Grod_The_Giant
2018-07-13, 09:50 AM
Conclave of the Skinwalkers
Skinhunter: Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. As an action, you may consumed the body parts of an animals in order to assume one of its powers. You may gain any one ability on the following list which is also possessed by the animal you consumed. If the ability requires a saving throw, the DC is 8+Proficiency+Wisdom modifier.
1: Natural Attacks (Requirements: none): Your unarmed strikes deal 1d6 slashing damage and have the finesse quality. Even if you do not have the Two-Weapon Fighting Style, you can make an attack with a natural weapon as a bonus action and add your ability modifier to the damage.
2: Special Senses (Requirements: Any animal with special senses): You gain any of the following senses which the consumed animal also possessed: Darkvision, any Keen ____ ability.
3: Alternate Movement (Requirements: Any animal with a special movement): You gain one special movement mode normally possessed by the animal: a climb speed equal to your move speed, a swim speed equal to your move speed, a 10ft burrow speed, or a 10ft bonus to your base land speed (if the animal has a base speed of 40ft or higher).
4: Pounce (Requirements: The Pounce, Charge, Trampling Charge ability): If you move at least 20ft straight towards a target and hit with a melee attack, that creature takes an additional 1d8 damage and must make a Strength save or be knocked prone.
5: Animalistic Leaping (Requirement: any beast with the Standing Leap or Running Leap ability): You may jump up to 30ft as a long jump or 15ft as a high jump, with or without a running start.
6: Natural Armor (Requirements: Any animal whose AC entry specifies natural armor): When you aren't wearing armor, your AC is 13 + your Dexterity modifier. When wearing armor, you may either use that value or your normal armor bonus +1.
7: Constrict (Requirement: any snake or octopus: If you hit with an unarmed strike, you may attempt to start a grapple as a bonus action. Once you have grappled a target, they are restrained, and you may use your reaction to deal 1d8+Str damage to them.
8: Rampage (Requirement: Hyena): If you reduce a creature to zero hit points, you may take a bonus action to move up to half your speed and make a melee attack.
9: Poison ((Requirements: Any animal with the Sting ability, or a natural weapon capable of dealing poison damage): Your unarmed strikes deal 1d4 piercing damage, and any target struck must make a Constitution save or take an additional 2d6 poison damage or gain the Poisoned condition for 1 minute.
10: Webs (Requirement: any spider): Once per minute, you may make a ranged weapon attack against a creature within 30ft. If you hit, they are restrained by the webbing until they succeed on a Strength save as an action to escape.
11: Powerful Build (Requirement: any animal larger than you, or with the Beast of Burden ability): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have Advantage on Strength checks.
12: Mimicry (Requirements: Raven or parrot): You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check, with a DC of 8+Prof+Wis.
Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Constitution modifier. You may use it again before the first power has worn off, but doing so instantly ends the first effect.
Most Skinwalkers keep a pouch well stocked with preserved bits of the meat, fur, and other bits they use to fuel their abilities. You may assemble such a pouch with one week of downtime to hunt, or by spending 25 gp to purchase replacement parts from local hunters and merchants. As long as you have your pouch, you are assumed to have all the components you need to use your abilities, much like a spell component pouch.
However, fresher parts have more potent effects. During a long rest, you may collect three random body parts by hunting-- roll a d12 to determine which sorts you obtain. You may also obtain one fresh body part from the corpse of a Beast. When you consume a fresh body part, you gain temporary hit points equal to your Ranger level in addition to the piece's normal effects. Parts remain fresh for 24 hours, or until you complete a long rest.
(Extra Attack: If using the Revised Ranger, beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.)
Skinwalk: Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes ten minutes, but may be done any number of times per day. You retain your original hit points and hit dice, and your new form remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.
Pelts can typically be purchased for between 1 and 25 gp, depending on the rarity of the animal, or may be acquired with a day's downtime in an appropriate environment. Pelts may be reused as many times as you like.
Greater Skinhunter: Beginning at 11th level, you can gain greater benefits from your Skinhunter ability.
Multiattack (Requirement: Multiattack): Your unarmed strikes deal 1d6 damage and have the finesse quality. As an action, you may make three unarmed strikes. This counts as an attack action for the purposes of two-weapon fighting and similar abilities, but does not stack with Extra Attack.
Blindsight (Requirement: Blindsight): You gain blindsight out to 30ft.
Pack Tactics ((Requirement: Pack Tactics): You have advantages on attack rolls against a creature if one of your allies is adjacent to it.
Fly Speed (Requirement: Fly speed): You grow wings and gain a fly speed equal to your walk speed.
Blood Frenzy (Requirement: Any shark or quipper): You have advantage on unarmed strikes against a target that doesn't have all its hit points.
Greater Skinshift: Beginning at 14th level, you may use your Skinwalk ability to assume the forms of Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.
