Kryx RPGThemes

Animal

Animals are natural creatures, sometimes with feral instincts. The Animal theme focuses on your relationship with animals; it contains a variety of buffs, utilities, and summons.

Maneuvers from the Animal theme emulate the strikes, leaps, and pounces of animals.

Spells from the Animal theme allow you to gain feral traits, befriend animals, call animals for aid, locate and speak with animals, send animal messengers, create webs, summon insect plagues, and fully transform yourself or others into an animal form.

Consciousness is the enemy of instinct. Martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions.

Power sources

Primal

Table of contents

Animal feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: Capable with the Wilderness skill

You can spend 10 minutes to perform a ritual to call forth an animal from the wilderness to serve as your faithful companion, known as an animal companion. At the end of the ritual, the animate appears in an unoccupied space that you can see within 10 meters and assumes the form of an animal companion that you know. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

Subtract an amount of mana equal to your mana limit each time you take a rest. Your companion is augmented to that amount of mana. The animal is friendly to you and your companions and you always call the same animal.

As an action on each of your turns, you can mentally command your companion if it is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions your companion will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your companion only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If your companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth your companion’s spirit and use your magic to create a new body for it. You can return a companion to life in this manner even if you do not possess any part of its body.

You have an innate ability to communicate with animals, and they recognize you as a kindred spirit. Animals can understand your speech, and you gain the ability to decipher their noises and motions. Most animals lack the intelligence to convey or understand sophisticated concepts, but a friendly animal could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with animals, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

You have advantage on Perception checks that rely on hearing or smell.

Prerequisites: You know the wild shape spell

While transformed into an animal form from the wild shape spell, you can cast any spell you know or a spell known by your new form.

If your animal form has more than 2 actions, you cannot use more than two actions to cast spells.

You have a mastery of riding creatures. You gain the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount.
  • If you fall off your mount and descend no more than 2 meters, you can land on your feet if you’re not incapacitated.
  • Mounting or dismounting a creature costs you only 1 meter of movement, rather than half your speed.
  • If your mount is subjected to an effect that allows it to make a Reflex saving throw to take only half damage while you are mounted and aren’t incapacitated, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Prerequisites: Capable with the brawling weapon group

You are capable with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike. If you are 5th level or higher, you become proficient with improvised weapons.

Prerequisites: You have been bitten by a lycanthrope

One of the most ancient and feared of all diseases, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a lycanthrope creature appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Some view lycanthropy as a curse, but you have grown to accept the gifts of the beast while maintaining control through intense training and blood magic. You can prevent the spread of your lycanthropy through blood, should you wish to.

Lycanthropy comes in many forms, with each version bound to a specific animal: wolf, bear, tiger, boar, and rat are a few of the more well-known variations.

The lycan blood coursing through your veins manifests. You can cast wild shape without expending mana. You can augment it further by expending mana. You gain the following benefits while Wild Shaped:

  • You have vulnerability to damage from silvered weapons.
  • If you have at least 1 health at the start of each of your turns and have not taken damage from a silver weapon since the end of your last turn, you gain temporary health equal to your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

Slip

2nd

Prerequisites: Capable with at least one weapon group

You learn how to slip away without reprisal. You gain the following benefits:

  • Opportunity attacks have disadvantage against you.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Yours is a path that seeks attunement with the natural world, giving you a kinship with animals. You gain the ability to cast the warg and speak with animals spells, but only as rituals.

You choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Brawn checks.

Eagle. You gain the eyesight of an eagle. You can see up to 2 kilometers away with no difficulty, able to discern even fine details as though looking at something no more than 20 meters away from you. Additionally, dim light doesn’t impose disadvantage on your Perception checks.

Elk. The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled.

Tiger. The cat spirit hones your survival instincts. You become capable with a skill from the following list: Athletics, Nimbleness, Stealth, and Wilderness.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.

Prerequisites: You know the wild shape spell

You can cast the wild shape spell without using an action.

Additionally, while you are transformed by the wild shape spell, you can use an action to expend mana to regain 3d8 health per mana expended, up to your mana limit.

