Fighter: Primal Warmaster
You take both martial combat and your connection to the many dangerous animals that dwell within the wild, very seriously. You study the physical abilities of predatory beasts in order to inspire your combat prowess, and you have mastered ways to control, tame, fight and even emulate these creatures. Through your study and close kinship with them, your unique mastery of martial combat is infused with aspects of dangerous, untamed animals.
Mastery of the Whip
You have lived among predatory beasts of the world all of your life and have learned ways to tame and train wild animals for the purposes of protection and battle. One of the primary tools of your profession is the whip. In particular, you feel a strong and near intimate connection to this weapon and you have developed unique abilities while wielding it in combat. Some Primal Warmaster’s even give their whip a name, and it rarely ever leaves their side.
When you choose this archetype at 3rd level, 1/short rest you gain the benefit of the spell, “Jump” as if it were cast on yourself. You also gain the following bonus proficiencies …
Your proficiency with the Animal Handling skill is doubled if you have proficiency with it already. If you do not, you gain proficiency and it is not doubled. You also gain the Whipmaster skills.
Starting at 3rd level
You mastered the whip in childhood and have trained with it extensively ever since. You now possess unmatched mastery of this weapon.
You add +2 to damage roles as well as to any skill checks made with a whip. You are also able to wield a larger than normal whip, called a Greatwhip. The Greatwhip is a more deadly version of a common whip. Greatwhips typically have a tiny grappling hook fastened to the end. Greatwhips deal 1d6 slashing damage, they do not have the finesse property, and use your Strength to wield.
You are so physically connected to the whip that using the whip in combat improves your overall fighting versatility. When you wield a whip in one hand and a one-handed weapon in the other, you gain the Two Weapon Fighting style even if the one-handed weapon you’re wielding is not light.
As long as the target of this feature is within range of your whip, you can attempt a Grasping Lash to try and attach the whip to an inert object that is small enough for the end of the whip to wrap around. For example, a wooden beam, a chandelier hanging from the ceiling, a railing, a tree branch, a small stone statue, etc. Make a DC 14 Athletics check. On a success, the end of the whip securely attaches to the object. As part of that same action you can then choose to swing, pull or climb as well as execute a special maneuver to unattach the whip from the object.
Lure Creature: You may use the Grasping Lash to target a creature’s neck or a limb in order to lure (pull) the target closer to you. The target must be size Large or smaller. Make an attack roll against the creature. If you score a hit, the creature takes half the normal whip damage and must make a Strength saving throw (8 + your Proficiency bonus + your Strength modifier). If the target fails, as part of the attack you can pull the target to within 5 ft. of you. If they succeed, the grasping lash fails and therefore the Lure cannot occur.
Starting at 7th level
When using the Whip-inspired Versatility (Two-Weapon Fighting) feature, you add an additional 6 points of damage to any critical hits made with the whip as well as the one-handed weapon you’re wielding.
In addition, 1/Initiative you can take the disengage or dodge action as a bonus action.
Your proficiency bonus with the Athletics skill is doubled if you have proficiency with it already. If you do not, you gain proficiency and it is not doubled.
You have advantage to track beasts and monstrosities. You can also sense if any beasts or monstrosities are within 1 mile of you, and you sense their general location and how many there are.
Starting at 10th level
Once per Initiative, you may unleash the beast within you and use your whip to make an aggressive, precision strike against any creature within range that is no more than one size larger than you. On a hit, the Grasping Lash feature automatically succeeds and you can lure the target to within 5 ft. of you. The hit deals the normal whip damage + an additional 1d8 slashing damage, and as part of this action you can either successfully Grapple the creature or Shove the creature and knock it Prone. (Your choice)
Starting at 15th level
Command Beastial Monsters
Duration: 8 hours
Once per Long Rest, you may call upon primal druidic magic to bring beasts and monstrosities under your control, even those controlled by others. As an action, you can choose one beast or monstrosity that you can see within 60 ft. of you with a challenge rating equal to or lower than your fighter level. That creature must make a Charisma saving throw (8 + Proficiency bonus + Your Wisdom modifier.) If it succeeds, the effect fails and you can’t use this feature on the target again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
As part of this action you may command the controlled beast or monstrosity to take its attack action against a target you choose within its range.
Intelligent creatures are harder to control this way. If the target has an Intelligence of 4 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 6 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
In addition, you learn “words of bestride.” If you’re controlling a beast that walks on all four (or more) limbs, and the beast is one size larger than you, you may also mount and ride the beast using rope, its mane, or the like. The beast will understand and obey riding commands such as run, trot, jump, stop, rear.
Starting at 18th level
You embody physical aspects of dangerous apex predator animals.
All Beasts of CR 4 or lower that can see you are Charmed by you.
When engaged in combat, your walking speed, running speed, standing jump and running jump all increase by 10 ft.
You gain permanent advantage on either Strength or Dexterity (choose one) skill checks and saving throws.