Animus 170811
Animus 170811
Animus 170811
Class Features
As an animus, you gain the following class features.
Hit Points
Hit Dice: 1d8 per animus level
Creating an Animus Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
As you make your animus character, think about the science modifier per animus level after 1st
you plan to conduct. Did you study under a master animus,
looking to build on the foundations of their research? Are you Proficiencies
from a small community, only finding the magic of Armor: Light armor
shapechanging through experimentation of your own? Did Weapons: Simple weapons
you find its power through a particularly close association Tools: None
with certain creatures, discovering the ability accidentally? Saving Throws: Intelligence, Wisdom
Also think about the discipline of research you plan to Skills: Choose two from Animal Handling, Arcana, History,
conduct. Are you interested in insects and bugs, those Insight, Investigation, Medicine, Nature, or Religion
creatures which others would find abhorrent? Will you
research marine life, or those creatures which fly? Will you Equipment
restrict your research to land animals, or those creatures You start with the following equipment, in addition to the
which have long since been extinct? equipment granted by your background:
Quick Build (a) a quarterstaff or (b) a light crossbow and 20 bolts
You can make an animus quickly by following these (a) an explorer's pack or (b) a scholar's pack
suggestions. First, make Intelligence your highest ability Leather armor, any simple weapon, and two daggers
score, followed by Constitution. Second, choose the sage A field journal
background. Third, choose the following forms for your field Alternately, you can purchase your own starting equipment.
journal: boar, cat, elk, giant wolf spider, panther, and rat. At 1st level, an animus begins with 3d4 x 10 gp.
ANIMUS
2
Animorph
Your dedicated research into the biology of living creatures
allows you to alter your form and walk among them.
Field Journal
At 1st level, you have a field journal containing information on
six beasts of your choice that have a challenge rating of 1/4 or
lower. Your journal is the repository of beast forms you know. Your game statistics are replaced by the statistics of the
beast, but you retain your alignment, personality, and
Preparing Animorphs Intelligence, Wisdom, and Charisma scores. You also
You prepare the list of creatures that are available for you to retain all of your skill and saving throw proficiencies, in
morph into. To do so, choose a number of creatures from addition to gaining those of the creature. If the creature
your field journal equal to your Intelligence modifier + your has the same proficiency as you and the bonus in its stat
animus level (minimum of one creature). The creatures must block is higher than yours, use the creature's bonus
be of a challenge rating no higher than the challenge rating of instead of yours. If the creature has any legendary or lair
beasts you can morph into, as shown in the Max CR. column actions, you can't use them.
of the Animus table. You are also subject to the limitations as If any of the creature's traits or actions require a target to
shown on the Animal Shapes table. make a saving throw, the DC is equal to 8 + your
proficiency bonus + your Intelligence modifier if that is
Animal Shapes higher than the normal DC of the creature.
Level Limitations Example You retain the benefit of any features from your class, race,
2nd No flying or swimming speed Dire wolf or other source and can use them if the new form is
physically capable of doing so. However, you can't use any
4th No flying speed Giant octopus of your special senses, such as darkvision, unless your
8th — Giant Eagle new form also has that sense.
When you transform, you assume the beast's hit points
For example, if you're a 3rd-level animus, you have two and Hit Dice. When you revert to your normal form, you
uses of Animorph. With an Intelligence of 16, your list of return to the number of hit points you had before you
prepared beasts can include six creatures with a maximum transformed. However, if you revert as a result of dropping
challenge rating of 1, in any combination, chosen from your to 0 hit points, any excess damage carries over to your
field journal. If you prepare the lion, you can assume its form normal form. For example, if you take 10 damage in
with one use of Animorph. Becoming this creature does not animal form and have only 1 hit point left, you revert and
remove it from your list of prepared forms. take 9 damage. As long as the excess damage doesn't
You can change your list of prepared forms when you finish reduce your normal form to 0 hit points, you aren't
a long rest. Preparing a new list of beast forms requires time knocked unconscious.
spent studying your journal and memorizing the creature's Your ability to speak or take any action that requires hands
form and biology: at least 1 minute per challenge rating for is limited to the capabilities of your beast form.
