Trefferpunkte
Übungen
Animus
| Stufe | Übungsbonus | Eigenschaften | Ki Points | Max CR | Edges Known |
|---|---|---|---|---|---|
| 1 | + 2 | Ki Savage Attack | 1 | 1/4 | 0 |
| 2 | + 2 | Ki Savage Attack | 2 | 1/2 | 2 |
| 3 | + 2 | Ki Savage Attack | 3 | 1 | 2 |
| 4 | + 2 | Ki Savage Attack | 4 | 1 | 2 |
| 5 | + 3 | Ki Savage Attack | 5 | 2 | 3 |
| 6 | + 3 | Ki Savage Attack | 6 | 2 | 3 |
| 7 | + 3 | Ki Savage Attack | 7 | 3 | 4 |
| 8 | + 3 | Ki Savage Attack | 8 | 3 | 4 |
| 9 | + 4 | Ki Savage Attack | 9 | 4 | 5 |
| 10 | + 4 | Ki Savage Attack | 10 | 4 | 5 |
| 11 | + 4 | Ki Savage Attack | 11 | 5 | 5 |
| 12 | + 4 | Ki Savage Attack | 12 | 5 | 6 |
| 13 | + 5 | Ki Savage Attack | 13 | 6 | 6 |
| 14 | + 5 | Ki Savage Attack | 14 | 6 | 6 |
| 15 | + 5 | Ki Savage Attack | 15 | 7 | 7 |
| 16 | + 5 | Ki Savage Attack | 16 | 7 | 7 |
| 17 | + 6 | Ki Savage Attack | 17 | 8 | 7 |
| 18 | + 6 | Ki Savage Attack | 18 | 8 | 8 |
| 19 | + 6 | Ki Savage Attack | 19 | 9 | 8 |
| 20 | + 6 | Ki Savage Attack | 20 | 10 | 8 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
simple
Startausrüstung
Klasseneigenschaften
Ki (Level 1)
Your dedicated research into the life force of all living beings—called ki—allows you to use this mysterial energy to change your shape into those of ferocious beasts.
Ki Points
Your access to ki is represented by ki points. Your animus level determines the number of points you have, as shown in the Ki Points column of the Animus table.
You can expend these ki points to transform your body into those of beasts you have studied (see Morphing, below). When you expend a ki point, it is unavailable to you until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
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 creatures you have discovered.
Preparing Forms
You prepare the list of beasts that are available for you to morph into. To do so, choose a number of beasts from your field journal that you have discovered equal to your Intelligence modifier + your animus level (a minimum of one creature). The beasts must be of a challenge rating no higher than the maximum CR of creatures you can morph into, as shown in the Max CR column of the Animus table.
You are also subject to the limitations shown on the Animal Morphs table. For example, at 1st level, you can morph into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or a swimming speed.
| Level | Limitations | Example |
|---|---|---|
1st | ||
4th | ||
8th |
You can change your list of prepared forms when you finish a long rest. Preparing a new list of forms requires time spent studying your journal: at least 1 minute per challenge rating for each creature on your list (a minimum of 1 minute per creature).
Morphing
You can use a bonus action to expend a number of ki points equal to a prepared beast's challenge rating (a minimum of 1 ki point) to assume the shape of that creature. You can stay in a beast's shape for a number of hours equal to half your animus level, rounded down (a minimum of one hour). You then revert to your normal form unless you expend additional ki points. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
When you morph into a creature, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, hit points and Hit Dice, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the beast. If the beast has the same proficiency as you and the bonus in its stat block is higher than yours, use the beast's bonus instead of yours.
When you morph into a creature of challenge rating 1/8 or higher, you gain a number of temporary hit points equal to five times the challenge rating of the beast (a minimum of 5) + your Intelligence modifier.
You can't cast spells, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Morphing does not break your concentration if you are already concentrating when you morph.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
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 and size. Your equipment doesn't change size or 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.
If the beast has any lair or legendary actions, you can't use them. You do not gain any languages or equipment.
You can continue to speak aloud in your normal voice during your Wild Shape transformations.
