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Feral Forms

From Runarcana Wiki
This page is a translated version of the page Formas Ferais and the translation is 100% complete.
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This Article is in accordance with the version 0.94 of Runarcana RPG

Feral Forms are transformations that some characters are capable of performing, whether the Shaman of the Shapeshifter's Call or the bearers of the Vastaya Awakening Runessence.

Attributes. While in a wild form, the form's specified attributes are modified, you use whichever is greater, your Attribute + Aspect Bonus, or Your Wisdom + Aspect Bonus

Ex. If you have 14 Strength, 12 Dexterity, and 16 Wisdom, when you assume a Terrestrial form, your Strength and Dexterity become 16 + Aspect Bonus. If you have 16 Strength, 12 Dexterity, and 14 Wisdom, when you assume an Earth form, your Strength becomes 16 + Aspect Bonus and your Dexterity becomes 14 + Aspect Bonus.

*Attacks. While in a feral form, You can make a number of attacks equal to the maximum number of attacks you can make in your normal form, or the maximum number of attacks that the feral aspect you are using can make.

Ex. A Bear has multi-attack, being able to make a claw attack and a bite attack, if you only have 1 attack in your base form, when transforming into a Bear, you can make two attacks while in that form. If you can make 3 attacks in your base form, when transforming into a Bear you can also make three attacks.
When you receive extra Attack Through the Hybrid or Superior form, these attacks are considered for the feral form, so if you have 2 attacks, transform into a feral Bear form, you can make 3 attacks. If you can make 3 attacks in your normal form, when you transform into a Bear you continue making 3 attacks and not 4.

Terrestrial Form

Medium or Large Animal
AC: 10 + Wisdom Modifier
Speed: 40 feet
Attributes: Strength and Dexterity
Senses: Darkvision 60 feet + form
Languages: The same
Proficiency: The same

Actions

Feral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d8 + Strength modifier Bludgeoning, Piercing, or Slashing damage.

Aquatic Form

Medium or Large Animal
AC: 10 + Wisdom Modifier
Speed: 40 feet, Swimming 40 feet
Attributes: Dexterity
Senses: Darkvision 90 feet + form
Languages: The same
Proficiency: The same
Amphibious: can breathe air and water

Actions

Feral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d6 + Strength modifier of Bludgeoning, Piercing, or Slashing damage.

Flying Form

Small or Medium Animal
AC: 8 + Wisdom Modifier
Speed: 20 feet, Flight 40 feet
Attributes: Dexterity
Senses: Darkvision 120 feet + form
Languages: The same
Proficiency: The same
Fly-by: You do not provoke attacks of opportunity when you fly out of reach from an enemy

Actions

Feral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d4 + Strength modifier of Bludgeoning, Piercing, or Slashing damage.

Feral Aspect

The three forms that can be assumed have their own characteristics that are modified by the Feral Aspect you choose. Each Feral Aspect has certain characteristics of its own in addition to attribute modifications while in this form.

Terrestrial Aspects
Animal Features Attributes
Spider Web, Spider Climb, bite (p) + 1d4 poisonous, 40 ft. climbing +2 Dex +1 Str
Gorilla Multi-attack: Punch 2x. Punch (c), 40 ft. climbing +2 Str +1 Dex
Tiger Pounce, bite (p) and claws (r), 20 ft. climbing +2 Dex +1 Str
Wolf Pack Tactics, Keen Smell and Hearing, bite (p) and claws (r), Speed ​​+10 feet +2 Dex +1 Str
Bear Multi-attack: Bite and Claw. Bite (p) and claws (r), 20-foot climb +2 Str +1 Dex
Snake Camouflage, bite (p) + 1d6 poison, 20-foot climb +2 Dex +1 Str
Aquatic Aspects
Animal Features Attributes
Orca Echolocation, Hearing, bite (p) +2 Str and +1 Dex
Crab Multi-attack: Constriction, 2x Claw. Claw (c) +2 Dex and +1 Str
Kraken Multi-attack: Bite and Grab. Bite (p) Grab +2 Dex and +1 Dex
Crocodile Grabbing Bite (p) +2 Str and +2 Dex
Shark Blood Frenzy, Bite (p) +2 Str and +1 Dex
Flying Aspects
Animal Features Attributes
Eagle Claws (r) Sharp vision +2 Dex and +1 Str
Vulture Claws (p) Keen smell and vision +2 Str and +1 Dex
Owl Claws (r) Keen hearing and vision, 2x darkvision +2 Dex and +1 Str
Wasp Sting (p) + 3d6 poisonous +2 Dex and +1 Str
Bat Echolocation, Bite (p) +2 Dex and +1 Str

Description of Features

Keen Hearing. Creatures with Keen Hearing have advantage on Perception checks that rely on hearing.

Pounce. Creatures with Pounce, moving at least 20 feet straight toward a target while attacking with a claw attack on the same turn, causes the target to have to succeed on a DC 10 Strength saving throw + Strength Modifier. Strength or you will fall. If the target is Prone, the creature can make a bite attack against it as a bonus action.

Snow Camouflage. Creatures with camouflage have advantage on Stealth checks while in favorable terrain.

Echolocation. Creatures with echolocation cannot use blindsight while deafened.

Spider Climb. Creatures with Spider Climb can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.

Blood Frenzy. Creatures with Blood Frenzy have advantage on melee attack rolls against any creature that doesn't have full hit points.

Grab Bite. Creatures with Grab Bite, when making a bite attack, can keep the target Grappled (DC 10 + Strength Modifier to escape). Until the grab ends, the target is Restrained, and the creature cannot bite another target.

Keen Smell. Creatures with a keen smell have advantage on Perception checks that rely on smell.

Pack Tactics. Creatures with Pack Tactics have advantage on attack rolls against a creature if at least one of the Creature's allies is within 5 feet of the creature and is not incapacitated.

Web (Recharge 6). Creatures with Web can use it with one of their attacks, Web is a Ranged Weapon with a range of 30/60 feet, hits a target. When hitting a target, it is Contained by webs. As an action, the Restrained target can make a DC 13 Strength check, escaping the web on a success. The web can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Keen Vision. Creatures with Keen Vision have advantage on Perception checks that rely on vision.