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Feral Forms
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 FormMedium or Large Animal ActionsFeral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d8 + Strength modifier Bludgeoning, Piercing, or Slashing damage. |
Aquatic FormMedium or Large Animal ActionsFeral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d6 + Strength modifier of Bludgeoning, Piercing, or Slashing damage. |
Flying FormSmall or Medium Animal ActionsFeral 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.