Ki Ability
Intelligence is your ki ability for your ki features. The power of your ki is determined by your study of the mysterious force that gives life to all creatures. When you are morphed into a creature, you use your Intelligence modifier when setting the saving throw DC for any of the creature's traits or actions. In addition, you use your Intelligence modifier when making an attack roll as a beast.
In addition, any spell you learn as an animus is considered a ki feature for you, so you use your ki ability whenever a spell mentions your spellcasting ability.
Ki
Ki
Learning Beasts of Higher CR
Each time you gain an animus level, you can add two beasts of your choice as discoveries to your field journal. Each of these creatures must be of a challenge rating which you can morph into, as shown in the Max CR column of the Animus table. On your adventures, you might find more creatures that you can add to your field journal (see the Your Field Journal sidebar).
Your Field Journal
The creatures you study and add to your field journal as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the energy of life. You can spend time studying creatures in the wild to add to your journal, as well as copying accounts of beasts you've never seen before written and sketched by others.
There are two types of recordings you can make into your field journal: sketches and discoveries.
Sketches
These are quick pictures and notes you can jot down when you have seen a creature. You can make sketches of any creature, not just those you can morph into. To make a sketch of a creature, you must have seen it alive or dead but not decomposed (subject to your GM's discretion) for at least 1 minute within the past 24 hours. It takes 1 hour to make sketches of a creature, which can be done during a short or long rest.
Simply having sketches of a creature is not enough to be able to morph into it. Sketches are used to remember creatures which you come across, but which you are not ready to morph into yet.
Discoveries
When you are ready to attempt to morph into a creature, you must spend time drawing its form with special magic inks into your journal. You can only attempt to turn your sketches into a discovery if the creature is one that you could currently Wild Shape into.
This process takes 2 hours and costs 50 gp per challenge rating of the creature (a minimum of 2 hours and 50 gp). The cost represents parchment and enough of the magic inks necessary to bring the creature's image to life. Once you have spent this time and money, you can prepare the creature's form for morphing.
Once a creature is recorded as a discovery in your journal, its image appears to move on the pages, mimicking the creature's normal behavior in life.
You can also use sketches or discoveries created by other creatures (such as those that might be found in another explorer's field journal or sketches in old books) to transcribe creatures into your journal, so long as the creature is sufficiently described and sketched (subject to your GM's discretion).
Replacing the Journal
You can copy a discovered creature's form from your own journal into another book using the process described above. You must still spend the time and money transcribing the creature's form into the new book to ensure that the minute details of the creature are preserved.
If you lose your field journal, you can use the same procedure to transcribe the creatures that you currently have prepared into a new journal. Filling out the remainder of your field journal requires you to study new creatures as normal.
The Journal's Appearance
Your field journal is a unique compilation of drawings, notes, and moving images. It might be a finely-bound tome of creatures you discovered in a forgotten library and added to, or even just a loose collection of sheets of parchment barely held together with frayed strapping.
Multiclassing: Ki
If you already have the Ki feature and gain a level in a class that also grants the feature, you add all ki points you gain from both classes to the same pool. These ki points are not tracked separately, so you can spend any of your ki points on any ki features you have gained from either class.
Savage Attack (Level 1)
At 1st level, you have the ability to mimic an attack from a beast, even if you have not morphed into that creature. Your body momentarily shifts to make this attack, such as growing large claws, long fangs, or even new body parts like horns or a tail. When you finish a long rest and prepare forms for morphing, you can choose one melee attack from your prepared forms.
When you take the Attack action, you can replace any of your attacks with a savage attack. You make this attack as if you were morphed into the creature you chose. You can make your savage attack even while morphed into another creature.
The maximum challenge rating of creature you can choose a savage attack from increases to CR 1 when you reach 5th level, CR 2 when you reach 11th level, and CR 3 when you reach 17th level.
Bestial Edges (Level 2)
In your study of life, you have uncovered the ability to channel the abilities of animals at all times.
At 2nd level, you gain two bestial edges of your choice. A list of the available options can be found on the Optional Features page. If an edge requires a target to make a saving throw, the saving throw DC is equal to your ki save DC.
