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You were born an animal of your choice, either growing up in the wilderness, rummaging for scraps in a township, or captured and kept in a zoo or as a pet.  While still young, a large puddle of glowing liquid was splashed over you, causing a change to your very essence. Over the next weeks your mind expanded and thoughts sharpened. You began walking on two legs, and the digits of your hand reshaped to allow for grabbing and using tools.  While you still have flashes of your previous life, there is no memory of who changed your to be like this.  Unique, but alone, Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

 
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A small pouch containing mementos from your animal life, a winter blanket, a set of common clothes, an herbalism kit, and 5gp
 
Animal Type

Wolf

Tiger

Turtle

Rat

Raccoon

Ferret

Chameleon

 
Feature: Animal Instincts

Your animal nature gives you a unique passive advantage:

Wolf - Pack Tactics. You always have advantage if an ally of yours is within 5 feet from the target. Add +5 movement to your Speed.

Tiger - Knife Mittens. Your fingers end in retractable claws. Unarmed strikes deal 1d6 slashing.  If your off-hand is free, can be used to make a Bonus action attack.

Turtle - Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws.       While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Rat - Large Family.  Being part of a greater whole, you learned to work cohesively with others from an early age. You can take the Help action as a bonus action. Gain proficiency in the insight skill.

Raccoon -  You Saw Nothing. You can take disengage as a bonus action.  When you do, add 10ft to your overall movement.

Ferret - Ambush Predator.  The first strike is the quickest path to victory.  Add 2d6 to attacks made against a surprised opponent.

Chameleon - Wall Flower. You can use stealth as a bonus action, and add +4 to your roll if you are motionless.  If someone can see you when you stealth, they have a -4 to their perception check to find you. Any creatures that do not rely on sight to see are not impacted by these negatives or bonuses.

 

 

 

 

 
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