ASchmidt
2015-02-16, 11:03 AM
Moon Warden
Those sacred few selected by the goddess of the moon become Moon Wardens, gifted with a form of lycanthropy rather than cursed by it. They are able to take on the attributes of their chosen totem animal.
Totem Form
When you take this archetype at 3rd level, select a totem animal. You can transform into a hybrid form of your totem as a bonus action taking on features of your totem while keeping a roughly humanoid form. Any equipment you're wearing or carrying isn't transformed. While in this form, you gain the following features:
You may not wear armor in your hybrid form but may use a shield and may use any weapons you are proficient with.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice appropriate to your totem animal. Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Your unarmed attacks are considered to have the light and finesse properties and you may make unarmed strikes as part of a two-weapon attack. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
You may cast any spells you know in your hybrid form subject to all the usual limitations and restrictions.
You may transform back into your normal form as a bonus action. You automatically transform back into your normal form upon unconsciousness or death.
Unarmored Defense
While not wearing any armor and in your hybrid form, your Armor Class equals 10 + your Dexterity Modifier + your Wisdom modifier. You can use a shield and still gain this benefit. It does not stack with similar features from either the Barbarian or Monk class.
One With My Totem
Starting at 7th level, you have a strong attunement to your animal totem and begin to manifest its traits even more strongly when you shift to hybrid form. Select one of the traits below that most closely evokes your totem animal.
Arboreal. This is a defining characteristic of apes and baboons among others. In your hybrid form, you gain a climbing speed equal to your walking speed.
Aquatic. Most common among fish totems, it can also be found among amphibian totems such as frogs. In your hybrid form, you gain the ability to breathe underwater and a swim speed equal to your walking speed.
Charger. This trait is commonly associated with boars, bulls, elk, and elephants among others. If while in your hybrid form you move at least 20 feet straight toward a target and then hit it with your natural weapon attack on the same turn, the target takes an extra 2d6 damage of the same type as your natural weapon. If the target is a creature of a size no greater than one size larger than your own, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Fast. This trait is common among cheetah, horse, and zebra animal totems. Your speed increases by 10 feet when you are in your hybrid form. In addition, you may dash as a bonus action a number of times equal to your Constitution modifier in your hybrid form. This ability recharges after a long rest.
Flying. Common to bird and bat totems, in your hybrid form your arms become larger and develop wing structures similar to your totem animal (feathers, skin membrane, etc...). In your hybrid form, you can fly at a speed of 30 feet as long as you have 10 feet of clearance to either side of you, but cannot hover. If you have not landed by the end of any round in which you use your fly speed, you must have descended at least one-half of the distance you traveled or you fall.
Night Hunter. This trait is most commonly seen among coyote, owl, and fox totems. While in your hybrid form you gain darkvision, allowing you to see in dim light within 60 feet of you as if it were bright light, and within darkness as if it were dim light. You can't discern color in darkness only shades of gray. If you already have darkvision, extend its range by 30 feet. In hybrid form you also gain advantage on Wisdom (Perception) checks that rely on hearing or sight.
Pack Hunter. Dogs, hyenas, and wolves commonly sport this trait. When in hybrid form, you gain a +1 bonus to attack with your natural weapons if at least one of your allies is within 5 feet of your target and your ally isn't incapacitated.
Poisonous. Often seen among snake and scorpion totems, this trait enables you to poison your target with your natural weapon attacks. On striking your target with one of your natural weapons, the target must make a Constitution saving throw (DC 8 + your proficiency bonus), taking 2d4 poison damage on a failed save, or half as much damage on a successful one. If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Predator. This trait is most common among the big cats but can also be seen in some reptile totems. If while in your hybrid form you move at least 20 feet straight toward a target of a size no greater than one size larger than your own and then hit it with your natural weapon attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you may make a second attack with your natural weapon.
Stalker. This is another trait common to big cats and reptile totems. While in hybrid form, you have expertise in Stealth checks. In addition, you gain a 1d6 sneak attack using your natural weapons when you have advantage against your target or if another enemy of your target is within 5 feet of it. This sneak attack die stacks with any you may have through other class features.
Thick Skinned. - This trait is most commonly seen among crab and turtle animal totems but also occasionally insect totems. While in hybrid form you gain a +1 bonus to AC.
Tough. Bears, elephants, and other large animal totems commonly exhibit this trait. Your hit point maximum increases by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
Moontouched Claws
Starting at 7th level, your natural weapons are considered magical and silvered for the purpose of overcoming resistance.
Feral Instinct
By 11th level, your instincts are so honed that you have advantage on initiative rolls.Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn but only if you shift to your hybrid form before doing anything else on that turn.
Moon's Blessing
Starting at 15th level the moon's blessing strengthens and heals you when you are wounded in combat. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.You don’t gain this benefit if you have 0 hit points or you are not in hybrid form.