When you gain certain animus levels, you gain additional edges of your choice, as shown in the Edges Known column of the Animus table. Additionally, when you gain a level in this class, you can choose one of the edges you know and replace it with another edge that you could learn at that level.
Research Focus (Level 3)
At 3rd level, you begin to focus your studies on particular types of creatures. Choose from the list of available focuses. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th levels.
Ability Score Improvement (Level 4)
When you reach 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Benign Form (Level 5)
Starting at 5th level, you gain the ability to morph into small and unassuming creatures easily. You can take 10 minutes to meditate, taking no actions and expending no movement. At the end of this time, you morph into a creature of challenge rating 0 of your choice that you have prepared. This ability acts as morphing, except you do not expend any ki points.
At 15th level, any willing humanoid creatures that you designate that remain within 10 feet of you while you meditate are also morphed into the creature you choose. A creature morphed in this way makes its own choice as to what happens with its equipment, and it can choose to end the effect on itself as a bonus action.
Savage Attack (CR 1) (Level 5)
The maximum challenge rating of creature you can choose a savage attack from increases to CR 1 when you reach 5th level.
Primal Strikes (Level 6)
Beginning at 6th level, your weapon attacks while morphed as well as your savage attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Research Focus Feature (Level 7)
At 7th level, you gain a feature from your Research Focus.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Wild Speech (Level 9)
Starting at 9th level, you can use an action to cast the speak with animals spell without expending ki points. When you cast the spell in this way, you only gain the ability to comprehend and verbally communicate with creatures that you have currently prepared for morphing.
Research Focus Feature (Level 10)
At 10th level, you gain a feature from your Research Focus.
Savage Attack (CR 2) (Level 11)
The maximum challenge rating of creature you can choose a savage attack from increases to CR 2 when you reach 11th level.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Ten Thousand Faces (Level 13)
Beginning at 13th level, you can add specific humanoid creatures into your journal as discoveries as you add other creatures. When you prepare and morph into one of these creatures, you change into a physical duplicate of the creature.
Research Focus Feature (Level 14)
At 14th level, you gain a feature from your Research Focus.
Benign Form Improvement (Level 15)
At 15th level, any willing humanoid creatures that you designate that remain within 10 feet of you while you meditate are also morphed into the creature you choose. A creature morphed in this way makes its own choice as to what happens with its equipment, and it can choose to end the effect on itself as a bonus action.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Savage Attack (CR 3) (Level 17)
The maximum challenge rating of creature you can choose a savage attack from increases to CR 3 when you reach 17th level.
Quick Study (Level 18)
Starting at 18th level, you can take 1 minute of study with your field journal to change any or all creatures you currently have prepared for morphing. Once you use this feature, you can't use it again until you finish a long rest.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Signature Form (Level 20)
When you reach 20th level, you gain mastery over two forms and can morph into them with little effort. Choose two creatures of challenge rating 4 or lower that you have discovered as your signature forms. You always have these forms prepared, and they don't count against the number of forms you have prepared. You can morph into each of these creatures once without expending ki points. When you morph into a signature form in this way, you can't do so again until you finish a short or long rest.
By spending 8 hours in study, you can exchange one or both of the signature forms you chose for different forms.
Multiklassen
Multiklassen-Voraussetzungen
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Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Botany
Botany (Level 3)
Botanists study not only those living plants that grow across the world's surface, but also those plants which have taken on moving forms. Plants which can think and act on their own. Botanists sometimes feel more at home among leaves, trees, and foliage than they do amongst people.
Phytological Expertise
Beginning at 3rd level when you choose this research focus, you gain an affinity with plant creatures. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the 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 Wild Shape into plant creatures as though they were beasts.
Plant Morph
Also at 3rd level, when you Wild Shape into a beast, you can choose to become a plant creature in the shape of that beast.
While in your Plant Form, the following rules apply:
Your type is changed to plant.
Once per turn when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d4 piercing damage.
While you remain motionless, you are indistinguishable from a normal plant.
Take Root (Level 7)
Starting at 7th level, whenever you are morphed into a plant, you can use an action to plant roots into the ground or uproot yourself. While rooted, you gain the following properties:
Your movement is reduced to 0, you are immune to the prone condition, and you have advantage on Strength checks and Strength saving throws.