Skinhunter: Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. As an action, you may consumed the body parts of an animals in order to assume one of its powers. You may gain any one ability on the following list which is also possessed by the animal you consumed. If the ability requires a saving throw, the DC is 8+Proficiency+Wisdom modifier.
1: Natural Attacks (Requirements: none): Your unarmed strikes deal 1d6 slashing damage and have the finesse quality. Even if you do not have the Two-Weapon Fighting Style, you can make an attack with a natural weapon as a bonus action and add your ability modifier to the damage.
2: Special Senses (Requirements: Any animal with special senses): You gain any of the following senses which the consumed animal also possessed: Darkvision, any Keen ____ ability.
3: Alternate Movement (Requirements: Any animal with a special movement): You gain one special movement mode normally possessed by the animal: a climb speed equal to your move speed, a swim speed equal to your move speed, a 10ft burrow speed, or a 10ft bonus to your base land speed (if the animal has a base speed of 40ft or higher).
4: Pounce (Requirements: The Pounce, Charge, Trampling Charge ability): If you move at least 20ft straight towards a target and hit with a melee attack, that creature takes an additional 1d8 damage and must make a Strength save or be knocked prone.
5: Animalistic Leaping (Requirement: any beast with the Standing Leap or Running Leap ability): You may jump up to 30ft as a long jump or 15ft as a high jump, with or without a running start.
6: Natural Armor (Requirements: Any animal whose AC entry specifies natural armor): When you aren't wearing armor, your AC is 13 + your Dexterity modifier. When wearing armor, you may either use that value or your normal armor bonus +1.
7: Constrict (Requirement: any snake or octopus: If you hit with an unarmed strike, you may attempt to start a grapple as a bonus action. Once you have grappled a target, they are restrained, and you may use your reaction to deal 1d8+Str damage to them.
8: Rampage (Requirement: Hyena): If you reduce a creature to zero hit points, you may take a bonus action to move up to half your speed and make a melee attack.
9: Poison ((Requirements: Any animal with the Sting ability, or a natural weapon capable of dealing poison damage): Your unarmed strikes deal 1d4 piercing damage, and any target struck must make a Constitution save or take an additional 2d6 poison damage or gain the Poisoned condition for 1 minute.
10: Webs (Requirement: any spider): Once per minute, you may make a ranged weapon attack against a creature within 30ft. If you hit, they are restrained by the webbing until they succeed on a Strength save as an action to escape.
11: Powerful Build (Requirement: any animal larger than you, or with the Beast of Burden ability): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have Advantage on Strength checks.
12: Mimicry (Requirements: Raven or parrot): You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check, with a DC of 8+Prof+Wis.
Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Constitution modifier. You may use it again before the first power has worn off, but doing so instantly ends the first effect.
Most Skinwalkers keep a pouch well stocked with preserved bits of the meat, fur, and other bits they use to fuel their abilities. You may assemble such a pouch with one week of downtime to hunt, or by spending 25 gp to purchase replacement parts from local hunters and merchants. As long as you have your pouch, you are assumed to have all the components you need to use your abilities, much like a spell component pouch.
However, fresher parts have more potent effects. During a long rest, you may collect three random body parts by hunting-- roll a d12 to determine which sorts you obtain. You may also obtain one fresh body part from the corpse of a Beast. When you consume a fresh body part, you gain temporary hit points equal to your Ranger level in addition to the piece's normal effects. Parts remain fresh for 24 hours, or until you complete a long rest.
(Extra Attack: If using the Revised Ranger, beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.)
Skinwalk: Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes ten minutes, but may be done any number of times per day. You retain your original hit points and hit dice, and your new form remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.
Pelts can typically be purchased for between 1 and 25 gp, depending on the rarity of the animal, or may be acquired with a day's downtime in an appropriate environment. Pelts may be reused as many times as you like.
Greater Skinhunter: Beginning at 11th level, you can gain greater benefits from your Skinhunter ability.
Multiattack (Requirement: Multiattack): Your unarmed strikes deal 1d6 damage and have the finesse quality. As an action, you may make three unarmed strikes. This counts as an attack action for the purposes of two-weapon fighting and similar abilities, but does not stack with Extra Attack.
Blindsight (Requirement: Blindsight): You gain blindsight out to 30ft.
Pack Tactics ((Requirement: Pack Tactics): You have advantages on attack rolls against a creature if one of your allies is adjacent to it.
Fly Speed (Requirement: Fly speed): You grow wings and gain a fly speed equal to your walk speed.
Blood Frenzy (Requirement: Any shark or quipper): You have advantage on unarmed strikes against a target that doesn't have all its hit points.
Greater Skinshift: Beginning at 14th level, you may use your Skinwalk ability to assume the forms of Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.