Kryx RPGThemesMonsters

Beast

Beasts are creatures of primal nature and feral instincts. The Beast theme focuses on your relationship with animals; it contains a variety of buffs, utilities, and summons.

Maneuvers from the Beast theme embrace a feral rage that lurks within the heart of beasts.

Spells from the Beast theme allow you to gain feral traits, befriend animals, call beasts for aid, locate and speak with animals, send animal messengers, create webs, summon insect plagues, and fully transform yourself or others into a beast 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. Maneuvers from the Beast theme emulate the strikes, leaps, and pounces of animals.

Power Sources

Primal

Table of Contents

Beast 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: You know the call beast spell

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, you cast call beast, changing the duration to last until you finish a short or long rest and removing the need to concentrate on the spell. You always call the same beast.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, 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.

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 3 meters, you can land on your feet if you’re not incapacitated.
  • Mounting or dismounting a creature costs you only 1.5 meters 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: 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 beast: 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.

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast bond 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.

Your totem is active while you don’t have full health and aren’t incapacitated.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1.6 kilometers away with no difficulty, able to discern even fine details as though looking at something no more than 30 meters away from you. Additionally, dim light doesn’t impose disadvantage on your Perception checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 18 meters of you and you’re not incapacitated. The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Acrobatics, Athletics, Stealth, and Wilderness. The cat spirit hones your survival instincts.

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 as a bonus action, rather than as an action.

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

Prerequisites: Totem Spirit feat

You gain a magical benefit based on the totem animal you chose as your totem spirit.

Bear. While you aren’t wearing armor with Soak, Bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 2. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you aren’t wearing plate armor, opportunity attacks have disadvantage against you and if 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. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you aren’t wearing plate armor, your speed increases by 3 meters. The spirit of the elk makes you extraordinarily swift.

Tiger. If you move at least 6 meters straight toward a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a Reflex saving throw or be knocked prone. The spirit of the tiger empowers your ability to pounce.

Wolf. Your allies have advantage on melee attack rolls against any creature within 1.5 meters of you that you have attacked since the end of your last turn. The spirit of the wolf makes you a leader of hunters.

Prerequisites: You know the wild shape spell

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

Additionally, while you are transformed by the wild shape spell and you take the Attack action, you can forgo one weapon attack that uses your ability to use a maneuver or cast a spell that has a use time or casting time of 1 action.

Prerequisites: The ability to cast at least one spell

Beasts and fey that you conjure are more resilient than normal. Any beast 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.

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 speed increases by 3 meters.

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

You can sense your surroundings by sound. You have advantage on Perception checks that rely on hearing and have blindsight out to a range of 9 meters. You can’t use this blindsight while deafened and you have disadvantage on saving throws against loud sounds.

When you hit a creature with natural weapons, the bestial fury within you can curse your target with rabid fury. The target must succeed on a Fortitude saving throw (DC equal to 8 + your Constitution + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 poison damage.

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 short or long rest.

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 or Aspect of the Beast appears to you to convey the information you seek.

You can spread your bestial ferocity to your allies. As a bonus action, you can choose a number of willing creatures you can see within 9 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 3 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.

You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

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.

Prerequisites: Totem Spirit feat

You gain a magical benefit based on a totem animal you chose as your totem spirit. Your totemic attunement is active while you don’t have full health and aren’t incapacitated.

Bear. Any creature within 1.5 meters of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. You have a flying speed equal to your current walking speed plus an additional 3 meters. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. You can use a bonus action during your move to pass through the space of a creature when you move. That creature must succeed on a Reflex saving throw or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength.

Tiger. If you move at least 6 meters straight toward a creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. If you hit a creature with a melee weapon attack, you can use a bonus action to attempt to knock it prone. The target must succeed on a Reflex saving throw or be knocked prone.

Beast fighting styles

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

You are proficient with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike.

Beast concoctions

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.

Amphibious (1 catalyst). You gain gills; you can breathe air and water.

Bear’s Endurance (1 catalyst). You have advantage on constitution checks and gain 3d6 temporary health, which is lost when the spell ends.