You can use your action to make a grapple or shove attack against a creature within 15 feet of you. Once on each of your turns, you can move a target grappled by you in this way anywhere within 15 feet of you (no action required).
You can spend 1 minute pulling nutrients from the ground, taking no actions. At the end of this time, you can expend Hit Dice to regain hit points as though you had completed a short rest.
Soft Thistles (Level 10)
Beginning at 10th level, you can spend 10 minutes weaving a comfortable bed out of plants which ensures a peaceful rest of a Medium or smaller creature. A creature which finishes a short or long rest in such a bed within the next 24 hours recovers from any blindness, deafness, disease, or poisoned affecting it, and if the creature expends Hit Dice to regain hit points, it recovers an additional 1d6 hit points.
Living with the Land (Level 14)
Starting at 14th level, you can cast any combination of the plant growth, speak with plants, and transport via plants spells a number of times equal to 1 + your Intelligence modifier (a minimum of one spell) without expending ki points, and regain all expended uses when you finish a long rest. You can cast these spells while in your Plant Form.
Dracology
Dracology (Level 3)
Dragons are some of the most fearsome and magical creatures in existence. Their incredible power inspires some of the most dangerous research in an effort to understand these powerful monsters. Dragons are known to be more intelligent than most subjects of animi research, so dracologists must learn to forge relationships with these creatures even as they study them.
Draconic Expertise
Beginning at 3rd level when you choose this research focus, you gain an affinity with dragons. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the 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 though they were beasts. However, as highly magical creatures, it requires more of your energy to morph into them. You must expend one additional ki point to morph into a dragon of challenge rating 4 or lower, and two additional ki points to morph into a dragon of CR 5 or higher. The draconic forms you take do not have fly or swim speeds until you reach the appropriate level of the Animal Morphs table.
When you use a trait or take an action that can only be used a limited number of times each day (such as an adult black dragon's Legendary Resistance trait), you can only use that feature the number of times per day listed as part of the feature, even if you morph into the creature multiple times or you morph into a different creature with the same feature.
Finally, you can speak, read, and write Draconic.
Draconic Hallmarks
Also at 3rd level, you begin to take on some of the traits of dragons. You can choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to that type of damage. You can change the type of damage when you finish a short or long rest.
In addition, you can cast the identify spell without expending ki points and without needing to provide material components.
Legendary Reptile (Level 7)
Magical Sight (Level 10)
Beginning at 10th level, you have blindsight to a range of 15 feet.
Awe-inspiring (Level 14)
Starting at 14th level, you can use an action to morph into a dragon with a maximum challenge rating equal to your animus level for 10 minutes. When you do so, you must expend a number of ki points equal to the dragon's challenge rating. Once you use this ability, you can't use it again until you finish a long rest.
Ecology
Ecology (Level 3)
Animi typically focus their research on certain types of creatures, learning how they live out in the wilderness, away from civilization. Ecologists take this a step further, finding themselves on the edges of society, away from other peoples for long periods of time, researching the interactions between organisms and their environment. These animi study the unique interactions between wild creatures and their environments that are rarely, if ever, seen by others.
Hardy Explorer
Living on the fringes of society has honed your body to be more durable than most. At 3rd level when you choose this research focus, you have advantage on Constitution saving throws made against exhaustion.
In addition, you gain proficiency with medium armor, shields, and martial weapons.
Pet Partner
Also at 3rd level, you can cast the find familiar spell, but only as a ritual. When you cast this spell, your familiar is a beast instead of a celestial, fey, or fiend, and you can choose its form from your prepared forms of challenge rating 1/8 or lower in addition to the spell's normal options. Your familiar can take the Attack action, but cannot take the Multiattack action.
In addition, you can touch your familiar and use a bonus action to expend ki points, morphing your familiar's body instead of your own into a beast you have prepared. Morphing functions the same way for your familiar that it would function for you, except that instead of gaining temporary hit points, your familiar assume's the beast's hit points and Hit Dice. When it reverts to its normal form, it returns to the number of hit points it had before it morphed. However, if it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
When you gain the Primal Strikes feature at 6th level, that feature applies to your familiar's attacks while morphed.