Prerequisites: The ability to cast at least one spell

Animals and fey that you conjure are more resilient than normal. Any animal or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more health than normal: 2 extra health per Health Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Prerequisites: Proficient with at least one weapon group

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

Your walking speed increases by 2 meters.

Prerequisites: Totem Spirit with the Bear spirit feat

While you aren’t wearing armor with Soak, you have a Soak of 2.

Prerequisites: Bestial Senses feat and You must have a magical or physical means of gaining echolocation. Speak to your GM.

You can sense your surroundings by sound. You have blindsight out to a range of 5 meters. You can’t use this blindsight while deafened and you have disadvantage on saving throws against loud sounds.

You gain preternatural senses that help you fight creatures you can’t see. If you are able to hear, you are aware of the location of any hidden or invisible creature within 2 meters of you and when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

Prerequisites: Lycan Form feat

While in your lycan form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Prerequisites: Totem Spirit feat

You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit appears to you to convey the information you seek.

Prerequisites: Totem Spirit with the Eagle spirit feat

You gain the ability to sprout a pair of feathery wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling. They last until you dismiss them on your turn (no action required).

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

You can spread your bestial ferocity to your allies. As an action, you can choose a number of willing creatures you can see within 5 meters of you equal to your Constitution (minimum of one creature).

For 1 minute, you and the chosen creatures gain the following benefits:

  • gain 5 temporary health
  • speed increases by 2 meters
  • advantage on saving throws against being frightened

You gain an additional 5 temporary health for each creature that accepts the benefit.

You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a long rest.

Prerequisites: Lycan Form feat

You can draw on your inner reserves to survive beyond death. As a reaction when you drop to 0 health, you can immediately regain an amount of health equal to your level + your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

Animal concoctions

1 hour/catalyst

As two actions, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. Choose fins or gills as the concoctions’s effect. A creature can drink the contents as an action to gain the chosen effect:

Fins. The creature grows fins and webbing between its fingers and toes; it gains a swimming speed of 5 meters for the duration.

Gills. The creature grows gills; it gains the ability to breathe underwater for the duration. It also retains its normal breathing pattern.

Augment

You can expend 1 additional catalyst so the concoction produces both effects.

1 hour/catalyst

As an action, you can create a vial of liquid with fur suspended in it. A creature can drink the contents as an action to alter their physical form to gain different characteristics. When you use this ability, you have 1 catalyst to choose one or more of the following effects. Each effect has its own catalyst cost, reducing the pool of catalysts.

Bear’s Endurance (1 catalyst). You gain 1d8 + your alchemical ability temporary health, which is lost when the spell ends and you have advantage on Fortitude saving throws to resist dehydration, drowning, sleep deprivation, starvation, and suffocation and to march or labor for hours without rest.

Bull’s Strength (1 catalyst). You have advantage on Athletics and Brawn checks, and your carrying capacity doubles.

Cat’s Grace (1 catalyst). You have advantage on Nimbleness checks and when calculating fall damage, reduce any falling distance by 4 meters if you aren’t incapacitated.

Camouflage (1 catalyst). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 catalysts). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and have blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters. You can’t use this blindsight while deafened.

Keen Sense (1 catalyst). Choose eyes, ears, or nose. Your senses connected to that choice become more sensitive. You gain advantage on Perception checks that rely on hearing, sight, or smell.

Augment

You can increase the pool of catalysts by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid with hooked claws suspended in it. A creature can drink the contents as an action to grow tiny hooked claws that allow it to climb. The creature gains a climbing speed equal to its walking speed for the duration.

Augment

You can expend 1 additional catalyst so the creature can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

unstable, 1 minute/catalyst

As an action, you can create this vial full of sticky webs. As an action, a creature can throw this bomb at a creature within 5 meters, shattering it on impact which unleashes writhing strands of webbing that wrap up the creature like a mummy. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the cocoon, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The cocoon has 10 Defense, 1 Soak, and 15 Health. When reduced to 0 health, the cocoon is ripped open, which frees the target.

Augment

You can expend 1 or more catalysts so while restrained by this spell, the creature takes 2d10 bludgeoning damage at the start of each of its turns for each additional catalyst expended. You can also increase the cocoon’s Defense by 2, and increase the cocoon’s Health by 15 for each additional catalyst expended.