Those sacred few selected by the goddess of the moon become Moon Wardens, gifted with a form of lycanthropy rather than cursed by it. They are able to take on the attributes of their chosen totem animal.
Totem Form
When you take this archetype at 3rd level, select a totem animal. You can transform into a hybrid form of your totem as a bonus action taking on features of your totem while keeping a roughly humanoid form. Any equipment you're wearing or carrying isn't transformed. While in this form, you gain the following features:
You may not wear armor in your hybrid form but may use a shield and may use any weapons you are proficient with.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice appropriate to your totem animal. Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Your unarmed attacks are considered to have the light and finesse properties and you may make unarmed strikes as part of a two-weapon attack. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
You may cast any spells you know in your hybrid form subject to all the usual limitations and restrictions.
You may transform back into your normal form as a bonus action. You automatically transform back into your normal form upon unconsciousness or death.
Unarmored Defense
While not wearing any armor and in your hybrid form, your Armor Class equals 10 + your Dexterity Modifier + your Wisdom modifier. You can use a shield and still gain this benefit. It does not stack with similar features from either the Barbarian or Monk class.
One With My Totem
Starting at 7th level, you have a strong attunement to your animal totem and begin to manifest its traits even more strongly when you shift to hybrid form. Select one of the traits below that most closely evokes your totem animal.
Arboreal. This is a defining characteristic of apes and baboons among others. In your hybrid form, you gain a climbing speed equal to your walking speed.
Aquatic. Most common among fish totems, it can also be found among amphibian totems such as frogs. In your hybrid form, you gain the ability to breathe underwater and a swim speed equal to your walking speed.
Charger. This trait is commonly associated with boars, bulls, elk, and elephants among others. If while in your hybrid form you move at least 20 feet straight toward a target and then hit it with your natural weapon attack on the same turn, the target takes an extra 2d6 damage of the same type as your natural weapon. If the target is a creature of a size no greater than one size larger than your own, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Fast. This trait is common among cheetah, horse, and zebra animal totems. Your speed increases by 10 feet when you are in your hybrid form. In addition, you may dash as a bonus action a number of times equal to your Constitution modifier in your hybrid form. This ability recharges after a long rest.
Flying. Common to bird and bat totems, in your hybrid form your arms become larger and develop wing structures similar to your totem animal (feathers, skin membrane, etc...). In your hybrid form, you can fly at a speed of 30 feet as long as you have 10 feet of clearance to either side of you, but cannot hover. If you have not landed by the end of any round in which you use your fly speed, you must have descended at least one-half of the distance you traveled or you fall.
Night Hunter. This trait is most commonly seen among coyote, owl, and fox totems. While in your hybrid form you gain darkvision, allowing you to see in dim light within 60 feet of you as if it were bright light, and within darkness as if it were dim light. You can't discern color in darkness only shades of gray. If you already have darkvision, extend its range by 30 feet. In hybrid form you also gain advantage on Wisdom (Perception) checks that rely on hearing or sight.
Pack Hunter. Dogs, hyenas, and wolves commonly sport this trait. When in hybrid form, you gain a +1 bonus to attack with your natural weapons if at least one of your allies is within 5 feet of your target and your ally isn't incapacitated.
Poisonous. Often seen among snake and scorpion totems, this trait enables you to poison your target with your natural weapon attacks. On striking your target with one of your natural weapons, the target must make a Constitution saving throw (DC 8 + your proficiency bonus), taking 2d4 poison damage on a failed save, or half as much damage on a successful one. If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Predator. This trait is most common among the big cats but can also be seen in some reptile totems. If while in your hybrid form you move at least 20 feet straight toward a target of a size no greater than one size larger than your own and then hit it with your natural weapon attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you may make a second attack with your natural weapon.
Stalker. This is another trait common to big cats and reptile totems. While in hybrid form, you have expertise in Stealth checks. In addition, you gain a 1d6 sneak attack using your natural weapons when you have advantage against your target or if another enemy of your target is within 5 feet of it. This sneak attack die stacks with any you may have through other class features.
Thick Skinned. - This trait is most commonly seen among crab and turtle animal totems but also occasionally insect totems. While in hybrid form you gain a +1 bonus to AC.
Tough. Bears, elephants, and other large animal totems commonly exhibit this trait. Your hit point maximum increases by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
Moontouched Claws
Starting at 7th level, your natural weapons are considered magical and silvered for the purpose of overcoming resistance.
Feral Instinct
By 11th level, your instincts are so honed that you have advantage on initiative rolls.Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn but only if you shift to your hybrid form before doing anything else on that turn.
Moon's Blessing
Starting at 15th level the moon's blessing strengthens and heals you when you are wounded in combat. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.You don’t gain this benefit if you have 0 hit points or you are not in hybrid form.