Team Attack (Level 7)
Starting at 7th level, if you take the Attack action or Multiattack action and your familiar can see you, your familiar can use its reaction to make a melee attack.
Companion Growth (Level 10)
Beginning at 10th level, your familiar gains two bestial edges that you are qualified to take. When you gain a level in this class, you can choose one of your familiar's edges and replace it with another edge you could learn at that level.
Coordinated Save (Level 14)
Starting at 14th level, whenever your familiar makes a saving throw while it is within 30 feet of you, it gains a bonus to the saving throw equal to your Intelligence modifier (a minimum bonus of +1). You must be conscious to grant this bonus.
Entomology
Entomology (Level 3)
An entomologist is an animus which studies bugs and insects. While others might feel these creatures are creepy or strange, an entomologist knows that they are animals just like any other, worthy of study and research.
Vermin Expertise
Beginning at 3rd level when you choose this research focus, you gain an affinity with bugs, arachnids, and insect-like creatures. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.
Additionally, you can morph into a swarm of insects, a form which is always prepared for you and which does not count against the number of forms you have prepared. Your swarm form deals its normal damage while you have any temporary hit points remaining from morphing into it, and its reduced damage if you do not have any of these temporary hit points remaining.
Variant Insect Swarms
Different kinds of insects can gather in swarms. You can choose any of the options below for your swarm of insects form, so long as you are not otherwise prevented from doing so (for example, you must be 8th level in order to morph into a swarm of wasps).
Skittering
Also at 3rd level, you gain the ability to move through any other creature's space, no matter its size.
Swarm Form (Level 7)
Starting at 7th level, you can morph into a swarm of insects that is a higher challenge rating than your normal swarm of insects form, expending ki points for higher forms as normal.
An empowered swarm has the following changes to its stat block:
| CR | Size | AC | Speeds | Bonus to Hit† | Number of Bite Attacks‡ |
|---|---|---|---|---|---|
1 | Medium | 13 | +5 ft. | +3 | 1 |
2 | Medium | 13 | +5 ft. | +3 | 1 |
3 | Medium | 13 | +5 ft. | +3 | 1 |
4 | Large | 14 | +10 ft. | +4 | 2 |
5 | Large | 14 | +10 ft. | +4 | 2 |
6 | Large | 14 | +10 ft. | +4 | 2 |
7 | Huge | 15 | +15 ft. | +5 | 3 |
8 | Huge | 15 | +15 ft. | +5 | 3 |
9 | Gargantuan | 16 | +20 ft. | +6 | 4 |
Coccoon (Level 10)
Beginning at 10th level, you can spend 10 minutes weaving a cocoon, which completely covers your body. While in your cocoon, you are restrained and unaware of your surroundings unless a creature takes an action to get your attention or you take any damage. You can emerge from your cocoon using half of your movement.
While in your cocoon, you finish a long rest in only 4 hours, and you recover all expended Hit Dice.
If you are at 0 hit points but are stable, you begin a slow process of exuding silk over your body, creating a cocoon over the course of 10 minutes. Spending 4 hours in this cocoon grants you the benefits of a long rest.
Hive-Mind (Level 14)
Starting at 14th level, you can use an action and expend one use of Wild Shape to summon a cloud of buzzing, angry insects in a 10-foot radius around you for 1 minute. Until the insects leave, the area is difficult terrain, and when a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
If you are in your swarm of insects form during this time, your swarm of insects form also gains these properties.
Faeology
Faeology (Level 3)
While most animi study the world as they see and understand it around them, animi who focus on the unknown seek to learn that which many consider to be incomprehensible: magic. Animi who focus on this type of research learn to harness their ki to understand the nature of magic and how it can be replicated and understood.
Arcane Expertise
Beginning at 3rd level when you choose this research focus, you gain an affinity for fey creatures. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.
Additionally, you can morph into a blink dog, a form which is always prepared for you and which does not count against the number of forms you have prepared.
Call of the Wild
Also at 3rd level, you gain the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spellcasting
You also learn how to cast spells. Whenever you finish a long rest and prepare forms for morphing, you can choose to prepare fewer forms than your maximum number of prepared forms. For each space you leave open, you can instead fill it with a spell from the druid spell list. Any spells you choose must be of a level no higher than the maximum level of spells you can cast, as shown in the Max Spell Level column of the Faeologist Spellcasting table.
To cast a spell you have prepared, you must expend a number of ki points equal to the spell's level. Your spells are ki abilities, so you use your ki ability whenever a spell refers to your spellcasting ability. Starting at 7th level, you can increase the level of a spell by expending additional ki points. The spell's level increases by 1 for each additional ki point you expend, to a maximum of your maximum spell level.
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
| Animus Level | Cantrips Known | Max Spell Level |
|---|---|---|
3rd | 2 | 1st |
4th | 2 | 1st |
5th | 2 | 1st |
6th | 2 | 1st |
7th | 2 | 2nd |
8th | 2 | 2nd |
9th | 3 | 2nd |
10th | 3 | 2nd |
11th | 3 | 2nd |
12th | 3 | 3rd |
13th | 3 | 3rd |
14th | 3 | 3rd |
15th | 3 | 3rd |
16th | 3 | 3rd |
17th | 3 | 3rd |
18th | 3 | 3rd |
19th | 3 | 4th |
20th | 3 | 4th |
Mystic Bond (Level 7)
Starting at 7th level, whenever you finish a long rest and prepare forms and spells, you can prepare two additional spells. These spells do not count against the number of forms you have prepared.
Seasonal Boon (Level 10)
Beginning at 10th level, you can use an action to choose a season, causing a berry to sprout in an unoccupied space of your choice within 15 feet of you. A creature that eats such a berry as an action gains the benefit listed, depending on the season of the berry you chose.
Spring
The creature that eats this berry can take the Dash action as a bonus action once during the next hour. This movement does not provoke opportunity attacks.
Summer
The creature that eats this berry can add 1d10 fire damage to one successful melee attack made within the next hour.
Autumn
The creature that eats this berry can choose to gain advantage on one saving throw that it makes within the next hour.
Winter
The creature that eats this berry can reduce a target's speed to 0 for 1 round on one successful melee attack made within the next hour.
You can cause two berries to sprout, and regain any expended uses whenever you finish a short or long rest.
Fae Resilience (Level 14)
Starting at 14th level, the power of fae magic courses ever stronger through you. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
In addition, you no longer need to sleep. You must still meditate quietly for at least 4 hours to receive the benefits of a long rest.
Monstrology
Monstrology (Level 3)
Animi who make monstrosities their focus go outside of the natural world in their research, studying creatures which have been classified as unnatural horrors. While animi pursuing this study might be seen as eccentric at best, their research is invaluable in investigating those creatures which many would say are magical accidents that should be destroyed.
Monster Expertise
Beginning at 3rd level when you choose this research focus, you gain an affinity with monstrosities. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the 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 some monstrosities as though they were beasts (see the Animus Monstrosity list). However, as highly magical creatures, it requires more of your energy to morph into them. You must expend one additional ki point to morph into a monstrosity of challenge rating 4 or lower, and two additional ki points to morph into a monstrosity of CR 5 or higher. The monstrous forms you take do not have fly or swim speeds until you reach the appropriate level of the Animal Morphs table.
When you use a trait or take an action that can only be used a limited number of times each day (such as a darkmantle's Darkness Aura trait), you can only use that feature the number of times listed as part of the feature, even if you morph into the creature multiple times or you morph into a different creature with the same feature.
| Challenge Rating | Creatures |
|---|---|
1/2 | |
1 | |
2 | |
3 | |
5 | |
6 |
Sudden Mutation
Also at 3rd level, whenever you finish a long rest, you can choose one of your bestial edges and replace it with another edge.