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

Cat’s Grace (1 catalyst). You have advantage on dexterity checks and you don’t take damage from falling 6 meters or less if you aren’t incapacitated.

Climbing (1 catalyst). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

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 9 meters. If you already have blindsight, its range increases by 9 meters. You can’t use this blindsight while deafened.

Keen Senses (1 catalyst). Your eyes, ears, or nose become more sensitive. You gain advantage on Perception checks.

Natural Weapons (1 catalyst). You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Your unarmed strikes also becomes magical, if they aren’t already.

Nocturnal (2 catalysts). Your eyes become accustomed to the dark. You have darkvision out to a range of 18 meters.

Swimming (1 catalyst). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Spider Climb (1 catalyst). If you have a climbing speed, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tough Hide (1 catalyst, lasts 4 hours/catalyst). Your skin becomes as tough as leather; Your Defense becomes 13 + your Dexterity (max 4).

Augment

You can increase the pool of catalysts by 1 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 beast by name or description. The creature learns the direction and distance to the closest creature of that kind within 8 kilometers, if any are present.

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 beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

unstable, 5 minutes/catalyst

As an action, 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 wings spread out from their back and they gain a flying speed of 18 meters for the duration. The wings can appear feathery or leathery. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 18 meters per round.

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 9 meters, shattering it on impact. Writhing strands of webbing wrap up the creature like a mummy. The target must succeed on a Reflex saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Reflex saving throw.

On a successful save, it breaks free and the concoction ends on the target.

The cocoon has 10 Defense and 30 Health. When reduced to 0 health, the cocoon is ripped open, which frees the target.

unstable, 1 hour/catalyst

As an action, 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.

When it attacks, make a melee alchemical attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can verbally command any creature you enlarged with this concoction if the creature is within 90 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 action 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 an action, you can create this vial full of sticky webs. As an action, a creature can throw the vial at a point point within 9 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 1.5 meters.

Each creature that starts its turn in the webs or that enters them during its turn must make a Reflex saving throw.

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

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

The webs are flammable. Any 1.5-meters 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 an action, 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 a beast 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 proficiency bonus.

The drinker can revert to its normal form earlier by using a bonus action on its turn. It automatically revert if the concoction ends, if it falls unconscious, if it drops to 0 health, or if it dies.

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 proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency 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.
  • The drinker’s ability to speak or take any action that requires hands is limited to the capabilities of the beast 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 taking 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 3 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.

Beast maneuvers

As a bonus action, you can take the Stealth action without expending your action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage roll if you have advantage on the attack roll, or if the target is within 1.5 meters of another enemy of the target that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 stamina die so your first Stealth check before the end of your next turn is made with advantage.

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

As a bonus action, you have advantage on your next melee weapon attack roll against a creature that is below half its health until the end of your next turn. If that attack hits, add the stamina die to the attack’s damage roll. Until the start of your next turn, if you are within 18 meters of a creature that you can sense that is below half its health, any attack you make against a target not below half its health is made with disadvantage.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you can push the target up to 4.5 meters away from you and knock the target prone.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action while flying, you can take the Dash action without expending your action. If you move at least 6 meters in a straight line angled downwards toward a creature right before making a melee weapon attack against it and the attack hits, add the stamina die to the attack’s damage roll and you don’t provoke opportunity attacks when you fly out of the target’s reach.

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 in a cone that can see or hear you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear into your foe to produce jagged wounds, causing the target to bleed.

At the start of each of its turns while bleeding, the creature must make a Fortitude saving throw.

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on undead, constructs, or any creature that cannot bleed.

Enhance

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

As a reaction, which you take when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack while you have at least one hand or appendage capable of grappling (GM discretion) free, you can attempt to grapple the creature. The target must succeed on a Reflex saving throw or be grappled.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

1 minute/stamina die

As a bonus action when you hit a creature with a melee attack made with a natural weapon, you can inject venom into its bloodstream. You must have a form of venom inherent to your body to use this maneuver. The target must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).

On a failed save, the target takes poison damage equal to the stamina die and is poisoned for the duration. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone. If the target is prone, you can make an attack roll against it without expending your action. If you hit, the creature takes piercing damage equal to the stamina die.