each beast on your list (minimum 1 minute per beast). 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
Learning Creatures of Higher CR whether it is practical for the new form to wear a piece of
Each time you gain an animus level, you can add two equipment, based on the creature's shape and size. Your
creatures of your choice to your field journal, so long as you equipment doesn't change size or shape to match the new
have seen the creatures at least once. Each of these creatures form, and any equipment that the new form can't wear
must be of a challenge rating which you can transform into, must either fall to the ground or merge with it. Equipment
as shown on the Animus table. On your adventures, you that merges with the form has no effect until you leave the
might find more creatures that you can add to your field form.
journal (see the "Your Field Journal" sidebar).
Wild Attack
Shaping At 1st level, your study of shapechanging magic allows you to
At 1st level, you can use a bonus action to assume the shape channel the raw ferocity of beasts to attack. You gain the
of a beast that you have prepared. The Animus table shows following benefits while you are unarmed.
how many uses of Animorph you have. You regain all uses of
this feature when you finish a short or long rest. You can use Dexterity instead of Strength for the attack
You can stay morphed for a number of hours equal to half and damage rolls of your unarmed strikes.
your animus level (rounded down, minimum of 1 hour). You You can roll a d6 in place of the normal damage of your
then revert to your normal form unless you expend another unarmed strike. This die changes as you gain animus
use of this feature. You can revert to your normal form earlier levels, as shown in the Wild Die column of the Animus
by using a bonus action on your turn. You automatically revert table.
if you fall unconscious, drop to 0 hit points, or die. When you make an unarmed strike, you can choose for it
While you are transformed, the following rules apply: to deal bludgeoning, piercing, or slashing damage.
ANIMUS
3
Your Field Journal
Primal Edges The beasts you study and add to your field journal as you gain
levels reflect the research you conduct on your own, as well as
In your study of biology, you have begun to unlock the ability intellectual breakthroughs you have had about the the
to channel the powers of animals even when not morphed. interconnectedness of life and evolution. You can spend time
studying creatures in the wild to add to your journal, as well as
Gaining Edges copying accounts of beasts you've never seen before found in
At 2nd level, you gain two primal edges of your choice. Your ancient tomes.
primal edge options are detailed at the end of the class Copying a Form into the Journal. When you come across a
description. When you gain certain animus levels, you gain creature you want to add to your journal, it is easiest to spend
additional edges of your choice, as shown in the Edges time studying it directly. You must be able to observe the
Known column of the Animus table. creature for enough time to take detailed notes and
Additionally, when you gain a level in this class, you can observations about the beast's behavior. You can copy any
choose one of the edges you know and replace it with another creature into your field journal, not just those you can morph
edge that you could learn at that level. into.
The process takes 1 hour, and costs 10 gp per challenge
Edge Actions rating of the creature. The cost represents material components
Primal edges apply to your normal form, as well as when you you expend as you experiment with the form in order to master
Animorph. These edges may need to alter your form in some it, as well as the fine inks you need to record it permanently.
way. For example, if you choose the Horns of the Ram edge, Once you have spent this time and money, you can prepare the
you might grow large curled horns from your head. creature's form just like other forms you know.
You may wish to hide these features in certain situations. You can also record a creature's form into your journal if you
You can express or suppress any number of your edges as a have fought such a creature within the last 24 hours. If you
bonus action. While suppressed, you do not gain the benefit cannot observe a creature directly, the process takes 2 hours,
of a primal edge, and there is no outward manifestation of its and costs 50 gp per challenge rating of the creature.
existence on your person. Replacing the Journal. You can copy a creature's form from
your own journal into another book. This is just like copying a
Edge Ability new creature into your journal.
Intelligence is your ability for primal edges. You use your If you lose your field journal, you can use the same
Intelligence when setting the saving throw DC for an edge. procedure to transcribe the beasts that you have prepared into
Edge save DC = 8 + your proficiency bonus + your a new journal. Filling out the remainder of your field journal
Intelligence modifier requires you to study new beasts, as normal.
