You were raised by the woodland creatures from a young age, maybe you were abandoned, maybe you it was of your own decision, maybe you remember, maybe you don’t. Whoever this happened one thing you can count on is your good old animal instincts, or can you…
Animal: Born and raised like a true animal you have proficiency in survival and animal handling as well as being able to be considered a mount by other party members and counting as one size larger when determining your carrying capacity as well as how much you can push, pull, and lift.
Me No Speak Good: Because of how you were raised you have trouble communicating. You have disadvantage on charisma checks, deception, and persuasion, as well as any checks made while reading or writing or to read or write.
Animal Instincts: On your turn if you meet the requirements. You can choose to do an animal instinct as a bonus action, unless it specifically states otherwise. The animal instincts you can do are listed below:
Play Dead: If you are at less than half HP ( rounding down ) you can fall over and play dead. You must make a performance check against all creatures that attempt to find out or care that you are “dead” if there insight roll is lower than your performance roll than the creature thinks your dead, if there insight insight roll is higher than your performance roll they know your that your alive. If you are healed while playing dead and therefore are pushed over half HP you can continue to play dead. While playing dead you have the prone condition.
Flee: When you are hit by an attack you can take a dash action as a reaction to run any direction up to your movement speed away from the creature that attacked you. You can provoke no more than one opportunity attack while dashing as part of this reaction.
Snarl: On your turn you can snarl at any creatures of your choice that can hear you and make an intimidation check against there wisdom saving through. If there wisdom save is lower than your intimidation check than the become frightened of you and must spend there next turn running away from you, however if there wisdom save is higher than your intimidation roll than they can choose to snap back at you and make an intimidation check of there own against your wisdom save, if your wisdom save is lower than there intimidation roll than you are frightened of them and must spend your movement on this turn if you have not already used it or if you have, then you must spend the movement on your next turn to run away from the creature, if your wisdom save is higher than there intimidation roll than the cycle ends and nothing happens.







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