Enhance

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

As a bonus action, when you reduce a creature to 0 health with a melee attack, you can move up to half your speed and make an attack roll against a creature. If you hit, the creature takes damage equal to the stamina die + half your maneuver ability (rounded down). The damage type is the same as the weapon used.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when you make an Stealth check, you move with precision and stealth. You have a +2 bonus on the triggering Stealth ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Stealth ability check

As a bonus action, you can take the Dash action without expending your action. You can add the stamina die to the attack’s damage roll on your next attack roll before the end of your turn.

Enhance

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

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals slashing damage, you can swipe through it. Each creature within 1.5 meters of the target and within your reach must make a Reflex saving throw.

On a failed save, a creature takes damage equal to stamina dice, or half as much damage on a successful save. The damage type is the same as the weapon used.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone. If the target is prone, you can make an attack roll against it without expending your action. If you hit, the creature takes bludgeoning damage equal to the stamina die.

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock the target down. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you knock the target prone.

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack made with a natural weapon, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you throw the target up to 6 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t flung.

Enhance

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

As a reaction, which you take when a creature hits you with a melee attack, you can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it takes damage equal to one of the stamina dice for every 1.5 meters it travels.

A 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 enhance this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

    On a successful save the target takes half as much damage.

  • You can increase the slowed level by 1 for every other additional stamina die expended.

1 minute/stamina die

As a bonus action, you have advantage on attack rolls against a creature if at least one of your allies is within 1.5 meters of the creature and the ally isn’t incapacitated.

Beast spells

1 minute

As an action, you can convince a beast that you mean it no harm. Choose a beast that you can touch or see within 9 meters. It must see and hear you. If the beast’s Intelligence is −3 or higher, the spell fails. Otherwise, the beast must succeed on a Will saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d8 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

(ritual); 8 hours/mana

As an action, you use an animal to deliver a message. Choose a Tiny beast you can see within 9 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 beast 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 beast makes its way back to where you cast this spell.

Augment

You can increase the duration of the spell by 48 hours for each additional mana expended.

(ritual); concentration, 1 hour/mana

As an action, you establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is −4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. Additionally, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

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.

Amphibious (1 mana). You gain gills; you can breathe air and water.

Bear’s Endurance (1 mana). You have advantage on constitution checks and gain 3d6 temporary health, which are lost when the spell ends.

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

Cat’s Grace (1 mana). You have advantage on dexterity checks and you don’t take damage from falling 6 meters or less if you aren’t incapacitated.

Climbing (1 mana). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

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 have blindsight out to a range of 9 meters. If you already have blindsight, its range increases by 9 meters. You can’t use this blindsight while deafened.

Keen Senses (1 mana). Your eyes, ears, or nose become more sensitive. You gain advantage on Perception checks.

Natural Weapons (1 mana). You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Your unarmed strikes also becomes magical, if they aren’t already.

Nocturnal (2 mana). Your eyes become accustomed to the dark. You have darkvision out to a range of 18 meters.

Swimming (1 mana). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Spider Climb (1 mana). If you have a climbing speed, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tough Hide (1 mana, lasts 4 hours/mana). Your skin becomes as tough as leather; Your Defense becomes 13 + your Dexterity (max 4).

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.

concentration, 1 hour/mana

As an action, you call forth a beast which appears in an unoccupied space that you can see within 18 meters. The beast assumes the form of a beast companion that you know, using 1 resource. 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 you expend, the beast gains 3 stamina dice. 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 proficiency bonus. The beast is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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 Beasts. You can expend 1 additional mana to cast the spell as a reaction, which you take when you or an ally you can see within 9 meters of you is reduced to 0 health. The beast appears within 3 meters of the fallen creature, protects it from harm, and attack its foes.

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

As you spend 10 minutes to cast this spell, you call forth a beast from the wilderness to be a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount takes on a form you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The creature has the statistics provided in the Monster Manual for the chosen form. Additionally, if it has an Intelligence of −3 or lower, its Intelligence becomes −2, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1.6 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its health restored and any conditions removed.