The Journal's Appearance. Your field journal is a unique
compilation of drawings, observations, and margin notes. It
Research might be a finely bound tome of creatures you discovered in a
As an animus, you have the ability to quickly learn things forgotten library, or even just a loose collection of sheets of
based on your observations. Beginning at 2nd level, you can parchment barely held together with frayed strapping.
spend time doing research about a specific subject you wish
to know about. This research can be direct study of a
creature or object, or indirect study such as pouring over Ability Score Improvement
tomes or scrolls related to the knowledge you seek. If you
have information about a subject in your field journal, your When you reach 4th level, and again at 8th, 12th, 16th, and
journal can be used as a source for your research. 19th level, you can increase one ability score of your choice
If you spend at least 1 hour researching the subject (which by 2, or you can increase two ability scores of your choice by
can be done over the course of a short or long rest), you have 1. As normal, you can’t increase an ability score above 20
advantage on any Intelligence ability checks you make in using this feature.
regards to that subject for the next 24 hours.
The kinds of checks your research will apply to is subject to Benign Transformation
your DM's discretion. If your topic is suitably broad (the Beginning at 5th level, you gain the ability to turn into small
Gondwana jungle), you may have advantage to learn about the and unassuming creatures at will. You can undergo a
types of creatures that inhabit the jungle or particularly transformation into a beast you have prepared of challenge
dangerous or poisonous plants there. On the other hand, if rating 0 by taking 1 minute to concentrate, taking no actions.
your research topic is more narrow (the Ankyloc people of the At the end of this minute, you become the creature. This
Gondwana jungle), you might have advantage on the history ability acts as Animorph, except you do not expend a use of it.
of the people, local customs, and other cultural knowledge.
Morph Dancing
Discipline Starting at 5th level, you have the ability to quickly shift
At 3rd level, you begin to focus your studies on a particular between forms. When you would be reduced to 0 hit points
branch of science. Choose Botany, Dragonology, Entomology, while morphed, you can use your reaction to instantly morph
Monstrology, or Paleontology. Your choice grants you features again if you have any uses remaining. Any excess damage
at 3rd level and again at 7th, 11th, and 15th levels. carries over to the new morph.
ANIMUS
4
Discipline
Each animus specializes in the study of certain types of
creatures. The discipline you choose will help to define the
types of creatures you research and become.
Brutal Strikes
Botany
Beginning at 6th level, your attacks in beast form count as
magical for the purpose of overcoming resistance and Botanists study not only those living plants that grow across
immunity to nonmagical attacks and damage. the world's surface, but also those plants which have taken on
moving shapes. Plants which can think, plants which can
Ten Thousand Faces make decisions, and plants which can act on their own.
Starting at 10th level, you gain the ability to vary your morphs Phytological Research
even further. You can begin to prepare specific humanoid Beginning at 3rd level when you choose this discipline, you
creatures in your field journal for morphing. gain an affinity with plant creatures. Whenever you make an
You can use Animorph to morph into that humanoid. Your Intelligence (Nature) or Wisdom (Animal Handling) check
hit points remain the same, and you gain no powers or related to these creatures, you add your proficiency bonus to
abilities the humanoid has learned over the course of their that check if you are not already proficient. If you are
life. You do gain access to any racial traits of the creature. proficient, your proficiency bonus for any such ability check is
While morphed in this way, you add your proficiency bonus doubled.
to any ability check made to pass as the creature whose form Additionally, you can prepare and morph into plants.
you take. You are an exact physical duplicate of the creature,
and a successful Intelligence (Investigation) or Wisdom Plant Form
(Insight) check (DC equal to your Charisma (Deception) Also at 3rd level, you have the ability to turn your animal
check) is needed in order to see through the ruse. morphs into plants. When you morph into a beast, you can
choose to become a plant creature in the shape of that beast.