As an action, you can create a vial of liquid with an image of animal tracks suspended in it. A creature can drink the contents as an action and think of a specific kind of animal by name or description. The creature learns the direction and distance to the closest creature of that kind within 10 kilometers, if any are present.

1 hour/catalyst

As an action, you can create a vial of liquid that smells of a certain creature. When you create this concoction choose claws, fangs, spines, horns, or a different natural weapon. Some examples could be that hands turn into claws, two teeth turn into tusks, or a whip-like tail is grown. A creature can drink the contents as an action to grow the chosen natural weapons. Its natural weapon, which you can use to make unarmed strikes that it is capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Its natural weapons are magical.

Augment

You can expend 1 additional catalyst so the creature becomes proficient with the natural weapons.

5 minutes/catalyst

As an action, you can create a vial of liquid that releases a quiet howl like a wolf when opened. A creature can drink the contents as an action to gain the ability to comprehend and verbally communicate with animals for the duration. The knowledge and awareness of many animals is limited by their intelligence, but at a minimum, animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a animal to perform a small favor for you, at the GM’s discretion.

3 hours/catalyst

As an action, you can create a vial of liquid that smells of leather. A creature can drink the contents as an action so its skin becomes as tough as leather. The creature’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4)

5 minutes/catalyst

As an action, you can create a vial of clear liquid that has a feather suspended in it. An aarakocra can drink the contents as an action to gain a flying speed equal to its walking speed for the duration, as long as it isn’t encumbered by weight.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with feathers or leather suspended in it. A creature can drink the contents as an action to alter their physical form so a pair of wings, either feathered or leathery, spread out from their back and they gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 10 meters per round.

unstable, 1 hour/catalyst

As two actions, you can create a vial of liquid with a cricket that continuously expands suspended in it. The vial can be poured on an insect to transform it into a giant version of its natural form. The insect is friendly to you and your companions, and it disappears when it drops to 0 health, when you use another giant insect liquid concoction, or when the concoction ends.

Centipede. A centipede becomes a Giant Centipede.

Spider. A spider becomes a Giant Wolf Spider (+2 damage on bite) or a Giant Spider.

Wasp. A wasp becomes a Giant Wasp.

Other Insects. An insect becomes a Swarm of Insects.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

As an action on each of your turns, you can verbally command any creature you enlarged with this concoction if the creature is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can transform one additional creature for every 1 additional catalyst expended.

  • Swarm of Poisonous Snakes. You can expend 1 additional catalyst to transform a snake into a Swarm of Poisonous Snakes. You can transform one additional creature for every 2 additional catalysts expended.

  • Giant Scorpion. You can expend 1 additional catalysts to transform a scorpion into a Giant Scorpion.

unstable, 1 hour/catalyst

As two actions, you can create this vial full of sticky webs. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. A mass of thick, sticky webbing expands from that point. The webs fill a sphere twice as big as normal from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the concoction ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use an action to make a Brawn or Nimbleness check (its choice) against your alchemical save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/catalyst

As two actions, you can create a vial of rainbow liquid with fur suspended in it. A creature can drink the contents as an action to transform into an animal companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

The drinker automatically reverts if the concoction ends, if it falls unconscious, if it drops to 0 health, or if it dies. It can revert to its normal form earlier on its turn (no action required).

While the drinker is transformed, the following rules apply:

  • Its game statistics are replaced by the statistics of the chosen companion form, though it retains its personality, and Intelligence, Wisdom, and Charisma. It also retains all of its skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as the drinker and the bonus in its stat block is higher than the drinkers, use the creature’s bonus instead of the drinkers.
  • The drinker retains its health and Health Dice. It gains temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used. When the concoction ends, any remaining temporary health vanishes.
  • The drinker’s ability to speak or use any action that requires hands is limited to the capabilities of the animal form.
  • The drinker retains the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • The drinker can’t use any of its special senses, such as darkvision, unless the new form also has that sense.
    • The drinker can’t cast spells. Transforming doesn’t break concentration on a spell the drinker already cast, however, or prevent it from using actions that are part of a spell, such as call lightning, that it already cast.
    • The drinker retains its mana, mana limit, stamina dice, and dice limit, but does not gain the new form’s mana or stamina dice.
    • The drinker can use any maneuver it knows or a maneuver known by the new form.
  • You can expend catalysts so the form gains 2 stamina dice per catalyst expended, up to your catalyst limit.
  • The drinker chooses whether its equipment falls to the ground in its space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. The drinker’s equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the drinker leaves the form.
Augment

