damage it.
Beasts, companions, and willing allies of your choice in the emanation gain advantage on melee attack rolls against a creature if at least one allied Beast or companion is within 5 ft. of that creature. Your bonded beast also adds your WIS modifier to the first damage roll it makes on each of its turns.
Create a sanctuary of calming primal authority. Beasts and companions of your choice in the emanation regain hit points equal to your WIS modifier at the start of each of their turns. Hostile Beasts must make a WIS save to willingly attack a creature protected by the sanctuary.
Your bonded beast gains resistance to bludgeoning, piercing, and slashing damage, and its maximum hit points increase by four times your level. Once per turn, when your bonded beast hits, it deals an extra 18 (4d8) damage of the attack’s type.
Call nearby Beasts to your aid. The GM determines which Beasts can hear or answer the call based on terrain. Called Beasts arrive as quickly as possible, are friendly to you, and will aid you according to their nature. They are not conjured and can be harmed or killed normally.
Beasts, companions, and willing allies of your choice in the emanation gain +10 ft. speed and advantage on melee attack rolls while at least one allied Beast or companion is within 5 ft. of their target. Once per round, when one affected creature scores a critical hit or reduces a hostile creature to 0 hit points, another affected Beast or companion may make one natural weapon attack.
Beasts and companions of your choice in the emanation regain 55 (10d10) hit points and end any number of the following conditions affecting them: blinded, charmed, deafened, frightened, paralyzed, poisoned, restrained, or stunned.
Your bonded beast gains resistance to all damage except force and psychic. Its maximum hit points increase by five times your level. Once per turn, when it hits, it may force the target to make a STR save. On a failed save, the target is knocked prone, pushed 20 ft., or grappled by the beast if the beast is able to grapple.
Beasts of your choice in the emanation recognize your authority. Hostile Beasts must make a WIS save before attacking you or your allies. On a failed save, they lose the attack and become charmed by you until the start of their next turn. Friendly Beasts and companions in the emanation have advantage on saving throws against being charmed or frightened.
Choose one hostile creature you can see. For the duration, Beasts, companions, and willing allies of your choice in the emanation gain advantage on attack rolls against the target. Once per round, when your bonded beast hits the target, one other affected Beast, companion, or ally may use its reaction to make one attack against the target.
When a Beast, companion, or willing ally you can see within range would drop to 0 hit points, spend 1 charge. It instead drops to 1 hit point, regains hit points equal to 33 (6d10 + your WIS modifier), and may immediately move up to half its speed without provoking opportunity attacks.
Your bonded beast becomes a legendary companion. It gains resistance to all damage except force, its maximum hit points increase by six times your level, and it adds your WIS modifier to its attack rolls, damage rolls, AC, and saving throws. Once per turn, when either you or your bonded beast hits a creature, the other may move up to half its speed and make one weapon or natural weapon attack against the same creature.
Beasts of your choice in the emanation understand your commands and regard you as a sovereign of the wild. Hostile Beasts must make a WIS save before attacking you, your allies, or your companions. On a failed save, they lose the attack and become charmed by you for 1 minute. Friendly Beasts and companions in the emanation add your WIS modifier to attack rolls, saving throws, and damage rolls.
Beasts, companions, and willing allies of your choice in the emanation become a perfect hunting pack. They gain +15 ft. speed, advantage on melee attack rolls while another affected creature is within 5 ft. of the target, and advantage on STR, DEX, and WIS saving throws. Once per round, when one affected creature hits a hostile creature, another affected creature may use its reaction to move up to its speed and make one attack against the same target.
Create a primal sanctuary through voice, gesture, and presence. Beasts and companions of your choice in the emanation regain hit points equal to your WIS modifier at the start of each of their turns, cannot be charmed or frightened, and cannot be reduced below 1 hit point while they can hear or perceive you. Hostile Beasts must make a WIS save to willingly enter the area or attack a protected creature.
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