Trap Form While in your Plant Form, the following rules apply:
Starting at 13th level, you can subject other creatures to the The creature's type is changed to plant.
body of an animal. This functions as polymorph, except as You have vulnerability to fire damage.
noted here. Choose one creature which you can touch and You have resistance to piercing damage.
expend one Animorph. That creature must succeed on an While you remain motionless, you are indistinguishable
Intelligence saving throw. On a failure, the target is morphed from a normal plant.
into a creature which you currently have prepared. You must
maintain concentration to keep the target trapped in that Wooly Thistles
form. The creature remains in that form for the duration of Beginning at 7th level, you can weave a comfortable bed out
your Animorph, until you lose concentration, or until the of leaves, grasses, and underbrush which ensures a peaceful
target drops to 0 hit points or dies. night's rest. You can spend up to 10 minutes creating such a
bed, which is big enough for a Large or smaller creature. A
Forecast creature which finishes a long rest in the nest recovers two
levels of exhaustion, and gains temporary hit points equal to
Beginning at 14th level, you learn to be calm, clear your mind, your Intelligence modifier for 8 hours.
and trust your instincts. You can spend 10 minutes focusing
on the recent past, and extrapolating your predictions about Photosynthetic
future events based on that data. This ability works as the Starting at 11th level, your form becomes empowered by
commune spell, except that instead of contacting a divine light. You can take an action to spend one Hit Die so long as
being, you are formulating the answers yourself. The DM still you are in direct sunlight or very bright light.
answers your questions as truthfully as possible as though Additionally, while morphed into a plant creature, you
you were gaining the knowledge from a divine being. regain the maximum number of hit points possible from any
healing while in direct sunlight or very bright light.
Moment of Lucidity
Beginning at 17th level, you can take 10 minutes of study Seed
with your field journal to change any or all creatures you Beginning at 15th level, your study of plants allows you to
currently have prepared. Once you use this feature, you can't save yourself from death. If you are killed, your body
use it again until you finish a long rest. germinates a spherical seed which can fit easily into a
Medium creature's hand, even if your body is disintegrated or
destroyed. The seed has an AC of 10 and a number of hit
Clear Mind points equal to your animus level.
At 20th level, you can draw upon the fortitude of your mind to Over the course of 1d6 + 8 days, the seed begins to grow,
pull on the powers that allow you to change form. You can eventually reaching the size of your body. At the end of that
spend 1 minute in silence, taking no actions or movement, to time, the seed parts, and your body emerges. Any attempt to
regain all of your expended Animorph uses. Once you regain retrieve your body from the seed before its time fails, and the
uses of Animorph with this feature, you must finish a long seed is destroyed. You are not aware of anything that happens
rest before you can do so again. while in your seed, and are not aware of the passage of time.
ANIMUS
5
Dragonology
Dragons are known as some of the most fearsome, powerful,
and magical creatures in existence. Their incredible
intelligence, awesome strength, and terrible power inspires
some of the most dangerous research to conduct, in an effort
to understand these monsters.
Draconic Research
Beginning at 3rd level when you choose this discipline, you
gain an affinity with dragons. Whenever you make an
Intelligence (Nature) or Wisdom (Animal Handling) check
related to these creatures, you add your proficiency bonus to
that check if you are not already proficient. If you are
proficient, your proficiency bonus for any such ability check is
doubled.
Additionally, you can prepare and morph into dragons. As
dragons are powerful magical creatures, the challenge rating
of dragons you can morph into is limited. The maximum CR
of dragons you can prepare for morphing is equal to half the
CR listed in the Max CR column of the Animus table
(rounded down). The draconic forms you take do not have fly
or swim speeds until you reach the appropriate level of the
Animal Shapes table.
Magical Presence
Also at 3rd level, you can focus your senses, finding creatures
which attempt to stay hidden from you. You gain blindsight to
a range of 30 feet.
Chromatic Defenses
Beginning at 7th level, you can begin to exude an aura of
protection in accordance with a dragon of your choice.
Choose one damage immunity from a dragon which you
currently have prepared for morphing. You gain resistance to
that type of damage. This resistance persists until you choose
to change it, which can be done when you prepare new
morphs.
Legendary Reptile
Starting at 11th level, you channel the true power and awe of
dragons. You can take 2 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time, and only at the end of another creature's turn. You
regain your legendary actions at the start of your turn.
Detect. You can make a Wisdom (Perception) check.
Move. You can move up to half your speed without
provoking opportunity attacks.