The potion drinker can use an additional resource for each additional catalyst expended. If you expend 5 or more catalysts and the concoction lasts for the duration, the transformation lasts until it is dispelled.

Animal fighting styles

If your class or archetype has fighting styles, you can learn them.

Once on your turn when you use an action to make a weapon attack with an unarmed strike or monk weapon, you can make an additional unarmed strike.

If you are 6th level or higher, you can make an additional unarmed strike.

This cannot be used with the normal Two-Weapon Fighting rules.

Animal maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature hits you with a melee attack, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Prerequisites: Aarakocra

1 minute/stamina die

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.

Animal spells

1 minute

As an action, you can convince an animal within 5 meters that can see and hear you that you mean it no harm. The creature must make a Will saving throw. If the animal’s Intelligence is −3 or higher, the spell has no effect on it.

On a failure, it is charmed by you for the duration.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against the target.

On a hit, it takes 1d8 piercing or slashing damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

After you make the attack, your teeth or fingernails return to normal.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

(ritual); 1 day/mana

As an action, you use an animal to deliver a message. Choose a Tiny animal you can see within 5 meters, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target animal travels for the duration of the spell toward the specified location, covering about 80 kilometers per 24 hours for a flying messenger, or 40 kilometers for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the animal makes its way back to where you cast this spell.

Augment

You can send an additional twenty-five words for each additional mana expended.

1 hour/mana

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to gain the benefit of both effects.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana

As an action, you alter your physical form to gain different characteristics. When you use this ability, you have 1 mana to choose one or more of the following effects. Each effect has its own mana cost, reducing the pool of mana.

Bear’s Endurance (1 mana). You gain 1d10 + your spellcasting ability temporary health, which is lost when the spell ends and you have advantage on Fortitude saving throws to resist dehydration, drowning, sleep deprivation, starvation, and suffocation and to march or labor for hours without rest.

Bull’s Strength (1 mana). You have advantage on Athletics and Brawn checks and your carrying capacity doubles.

Cat’s Grace (1 mana). You have advantage on Nimbleness checks and when calculating fall damage, reduce any falling distance by 4 meters if you aren’t incapacitated.

Camouflage (1 mana). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 mana). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and you have blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters. You can’t use this blindsight while deafened.

Keen Sense (1 mana). Choose eyes, ears, or nose. Your senses connected to that choice become more sensitive. You gain advantage on Perception checks that rely on hearing, sight, or smell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the pool of mana by 1 for each additional mana expended.

  • You can expend 1 additional mana to target a willing creature you touch.

As you spend 10 minutes to cast this spell, you call forth an animal from the wilderness to be a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 psi you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

1 hour/mana

As an action, you grow tiny hooked claws that allow you to climb. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you shoot writhing strands of webbing that wrap up a creature that you can touch or see within 10 meters like a mummy. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the cocoon, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The cocoon has 10 Defense, 1 Soak, and 15 Health. It can’t be dispelled by dispel magic. When reduced to 0 health, the cocoon is ripped open, which frees the target.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended. You can also increase the cocoon’s Defense by 2, and increase the cocoon’s Health by 15 for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual)

As an action, describe or name a specific kind of animal. You learn the direction and distance to the closest creature of that kind within 10 kilometers, if any are present.

1 hour/mana

As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Your unarmed strikes become magical, if they aren’t already.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you become proficient with the natural weapons.

  • You can expend 1 additional mana so a creature you touch grows natural weapons instead. You can target one additional creature for each additional mana expended.

