The Savage A man who may have once been king swings a log at his usurper's head, cracking his skull and speckling the cold soil with splinters and blood. A victim of a crusade, driven mad by the flames that destroyed her tribe, scorches her only blood relative alive as a test of his honesty. A hide-clothed lizardfolk speaks for the first time in days to express his distaste for the weather. The life of a savage is a simple one, scurrying from place to place with very little concern for much else but the creature comforts. However, once a savage becomes fixated on a goal, they are loath to stop. Class Features Hit Dice: 1d10 per savage level

1d10 per savage level Hit Points at 1st Level: 10 + your Constitution modifier

at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per savage level after 1st

Proficiencies Armor: None

Weapons: Improvised weapons, simple weapons dealing 1d4

Tools: None

Saving Throws: Constitution, Dexterity

Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Stealth, and Survival

Equipment (a) a club or (b) a sling with 4 ammunition

an improvised weapon dealing bludgeoning, piercing, or slashing damage

an explorer's pack

Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier Savage Strikes Your wild nature makes you a master of fighting dirty; you beat, poke, and claw at tender areas when using unarmed strikes or improvised weapons (tableware, bottles, heavy branches, loose brick/stone, etc.)

While you are unarmoured and not wielding a shield: You can deal bludgeoning, piercing, or slashing damage with your unarmed strikes.

You can roll a d4 in place of the normal damage of your unarmed strike or improvised weapon. This die changes to a d6 when you become an 11th level savage.

You can roll 2d4 in place of the normal damage of a nonmagic weapon, but once used in this way the weapon is sundered. This roll increases to 3d4 when you become an 11th level savage. Fortitude Your rigor goes above and beyond the average adventurer. Starting at 2nd level, your grit allows you to push your body to its extremes and draw from an internal reserve of vitality. Your access to this reserve is represented by a number of fortitude points. The number of these points is equal to your savage level. You can spend these points to fuel various savage features. You start knowing two such features, Persistent Blows and Deadened Nerves, but learn more features as you gain levels in this class. When you spend a fortitude point, it is unavailable until you finish a short or long rest, at the end of which your body naturally restores its reserves. To reap this benefit you must spend an hour of the rest unconscious (Catnap bypasses this requirement), and only awake during this hour if taking damage. Alternatively, you also gain regain one fortitude point when taking damage, but your reserve can never exceed your savage levels. Some features using your reserve may require your target to make a saving throw to resist the feature's effects. Fortitude save DC = 8 + your proficiency bonus + your Constitution modifier.



Persistent Blows You can spend 1 fortitude point to make an unarmed strike or improvised weapon attack as a bonus action Deadened Nerves As a bonus action, you may spend one fortitude to add 1d4 of temporary HP to yourself and deal a bonus 1d4 damage to one unarmed strike before the start of your next turn. Seizing Assault Never waste a moment. When you get this feature at level 2, you gain the ability to make a grapple attempt as part of one unarmed strike on your turn, regardless if the attack landed. For example, if you take the Attack action and whiff an open handed swipe at someone's belly, you can still grasp for their arm in the follow through. Fetish At 3rd level, you realise that that you've developed an incredible facsination with something, and what may have once been passing interest has spiralled into complete obsession. Choose the nature of your compulsion; your choice grants features at 3rd, 6th, 10th, 14th, and 20th levels.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.



Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 17th level in this class



Craze: Starting at level 5, not even the incorporeal are immune to your focused furor. On your turn, you can enter a craze as a bonus action. While crazed, you gain the following benefits for as long as you aren't wearing armor: When you make a melee attack, you gain a +2 bonus to the damage roll. This bonus changes as you gain levels in the savage class, increasing to +3 at level 9 and +4 at level 13

Your unarmed strikes and improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your craze lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action. You may not rage and craze at the same time. Once you have gone crazed a number of times equal to your proficiency modifier, you must finish a long rest before you can become crazed again.



Manic Movement Starting at 7th level, your speed increases by 10 feet and your initiative by 1d4 while you aren't wearing armor.



Murderous Drive Sometimes, you forget about personal safety in your pursuit of bloodlust. At 9th level, you may choose to add one extra unarmed strike to the end of your turn, but doing so provokes an attack of opportunity from all creatures within melee range.



It's Good For You At 11th level, your internal fortitude strengthens your gut, making you immune to disease and poison.







You're Next When you reach 13th level, you can revel in carnage with a terrifying display. After reducing a creature to 0HP, openly communicate to another hostile creature within 60 ft. that it is your next target. The creature must then make a WIS save of DC 8 + your Proficiency and Charisma modifiers. It has disadvantage on the save if it is already frightened or has a CR less than that of your character level. On a failure, the creature becomes Frightened until the end of your next turn.

(If the player is vague and doesn't seem call out a specific target, or if the targeted creature is not capable of comprehending the threat, then the DM can decide which viable creature is targetted by this effect)

Evasive instinct When you reach 15th level, you become adept at following the motion of an attack. When you take damage from a source other than yourself that you can see, you may spend a fortitude point to reduce the damage by 1d6 + your proficiency bonus + your Dexterity modifier.

Senseless Savage Starting at 18th level, you become immune to being charmed or frightened. As a reaction to being forced to make a saving throw, you may spend two Fortitude points to gain advantage on the save.

Savage Evolution When you reach your zenith at 20th level, you gain a capstone feature that represents the single-minded dedication that a savage has towards their fetish.