Attack (Costs 2 Actions). You can make a single attack.
Frightful Power
Beginning at 15th level, the fearful presence of dragons has
an influence on all who face you. When a creature within 60
feet that you are aware of hits you with a weapon or spell
attack, you can use your reaction to attempt to frighten that
creature. The creature must make a Wisdom saving throw
(DC equal to your edge save DC). On a failed save, the
creature is charmed or frightened by you for 1 minute (your
choice). At the end of each of its turns, a creature can make a
new saving throw against this effect. A creature that succeeds
on this saving throw is immune to your Frightful Power for
24 hours.
ANIMUS
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Swarm Form
Entomology Beginning at 11th level, you can use Animorph to form into
An entomologist is an animus which studies bugs and multiple creatures with a hive mind. You can morph into a
insects. While others might feel these creatures are creepy or swarm of insects, a form which is always prepared for you.
strange, an entomologist knows that they are animals just Your swarm form is more potent than a normal swarm of
like any other, worthy of study and research. insects, and automatically takes on traits that raise the form's
challenge rating to the maximum challenge rating of
Insect Research creatures you can transform into, according to the Swarm of
Beginning at 3rd level when you choose this discipline, you Insects table below.
gain an affinity with insects, bugs, and arachnids. Whenever Swarm of Insects
you make an Intelligence (Nature) or Wisdom (Animal
Handling) check related to these creatures, you add your CR AC
Hit
Points Speed
Damage
Multiplier
proficiency bonus to that check if you are not already
proficient. If you are proficient, your proficiency bonus for any 3 13 47 +5 ft. x2
such ability check is doubled. 4 13 55 +10 ft. x3
ANIMUS
7
Extinct Creatures
For the purpose of this supplement, dinosaurs and other
creatures which are extinct to the players have been given the
"extinct" tag (such a creature's type will be "beast (extinct)").
This tag should also be added to appropriate creatures from
the Monster Manual and other supplements. This discipline is
Monstrology meant for use on beasts with the extinct tag.
Monstrologists go outside of the natural world in their
research, studying creatures which many would classify as
unnatural horrors. While animi pursuing this study might be Paleontology
seen as eccentric at best, their research is invaluable in Paleontologists study those creatures which have passed
studying those creatures which exist outside the norm. from living predators to forgotten relics. Ancient and extinct
creatures can be some of the most powerful in the world, and
Alien Research paleontologists study bone fragments, tracks, and other
Beginning at 3rd level when you choose this discipline, you antiquities in order to understand these lost kings.
gain an affinity with monstrosities. Whenever you make an
Intelligence (Nature) or Wisdom (Animal Handling) check Ancient Research
related to these creatures, you add your proficiency bonus to Beginning at 3rd level when you choose this discipline, you
that check if you are not already proficient. If you are gain an affinity for creatures which are extinct. Whenever you
proficient, your proficiency bonus for any such ability check is make an Intelligence (History) or (Nature) check related to
doubled. these creatures, you add your proficiency bonus to that check
Additionally, you can prepare and morph into if you are not already proficient. If you are proficient, your
monstrosities. As monstrosities are strange magical proficiency bonus for any such ability check is doubled.
creatures, the challenge rating of monstrosities you can You can spend time observing fossils and other relics in
morph into is limited. The maximum CR of monstrosities you order to copy those creatures into your field journal from
can prepare for morphing is equal to half the CR listed in the their bones alone, as though you were studying a living
Max CR column of the Animus table (rounded down). The creature.
forms you take do not have fly or swim speeds until you reach
the appropriate level of the Animal Shapes table. Scutes
Also at 3rd level, your skin grows bony plates which protect
The Other you from harm. When you aren't wearing armor, your AC
Also at 3rd level, you exude an aura of terrible dread. When equals 13 + your Dexterity modifier. This ability functions
you are the subject of a weapon attack from a creature you while morphed into other creatures as well, if it would make
are aware of within 30 feet of you, you can use your reaction your AC higher.
to impose disadvantage on the attack roll.