(ritual); 5 minutes/mana

As an action, you gain the ability to comprehend and verbally communicate with animals for the duration. The knowledge and awareness of many animals is limited by their intelligence, but at a minimum, animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade an animal to perform a small favor for you, at the GM’s discretion.

3 hours/mana

As an action, your skin becomes as tough as leather until the spell ends. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

(ritual); 1 hour/mana

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save the creature becomes offensive to animals for the duration. Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on.

concentration, 1 hour/mana

As an action, you establish a telepathic link with one animal that you can touch or see within 10 meters that is friendly to you or charmed by you. Until the spell ends, the telepathic link is active while you and the animal are within line of sight of each other. Through the link, the animal can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.

Additionally, you can use an action to see through the animal’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the animal’s senses, you gain the benefits of any special senses possessed by the animal, though you are blinded and deafened to your own surroundings.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Dominate. You can expend 1 additional mana to take control of the animal. The telepathic link is active as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the animal while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the animal completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use two actions to take total and precise control of the animal. Until the end of your next turn, the animal takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the animal to use a reaction, but this requires you to use your own reaction as well.

  • Unwilling. You can expend 1 additional mana to target an unwilling animal. The duration changes to 1 minute/mana and the animal must succeed on a Will saving throw or the spell takes effect. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

    Each time the animal takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As an action, webs extend from your outstretched arm. Until the spell ends, you can cause the webs to lash out on each of your turns as an action.

Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.

Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.

On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.

On a failure, the creature must let go of the grapple.

You can cause the webs to release at any time (no action required by you). They retract instantly.

The webs are flammable. Any webs exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Webs shoot out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.

  • Swinging Webs. You can expend 1 additional mana so the webs can attach themselves to your torso, leaving your arms and legs unhindered. The webs automatically attach to solid surfaces (such as a building, a wall, or a tree) at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the webs are destroyed, a new web immediately grows to take its place.

    For the duration, as long as you are within 10 meters of a solid surface that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface, the webs gently lower you to the ground as they fade away.

Prerequisites: Aarakocra

5 minutes/mana

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.

concentration, 5 minutes/mana

As two actions, wings spread out from your back so you gain a flying speed of 10 meters for the duration. The wings can appear feathery or leathery. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, you call forth an animal which appears in an unoccupied space that you can see within 10 meters. The animal assumes the form of an animal companion that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 psi you expend, the animal gains 1 mana or 2 stamina dice. The animal is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you summoned with this spell if the creature is within 50 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • Faithful Animals. You can expend 1 additional mana to cast the spell as a reaction, which you use when you or an ally you can see within 5 meters of you is reduced to 0 health. The animal appears within 2 meters of the fallen creature, protects it from harm, and attack its foes.

  • You can expend 2 additional mana to call forth another animal.

concentration, 1 hour/mana

As two actions, you transform a creature that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or be transformed into a harmless animal appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any animal whose challenge rating is 0. The target’s game statistics, including mental abilities, are replaced by the statistics of the chosen animal. It retains its personality.

The target assumes the health of its new form. When it reverts to its normal form, the creature returns to the amount of health it had before it transformed. If it reverts as a result of dropping to 0 health, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 health, it isn’t knocked unconscious.

The target is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

A creature can repeat the saving throw once a minute, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose the same form or different ones for each target.

  • Permanent Polymorph. You can expend 3 additional mana and concentrate on this spell for 1 hour so the transformation becomes permanent.

concentration, 5 minutes/mana

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere. The guardian spirits provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana expended to cast this spell and the attacker takes psychic damage equal to double the mana expended to cast this spell. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

On a failure, it takes 1d8 psychic damage, moves at half speed, and has disadvantage on attack rolls while in the area.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 1 hour/mana

As two actions, you conjure a mass of thick, sticky webbing at a point of your choice within 10 meters. The webs fill a sphere from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/mana

As two actions, you transform into an animal companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the chosen companion form, though you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used. When the spell ends, any remaining temporary health vanishes.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your animal form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your catalysts, catalyst limit, mana, mana limit, psi, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana so your form gains 2 stamina dice per mana expended, up to your mana limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended. If you expend 5 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick