Feral Forms

De Runarcana Wiki
Esta página é uma versão traduzida da página Formas Ferais. Sua tradução está 100% completa.

This article complies with version 0.96 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.


When you receive extra Attack Through the Hybrid or Superior form, these attacks are considered for the feral form, so if you already have 2 attacks, upon transforming into a feral form or Hybrid form, you can still only make 2 attacks. If you can make 3 attacks in your normal form, when you transform, 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), 40ft Climb +2 Dex +1 Str
Moose Ram (b), Hooves (b), Charge +2 Str +1 Dex
Goat Battering Ram (b), Steadfastness, Pounce +2 Str +1 Dex
Deck Hunter Nimble Claws, Claws (s) with extension 1 +1 Str +2 Dex
Horse Trampling Charge, Hooves (b) +2 Str +1 Dex
Poisonous Snake Camouflage, bite (p) + 1d6 Poison +1 Str +2 Dex
Elephant Trampling Charge, Tusk (p), Stomp (b) +2 Str +1 Dex
Elkin Trampling Charge, Hooves (b), Keen Vision +1 Str +2 Dex
Wilsclaw Nimble Claws, Claws (s) and Bite (p) +2 Str +1 Dex
Gorilla Brutal Striker, Punch (b), 40-foot Climbing +2 Str +1 Dex
Hyena Bloodthirsty, Frenzy, Bite (p) +1 Str +2 Dex
Boar Tusk (p), Charge, Relentless (1 use) +2 Str +1 Dex
Lizard Camouflage, Bite (p), 30-foot Climb +1 Str +2 Dex
Lion Pounce, Claws (s), Bite (p) +2 Str +1 Dex
Wolf Pack Tactics, Keen Smell, Bite (p) +1 Str +2 Dex
Panther Camouflage, Claws (s), Bite (p) +1 Str +2 Dex
Tuskbeast Siege Beast, Tusks (p), Stomp (b) +2 Str +1 Dex
Rat Climb 20 feet, Bite (p), Keen Smell +1 Str +2 Dex
Whump Climb 20 feet, Bite (p) + 1d8 Poison +1 Str +2 Dex
Tamu Headbutt (b), Steadfastness, Charge +2 Str +1 Dex
Badgerbear Nimble Claws, Claws (s), 40-foot Burrowing +2 Str +1 Dex
Tiger Pounce, Claws (s), Keen Vision +2 Str +1 Dex
Bear Nimble Claws, Claws (s) and Bite (p) +2 Str +1 Dex
Aquatic Aspects
Animal Features Attributes
Snapjaw Pack Tactics, Abyssal Vision, Bite (p) +1 Str +2 Dex
Scuttle Crab Swiftness, Sharp Vision, Claws (b) +1 Str +2 Dex
Razorfin Bloodthirsty Scent, Bite (p), +10 feet walk +2 Str +1 Dex
Crab Constriction, Nimble Claws, Claw (b) +1 Str +2 Dex
Ocean Horse Trampling Charge, Hooves (b), +20 feet walk +2 Str +1 Dex
Kraken Tentacle (b), Bite (p) with Grab +2 Str +1 Dex
Crocodile Bloodthirsty Scent, Bite (p) with Grab +2 Str +1 Dex
Scaled Snapper Submerged Camouflage, Bite (p) with Grab +2 Str +1 Dex
Pirana Blood Frenzy, Bite (p) +1 Str +2 Dex
Octopus Submerged Camouflage, Ink Cloud, Tentacle (b) +1 Str +2 Dex
Frog Bite (p) with Grab, Standing Jump +2 Str +1 Dex
Poisonous Frog Bite (p), Venous Skin, Stopped Heel +1 Str +2 Dex
Shark Blood Frenzy, Bite (p), Keen Smell +2 Str +1 Dex
Orca Echolocation, Keen Hearing, Bite (p) +2 Str +1 Dex
Flying Aspects
Animal Features Attributes
Vulture Keen Smell, Acid Vomit (Acid damage, range 20 ft.) +2 Str +1 Dex
Longtail Prehensile Tail, Tail (b) and Bite (p) +1 Str +2 Dex
Owl Claws (s), Keen Vision, 2x darkvision +1 Str +2 Dex
Crow Beak (p), Pack Tactics, Keen Vision +1 Str +2 Dex
Raven Beak (p), Mimicry, Keen Vision +1 Str +2 Dex
Bat Echolocation, Bite (p), 2x darkvision +1 Str +2 Dex
Fleetfeather Nimble Claws, Keen Vision and Claws (s) +2 Str +1 Dex

Description of Features

Trampling Charge. If a creature with Trampling Charge moves at least 20 feet straight toward a creature and then hits it with a Hoof or Stomp attack on the target in the same turn, the target must succeed on a Strength saving throw with DC 10 + Strength Modifier or be knocked prone. If the target is Prone, the creature can make a new attack with its Hooves or Stomp the target as a bonus action.

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.

Underwater Camouflage. A creature with Submerged Camouflage has advantage on Stealth checks while underwater.

Prehensile Tail. A creature with Prehensile Tail has high control of its tail, being able to use it as a bonus action to attach itself to branches or structures, hold objects or, in some cases, make attacks.

Echolocation. Creatures with echolocation cannot use blindsight while deafened.

Swallow. The creature with Swallow makes a Bite attack against a smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is Blinded and Restrained, having full coverage against attacks and other effects outside the creature, and takes 9 (3d6) Acid damage at the start of each of its turns. A creature can only have one enemy swallowed at a time. If the creature dies, the swallowed creature is no longer Contained and can escape the corpse using 5 feet of movement, leaving Prone.

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

Bloodthirsty Smell. A creature with Bloodthirsty Scent has a keen sense of smell from 3 miles away related to smelling blood, once it has smelled it it has advantage on tests linked to tracking the source of the blood.

Siege Beast. A Siege Beast deals double damage to structures.

Steadfastness. A creature with Steadfastness has advantage on Strength and Dexterity saving throws made against effects that could knock it prone.

Frenzy. When a creature with Frenzy reduces a target's hit points to 0 with a melee attack on its turn, it can use a bonus action to move up to half speed and make a bite attack against a new target.

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

Quick Claws. When making a claw attack, a creature with Quick Claws can make a second claw attack using its bonus action.

Brutal Striker. After making a Punch attack or an unarmed strike, a creature with Brutal Striker can attack with a Punch or unarmed strike using itts a bonus action. Alternatively, the creature can use the bonus action to attempt to Grab the target hit.

Charge. If a creature with Charge moves at least 20 feet in a straight line toward a target and then hits it with Ram or Tusks, the target takes an additional die of Bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw DC 10 + Strength Modifier or be knocked prone.

Relentless. Once per transformation, if a creature with Relentless takes 10 or less damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Mimicry. The crow can imitate simple sounds it has heard, such as someone whispering, a child crying or an animal chirping. The creature hearing the sound can discover the imitation by succeeding on a DC 10 Wisdom saving throw + the caster's proficiency bonus.

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.

Ink Cloud (Recharges after a short or long rest). The octopus squirts an inkjet, if underwater the inkjet turns into a 5-foot radius ink cloud that extends in all directions around the octopus. The area is heavily obscured for 1 minute, however a significantly strong water current may disperse the ink. After squirting the jet of ink, the octopus can use the Dash action as a bonus action.

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

Poisonous Skin. When touching a creature with Poison Skin, the target must succeed on a Constitution saving throw DC 10 + Constitution Modifier, on a failure it is Stunned for 1 minute. A creature under the effect of this ability can repeat the saving throw at the end of each of its turns, on a success this effect ends.

Swiftness. A creature with Swiftness can use the Disengage, Dash, or Dodge action as a bonus action.

Running Leap. With an initial dash of 10 feet, a creature with Running Leap can make a long jump of up to 25 feet.

Standing Jump. A creature with Standing Jump's long jump is up to 20 feet and its high jump is up to 10 feet, with or without an initial dash.

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.

Tentacle. When making a tentacle attack, the creature grabs the target, who must succeed on a Strength saving throw with DC 10 + Strength Modifier to escape. Until the Grab ends, the creature can't use the tentacle(s) to attack another target.

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).

Abyssal Vision. A creature with Abyssal Vision has advantage on Perception checks linked to underwater vision. Additionally, she gains 15 feet of darkvision underwater.

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