Changing Bodies (Level 7)
Starting at 7th level, you gain the ability to share some of your bestial edges with other creatures. You can spend 10 minutes concentrating, taking no actions and expending no movement. At the end of this time, you can choose two willing creatures within 10 feet of you and one of your bestial edges. The creatures gain the benefits of that bestial edge until you finish your next long rest. Once you share a bestial edge in this way, you can't do so again until you finish a long rest.
Shifting Form (Level 10)
Beginning at 10th level, you can expend 2 ki points as an action to cast the alter self spell. You can cast this spell while morphed.
Balefull Morph (Level 14)
Starting at 14th level, you can attempt to trap a creature's mind in a new body. As an action, you can touch a creature and expend 4 ki points to cast the polymorph spell on that creature. The target can only be transformed into a beast you have prepared for morphing.
Oceanography
Oceanography (Level 3)
Oceanographers study in the most inhospitable places in the world—the depths of the ocean. Marine life encompasses a multitude of different animals, and oceanographers travel to some of the most difficult-to-reach locations in order to study and research these creatures.
Aquatic Expertise
Starting at 3rd level when you choose this research focus, you gain an affinity with creatures that have innate swimming speeds. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.
Additionally, you can ignore the swimming speed limitation of the Animal Morphs table.
Finally, you gain proficiency with navigator's tools and vehicles (water).
Sea Legs
Also at 3rd level, you gain the Darkvision and Waterborne bestial edges (ignoring prerequisites), which do not count against your normal number of bestial edges. You cannot replace either of these edges when you gain a level in this class.
Aqueous Adaptations (Level 7)
Beginning at 7th level, your body changes further to allow you to visit the deepest depths of the ocean. You are immune to damage caused by the pressure of being in deep water.
Additionally, you have blindsight to a range of 5 feet. While underwater, the range of this blindsight increases to 30 feet.
Finally, you can expend 1 ki point as an action to cast the fog cloud spell. You can cast this spell while morphed.
Call of the Sea (Level 10)
Starting at 10th level, you can cast the locate animals or plants and water breathing spells, but only as rituals.
Sea Monster (Level 14)
Beginning at 14th level, you can expend 10 ki points to morph into a hydra or a lesser kraken for 10 minutes. Once you use this feature, you can't use it again until you finish a long rest.
Oozology
Oozology (Level 3)
Some researchers seek to understand the strangest of life-forms: oozes. There is serious debate amongst animi as to whether oozes are even truly alive in the traditional sense, or whether they are simply magically animated slime which works towards a mysterious purpose.
Slime Expertise
Starting at 3rd level when you choose this focus, you gain an affinity with oozes. Whenever you make an Intelligence ability 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 Wild Shape into oozes as though they were beasts.
Ooze Morph
Also at 3rd level, when you Wild Shape into a beast, you can choose to become an ooze in the shape of that beast. While in your Ooze Morph, the following rules apply:
The creature's type is changed to ooze.
You can move through a space as narrow as 1 inch wide without squeezing.
You are immune to acid damage and have immunity to the grappled condition.
Duplicate (Level 7)
Beginning at 7th level, the bits of ooze that fall off of you in battle gain their own life. When you are morphed into an ooze and you take damage, you can use your reaction to split an oozeling off of yourself.
An oozeling takes its turn on your initiative and obeys your orders. You can direct an oozeling where to move within 60 feet of you (no action required by you), and you can use a bonus action to direct an oozeling to take the Attack, Dash, Disengage, Dodge, or Help actions. If you do not give it an order, an oozeling does nothing. If an oozeling is ever more than 60 feet from you, it will attempt to return to that area by any means necessary. An oozeling disappears if you dismiss it as an action, its hit points drop to 0, or when your Wild Shape ends.
Beware the Blob (Level 10)
Starting at 10th level, whenever you are morphed into an ooze, you gain the following properties:
Engulf
As an action, you can move 5 feet into the space of a creature that is your size or smaller. Whenever you enter a creature's space, the creature must make a Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, you enter the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of your turns. When you move, the engulfed creature moves with you.
An engulfed creature can try to escape by taking an action to make a Strength check (DC equal to your morph save DC). On a success, the creature escapes and enters a space of its choice within 5 feet of you.
Ooze Cube
Creatures engulfed by you can be seen but have total cover. A creature within 5 feet of you can take an action to pull a creature or object out of you. Doing so requires a successful Strength check (DC equal to your morph save DC), and the creature making the attempt takes 10 (3d6) acid damage. You can hold one creature of your size or four creatures that are smaller than you inside you at a time.
Slime Horde (Level 14)
Beginning at 14th level, you can issue orders to up to three oozelings under your control with your bonus action.
Primordiology
Primordiology (Level 3)
Some animi seek to understand the creatures that existed before all others: elementals. There is contention as to whether elementals should truly be included in taxonomies with other creatures, as their forms can often be alien and unlike any other creatures which exist. Nevertheless, animi who study these creatures see how their primal forms gave rise to the land, seas, and sky, and seek to emulate their power.
Elemental Expertise
Starting at 3rd level when you choose this research focus, you gain an affinity with elementals. Whenever you make an Intelligence ability check related to these creatures, you add your proficiency bonus to the 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 elementals as though they were beasts. However, as highly magical creatures, it requires more of your energy to morph into them. You must expend one additional ki point to morph into an elemental of challenge rating 4 or lower, and two additional ki points to morph into an elemental of CR 5 or higher. The elemental forms you take do not have fly or swim speeds until you reach the appropriate level of the Animal Morphs table.
Elemental Form
Also at 3rd level, when you morph into a beast, you can choose to become an air, earth, fire, or water elemental (your choice) in the shape of that beast. While in your Elemental Form, the following rules apply:
Your type is changed to elemental.
You are immune to the prone condition.
You can move through a space as narrow as 1 inch wide without squeezing.
Primal Protection (Level 7)
Beginning at 7th level, whenever you are morphed into an elemental, you gain an additional ability determined by your elemental type:
Air
When you are subject to a ranged weapon attack from a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
Earth
You deal double damage to objects and structures, and while you are standing on earth or stone, your walking speed increases by 10 feet.
Fire
Once per turn when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d4 fire damage.
Water
You can use your action to make a grapple or shove attack against a creature within 15 feet of you. Once on each of your turns, you can move a target grappled by you in this way anywhere within 15 feet of you (no action required).
If you morph into an elemental but which does not have an explicit type (such as a magmin), you gain the ability described above which best fits your form (subject to your GM's discretion).
Grove of the Ancients (Level 10)
Starting at 10th level, you can cast the elemental grove spell, but only as a ritual. When you do so, you can choose air, earth, fire, or water versions of any of the spell's effects.
Primordial Ally (Level 14)
Beginning at 14th level, when you morph into an elemental, you can summon mephits to aid you. You summon one mephit if your form is of challenge rating 4 or lower, or two mephits if your form is of CR 5 or higher. You choose the mephits that appear based on your elemental type:
Zoology
Zoology (Level 3)
While other animi study fantastical and rare creatures, zoologists know the value of beasts and their many incredible forms. Zoologists come to know beasts both great and small, and even those creatures which have gone extinct.
Phytological Expertise
Starting at 3rd level when you choose this focus, you gain an affinity with oozes. Whenever you make an Intelligence ability 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.
Animal Assistant
Also at 3rd level, you can cast the find familiar spell, but only as a ritual (Intelligence is your spellcasting ability for this spell). Your familiar can take the form of any creature you have prepared which is of CR 1 or lower. Unlike a normal familiar, your familiar can attack on its turn.
Natural Talent (Level 7)
Beginning at 7th level, you gain two additional bestial edges of your choice.
Blessings of the Wild (Level 10)
Starting at 10th level, your animal adaptations take root. You only require half the normal amount of food and water a creature of your size would require.
In addition, you have advantage on any Constitution check or saving throw you make to survive or move through areas with severe natural environments such as extreme cold, extreme heat, high winds, heavy precipitation, high altitudes, and other, similar environments.
King of Beasts (Level 14)
Beginning at 14th level, when you use Wild Shape, you can choose to exceed the maximum CR of creatures you can morph into for the purposes of your Unleash Fury feature. When you do so, your Max CR is considered to be equal to your animus level for that morph. Once you use this ability, you can't use it again until you finish a long rest.