Teeth and Claws
Shifting Mind At 7th level, you channel the power of ancient creatuers. You
Starting at 7th level, your mind becomes moving and strange gain proficiency in two skills from the following list: Athletics,
to those creatures which would seek to control it. You cannot Acrobatics, Stealth, and Survival.
be charmed.
Paleolithic Might
Mutation Starting at 11th level, you can morph into the most powerful
Beginning at 11th level, you can mutate the forms of other creatures the world has ever known. You can begin preparing
creatures, granting them power. You can perform a special creatures for morphing with a maximum challenge rating
ritual which takes 1 hour to complete, which can be equal to your animus level divided by two, ignoring the Max
completed during a short or long rest. You must spend the CR column of the Animus table.
ritual within 10 feet of a willing creature.
When the ritual is complete, you can choose one of your Tyrant King
primal edges, and grant it to your ally instead. You no longer Beginning at 15th level, you can expend two uses of
gain the benefit of the edge, and your ally is able to use the Animorph at the same time to alter your form, becoming even
edge as though they were an animus of your level. more powerful. While morphed in this way, you gain the
The edge lasts for 8 hours, unless you choose to end it as following benefits:
an action. When you do so, the edge disappears from your
ally, and you regain its benefit immediately. Strength. You have advantage on Strength checks and
Strength saving throws, and you add your proficiency
Everchanging bonus to the damage of all attacks you make.
By 15th level, you have learned to change yourself to appear Damage Resistance. You have resistance to nonmagical
as almost any creature. You can cast the alter self spell at will. bludgeoning, piercing, and slashing damage.
Any natural weapons you gain from alter self deals damage Condition Immunities. You can't be charmed or
according to your Wild Die. frightened. You also do not suffer from exhaustion.
ANIMUS
8
Reflavoring Edges
While these edges represent the mechanical effects you can
take on as edges, don't hesitate to change the animals they are 5th Level
associated with or how they are worded to suit your own
Cougar's Ambush
character better. For example, if your character prefers fish and Prerequisite: 5th level
the ocean, you can take the "Lightning Bug" edge but call it
You have advantage on attack rolls against creatures which
"Angler's Lure," saying that the glow comes from an antenna
are surprised.
that hangs off of your head.
Cowering Prey
Primal Edges Prerequisite: 5th level
If a primal edge has prerequisites, you must meet them to After you are hit with a weapon attack, you can use your
learn it. You can learn the edge at the same time that you reaction to Disengage and move up to half your speed.
meet its prerequisites.
Edges are presented by the level at which you can learn Dark Skittering
them, and then alphabetically. Prerequisite: 5th level
While you are in dim light or darkness, you can take a bonus
No Prerequisites action to Hide.
Armordillo Horns of the Ram
When you aren't wearing armor, your AC equals 12 + your Prerequisite: 5th level
Dexterity modifier. This ability functions while morphed into
other creatures as well, if it would make your AC higher. If you move at least half your speed toward a creature and hit
it with a Wild Attack, you can headbutt it as a bonus action.
Bear's Fury The target takes an amount of bludgeoning damage equal to
At the start of your turn, you can gain advantage on all attack your Wild Die + your Strength modifier, and must succeed on
rolls you make during that turn, but attack rolls against you a Strength saving throw or be hurled 10 feet away from you.
have advantage until the start of your next turn.
Poison Stinger
Bestial Power Prerequisite: 5th level
Choose one of the following skills: Athletics, Acrobatics,
Deception, Intimidation, Perception, or Stealth. You gain You can take a bonus action to attack a creature within reach
proficiency with the chosen skill. with a poison stinger. The target must succeed on a
You can select this edge multiple times. Each time you do Constitution saving throw or take an amount of poison
so, you must choose a different skill. damage equal to your Wild Die. A creature poisoned by you
cannot take reactions until the beginning of your next turn.
