Beast
A Beast Exo-Driver has their avatar augmented by bestial adaptations born from primal parts of the Exo-Driver’s subconscious. While other Exo-Drivers pride themselves on calm and cool calculations during combat, the Beast Exodrivers give way to ferocity and batter their opponents down.
| Primal Weapon | Feature |
|---|---|
| Claws | Glowing claws from the tips of your fingers or your knuckles emerge giving you an unarmed strike damage die of 1D6 Slashing damage + your INT modifier (Minimum 1) and a climbing speed equal to your movement speed. |
| Fangs | A glowing maw filled with teeth appears on your helmet or on one of your fists giving you an unarmed strike of 1D8 Piercing damage + your STR modifier (Minimum 1) and on a hit you can Grapple the creature, you can only have one creature Grappled this way at a time. |
| Talons | Glowing Talons emerge from the tips of your feet giving you an unarmed strike of 1D6 Piercing damage + your INT modifier (Minimum 1). Your avatar strengthens your legs giving you an additional 10 ft of movement. |
| Tail | A glowing tail extends from your Exo-Suit. It has a range of 10 ft and can manipulate simple objects such as pulling a lever. It can be used to sweep low at foes as an action, forcing all creatures within 10 ft of you to make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus DEX saving throw or throw them back 10 ft on a failed save. |
| Beak | A glowing, hooked beak protrudes from your Exo-Suit’s helmet, giving you an unarmed strike damage die of 1D6 Piercing damage + your INT modifier (Minimum 1). You can unleash a shriek once per long or short rest forcing each creature within 60 ft of you to make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus CON saving throw or take 2D6 Thunder damage or half as much on a successful save. |
| Auxiliary Function | Effect |
|---|---|
| Hunter | Your instincts and avatar are further honed. When you make an unarmed attack you have a +3 bonus to hit. If you make an attack of opportunity, you have a +6 bonus to hit. |
| Ravager | Your avatar is infused with your bestial rage. Your Primal Weapon’s have a critical hit range of 18-20 and deal an additional 7 damage on a critical hit. |
Subclass Features
Prime Function
Your avatar bristles and grows forming a bestial shell surounding you. Your Exo-Suit hosts a variety of primal weapons formed from your avatar as an extension of your ferocity. Choose two of the following primal weapons that are active while you have Durability.
Enhanced Senses
Your avatar is permeated with primal, predatory energy enhancing your senses to a supernatural degree. Your mind is heightened making you proficient in Perception, Insight, or Investigation as well as enhancing your spatial awareness making you proficient in Athletics or Acrobatics.
Bestial Strikes
Your avatar strengthens your body down to your reaction time and output. You can use a bonus action to make an unarmed strike each turn, you apply your Proficiency Bonus to this attack white you have durability.
Your Primal Weapons are considered magical for the purpose of overcoming Resistances and Immunities.
Extend Aura
Your predatory nature abhors the thought of allowing prey to escape. Your Primal Weapons range is increased by 5 ft to better strike your foes while you have durability.
Auxiliary Function
Your Exo-Suit’s Prime Function is expounded upon as you hone your avatar. You choose from one of the following Auxiliary Functions
Limit Break: Apex Predator
You can draw out the full power of your Exo-Suit. Once per long rest you can use an action to bolster your avatar for one minute. During this time your damage dice with your Primal Weapons is increased by one (1D4 to 1D6, ect). In addition, as long as you have at least one hit point remaining you regain Durability equal to your INT modifier (Minimum 1) + your Proficiency Bonus at the end of each of your turns as your Exo-Suit harvests the energy of those you hunt.