You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can expend 1 additional mana so your mount can take the form of a giant eagle, a giant lizard, a giant spider, a dire wolf, a rhinoceros, or a saber-toothed tiger.

(ritual)

As an action, describe or name a specific kind of beast. You learn the direction and distance to the closest creature of that kind within 8 kilometers, if any are present.

(ritual); 5 minutes/mana

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

(ritual); 1 hour/mana

As an action, a creature that you can touch or see within 90 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.

1 minute/mana

As a bonus 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.

Make a ranged spell attack against a creature, object, or structure you can see within 35 meters.

Creature. On a hit, the target must succeed on a Reflex saving throw or be pulled up to 9 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. If a creature is grappled by your webs you can use your action to pull it up to 9 meters toward you.

Unattended Object. On a hit, an unattended object is pulled up to 9 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 such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 18 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 18 meters as an action on your turn.

A miss causes the webs to retract instantly without attaching to anything.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must succeed on a Reflex saving throw or be forced to release the grapple.

On a successful save, the creature can prevent you from moving.

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 take when you or a creature within 18 meters of you falls. Webs shoot out to a solid surface within 18 meters, or the falling creature, and lower you or the creature up to 35 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 4.5 meters above you and within 18 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 18 meters of a solid surface that is at least 4.5 meters above you, you have a flying speed of 12 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.

5 minutes/mana

As an action, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere twice as big as normal.

The nature of the aura depends on the type of spirit you choose to summon:

Bear. The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears gain temporary health equal to 5 + your spellcasting ability. In addition, you and your allies gain advantage on Strength checks and Reflex saving throws while in the aura.

Eagle. The eagle spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Perception checks while in the aura.

Additionally you and your allies have a flying speed equal to their current walking speeds while in the spirit’s aura. This benefit works only in short bursts; a creature falls if they end their turn in the air and nothing else is holding them aloft.

Shark. The shark spirit grants you and your allies blood sense. You and up to 5 of your allies have advantage on melee attack rolls against any creature in the spirit’s aura that is below half its health.

Additionally you and your allies have a swim speed equal to their current walking speeds and can breathe air and water while in the spirit’s aura.

Tiger. The tiger spirit is an agile hunter. You and your allies walking speed is increased by 3 meters and other creatures have disadvantage on opportunity attack rolls against you and your allies in the spirit’s aura.

Unicorn. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you expend mana to cast a spell that restores health to any creature inside or outside the aura, each creature of your choice in the aura also regains health equal to your spellcasting ability.

Wolf. The wolf spirit grants you and your allies the tenacity of the pack. You and up to 5 of your allies have advantage on melee attack rolls against any creature in the spirit’s aura if at least one of the allies is within 1.5 meters of the creature and the ally isn’t incapacitated.

concentration, 5 minutes/mana

As an action, wings spread out from your back so you gain a flying speed of 18 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 18 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 9 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 like a mummy. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or be paralyzed for the duration.

A creature paralyzed by the cocoon can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

The cocoon has 10 Defense and 30 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 target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you transform a creature that you can touch or see within 18 meters. The creature must make a Will saving throw or be transformed into a harmless beast appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any beast whose challenge rating is 0. The target’s game Statistics, including mental abilities, are replaced by the Statistics of the chosen beast. 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 9 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, 1 hour/mana

As an action, you take control of a willing beast that you can touch or see within 18 meters.

While you have control, you have a telepathic link with it 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 creature 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 creature 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 your action to take total and precise control of the target. Until the end of your next turn, the creature 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 creature to use a reaction, but this requires you to use your own reaction as well.

Augment

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

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

concentration, 1 hour/mana

As an action, you conjure a mass of thick, sticky webbing at a point of your choice within 18 meters. 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 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 1.5 meters.

Each creature that starts its turn in the webs or that enters them during its turn must make a Reflex saving throw.

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

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

The webs are flammable. Any 1.5-meters 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 an action, you transform into a beast 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 proficiency bonus.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. 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, and Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency 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.
  • Your ability to speak or take any action that requires hands is limited to the capabilities of your beast 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 taking actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your mana, mana limit, 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 a bonus action to expend mana so your form gains 3 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 4 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
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick