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.
- 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 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.
| 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 |
| 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 |
| 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.