Beastkin 50

Sorcerer Bloodline: Beastkin
You are a Aarakocra, Wakanda, Puggii or some other animal based race or one of their distant descendants.

Bonus proficiency: Survival

Speak with animals: At 1st level Beastkins can speak with animals at will.

Claws: At 1st level, you can grow claws as a free action. These claws are treated as natural weapons that you are proficient with. These attacks deal 1d4 points of damage each plus your Strength modifier. You can use your claws for a number of rounds per day equal to your Charisma modifier. These rounds do not need to be consecutive. This ability refreshes with a short or long rest.

Woodland Stride: At 6th level, you can move through any sort of natural undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Reverse evolution: At 6th level you can choose a single Reverse evolution, this choice is permanent, At 12th and 18th you can choose another.

  • Night eyes: you gain Dark vision 60’ and a reflective sheen to your eyes. If you already have dark vision this adds 30’ to your range.
  • Keen Perceptions: Gain advantage on perception skill rolls.
  • Animal fortitude: Gain advantage on constitution saves.
  • Climb: gain climb speed of 20’
  • Swim: Gain a swim speed of 30’
  • Speed Burst: Add 10’ to your normal movement for a number of rounds equal to your constitution modifier, this refreshes with a short or long rest.

Beast shape: At 14th level you gain the ability to transform into an animal shape for a number of hours equal to your level. You transform into the form of a Large or smaller beast with a challenge rating of 4 or lower. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game statistics are replaced by the statistics of the chosen beast, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You assume the hit points of its new form, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can’t speak or cast spells.

Bestial evolution: At 18th level you can choose a Bestial evolution for the following list;

  • Antlers: Grow a pair of antlers or horns that can do 2d6 + Str piercing damage on a successful melee attack.
  • Tremor-sense or Blind-sense: 60 feet.
  • Ferocity: Add 2 x your strength modifier to your damage rolls.
  • Pounce: Gain advantage on attack rolls when leaping onto targets.
  • Rake: Deal an extra amount of damage equal to your claw damage when you hit with 2 successful attacks in 1 turn.
  • Trip: Knock an opponent prone after a successful melee attack.
  • Web: create a sticky web like the spell. Usable a number of times a day equal to your charism modifier.
  • Fly: 30’ good


Beastkin 50

The Kingdom of Daytar Leamay KrisW