Eyes of the Night
You can see in dim light within 60 feet of you as if it were Spider Silk
bright light, and in darkness as if it were dim light. You can't Prerequisite: 5th level
discern color in darkness, only shades of grade. As an action, you can attempt to cover a creature within 15
Keen Senses
feet of you in webbing. The target must succeed on a
You have advantage on Wisdom (Perception) checks that rely Dexterity saving throw or be restrained by webbing. As an
on hearing or smell. action, a restrained target can make a Strength check (DC
equal to your edge save DC), bursting the webbing on a
Lightning Bug success. The webbing can also be attacked and destroyed (AC
You shed bright light in a 30-foot radius and dim light for an 10; hp 5; vulnerability to fire damage; immunity to
additional 30 feet. You can suppress or resume the bludgeoning, poison, and psychic damage).
illumination as a bonus action.
Tiger Pounce
Shark Aggression Prerequisite: 5th level
When an enemy moves away from you, you can use your If you move at least half your speed toward a creature and hit
reaction and move up to your speed, so long as you remain it with a Wild Attack, you can attempt to pounce on the target,
within 5 feet of the target. which must succeed on a Strength saving throw or be
Web Walker
knocked prone.
While in contact with a web, you know the exact location of If a target is prone, you can make a bite attack against it as
any other creature in contact with the same web. You ignore a bonus action, which deals an amount of piercing damage
movement restrictions caused by webbing. equal to your Wild Die plus your Strength modifier.
Whale Blubber Waterborne
Your hit point maximum increases by an amount equal to Prerequisite: 5th level
your animus level, and increases by 1 again whenever you You can breathe both air and water, and gain a swim speed
gain a level in this class. equal to your movement speed.
ANIMUS
9
7th Level
Ape's Strength
Prerequisite: 7th level
You have advantage on ability checks made to grapple or Echolocation
shove other creatures. Prerequisite: 9th level
Chameleon You can take a bonus action to focus your senses. Until the
Prerequisite: 7th level beginning of your next turn, you have blindsight to a range of
60 feet. You cannot use this edge if you are deafened.
You have advantage on Stealth checks made to hide. If you
remain motionless for 1 minute, you are invisible until you Spider Climb
move. Prerequisite: 9th level
Constrictor You can climb difficult surfaces, including upside down on
Prerequisite: 7th level ceilings, without needing to make an ability check.
When you successfully grapple a creature, the target is 12th Level
restrained until the grapple ends. You cannot constrict more
than one target at once. Defensive Curl
Prerequisite: 12th level
Elephant Stance When an attacker you can see hits you with an attack, you
Prerequisite: 7th level can use your reaction to halve the attack's damage against
You can use your reaction whenever you would be pushed you.
from your space or knocked prone to negate the effect,
remaining in place. Wings of the Falcon
Prerequisite: 12th level
Frog Slime You gain a fly speed equal to your movement speed, and you
Prerequisite: 7th level can hover.
You have advantage on ability checks and saving throws made
to resist becoming grappled or restrained. Wolf Pack
Prerequisite: 12th level
Kestral Swiftness You have advantage on an attack roll against a creature if at
Prerequisite: 7th level least one of your allies are within 5 feet of the creature and
Your speed increases by 10 feet. This applies to all forms of the ally isn't incapacitated.
movement.
15th Level
9th Level Blood Frenzy
Rampage Prerequisite: 15th level
Prerequisite: 9th level You deal an additional Wild Die of damage on attacks to any
When you reduce a creature to 0 hit points with an attack on creature which has fewer hit points than half its hit point
your turn, you can move up to half your speed and make an maximum.
additional attack.
Furious Roar
Earthborne Prerequisite: 15th level
Prerequisite: 9th level You can take an action to target each creature of your choice
You gain a burrow speed equal to your movement speed. You that is within 60 feet of you and aware of you, letting loose a
can burrow through sand, earth, mud, or ice, but not through bestial howl. Targeted creatures must succeed on a Wisdom
solid rock. You leave a hole with a 5-foot diameter in your saving throw or become frightened for 1 minute. A creature
wake, which increases by 5 feet for each size larger than can repeat the saving throw at the end of each of its turns,
Medium you are. If you are Small or smaller you do not leave ending the effect on itself on a success. If a creature's saving
a hole as you burrow. throw is successful or the effect ends for it, the creature is
Additionally, you gain tremorsense to a range of 20 feet. immune to your Furious Roar for the next 24 hours.
ANIMUS
10