Base Class: Rogue
The Therianthrope
Whether by blood, study, or pact, you have unlocked the ability transform yourself into an animal form. Perhaps one of your ancestors was a nature spirit, or you Stumbled across a long-forgotten shrine and absorbed some of its fleeting power. Whatever the case, this ability has allowed you to utilize a smaller, more innocuous form. Rats have networks all over cities and can squeeze through tiny holes, pigeons are largely ignored and can reach open windows inaccessible to most, chameleons can camouflage themselves against any background and scale otherwise unsalable surfaces. All of this is greatly useful to thieves, spies, and assassins.
Furry Informants
At 3rd level, your connection with your inner beast allows you a connection to other animals; You can cast Animal Friendship as a 1st level spell and Animal messenger without expending any spell slots. Once you have cast either of these spells that way, you can’t cast that spell again until you have finished a long rest. You can cast both of these spells while transformed.
In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
The Beast Within
At 3rd level you can use your action to magically assume your animal form. You can stay in this from for a number of hours equal to half your rogue level rounded down, at the end of which you can either revert back into your normal form or expend another use of this ability to extend the duration. You can also spend a bonus action to revert to your normal form earlier. You can use this feature a number of times equal to your proficiency bonus and you regain all uses once you finish a long rest.
Your animal form has the appearance of any tiny CR 0 beast, the exact details of which are up to you. While it may appear to be a mundane beast, due to its nature as a reflection of your soul, it may be able to do or have things that usual beasts of its type do not. While transformed the following rule apply:
- You retain your alignment, personality, Wisdom, Charisma, and Intelligence scores, but your Strength, Dexterity, and Constitution becomes 3 (-4), 18 (+2), and 10 (0) respectively.
- You retain your skill and saving throw proficiencies
- Your AC becomes 13, your hit points become 4 + 5 times your rogue level and your hit dice become 2d4
- Your type becomes beast and your walking speed become 30ft if lower than 30ft
- You gain access to a bite or claw (your choice) action that is a melee weapon attack with a 5ft reach that is +2(+PB) to hit and deals 1 +PB slashing damage
- When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- 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 (ie, evasion, blindsense, elusive). 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 DM decides whether it is practical for the new form to wear a piece of equipment, based on the crea ture'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.
At 3rd level you can choose two features from the Animal Form Features list that you have while transformed, these are permanent features that reflect what your transformed side looks like and can do. You can choose an additional features at 5th, 10th, & 15th level. Some features have level requirements, if so you must at least be that level in this class to gain it. If a feature requires a saving throw the saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier
Amphibious
Your animal form is aquatic, oftentimes meaning gills and webbed feet or fins, gaining a swimming speed equal to your walking speed and the ability to breathe under the water. You also gain 30ft of darkvision
Camouflage
While transformed, you are able to blend in easily with your surroundings, either through a change in color or shape or by some other means. While in this form you are able to hide in plain sight, you have advantage on all stealth rolls you make. If you are stationary, enemies have disadvantage on perception rolls made to visually perceive you while hidden.
Climbing
You may have extra appendages, sticky hands and feet or sharp claws that enable you to scale unwieldy surfaces. You gain a climbing speed equal to your walking speed and can traverse or end your turn on vertical or horizontal surfaces like walls and ceilings (as if under the effects of Spider Climb).
Cute / Vicious (5th Level or higher)
This form of your is downright adorable or downright terrifying! As an action you can choose to gaze sweetly or grin malignantly at an individual of your choosing. Once you do so, they must succeed on a wisdom saving throw or be charmed or frightened by you for an hour. You can only have one individual charmed or frightened by this effect at a time and once it is over, they are immune to this ability for 24 hours.
Echolocator
Keen ears and a shrill cry lets you see in otherwise total darkness. While you can hear, you have 60ft of blindsight. You also have advantage on all Wisdom (Perception) checks that rely on hearing.
Flight
Wings; webbed, feathered, or scaled, you may use any of these to fly, even if your animal’s form might suggest otherwise. You gain a flying speed equal to your walking speed in your animal form and advantage on all Wisdom (Perception) checks that rely on sight
Handsy Marsupial
Moveable digits or appendages allow you to manipulate and operate complex mechanisms and machinery like keys, doorknobs or writing utensils with precision, as if you were human. This also allows you to pickpocket with a +2 bonus to Dexterity (slight of hand) checks. You also have a pouch in which you can store 1 small item (GM’s prerogative about relative size). You must use a bonus action to hide or withdraw something from the pouch. An enemy can attempt to detect where the items are if you are in full view, through a Wisdom (Perception) or Intelligence (Investigation) check, contested by a Charisma (Deception) or Dexterity (Slight of hand) check.
Jumper
Your gain an additional 10ft of walking speed and, as part of your movement can make a standing jump of up to 15ft and a high jump of up to 5ft.
Sharp Teeth or Claws
Fangs, tusks or talons allow you to gnaw or claw your way through rope and wood (within reason). Attacks made against objects in this form are always with advantage, and the damage of which is always critical. Additionally, your attacks now deal 1d8 + PB damage.
Slippery
Thanks to a thick secretion of slime, the protection of loose skin, or perhaps even the dropping of a tail, all attempts made to grapple or restrain you are made at disadvantage, and you can resist them with dexterity instead of strength checks. You are also able to fit through spaces as tight as 1 inch without squeezing.
Speedy (10th level or higher)
You’re quick. SO quick, in fact, that It is now very difficult to catch you. Your walking speed increases to 60ft and you no longer trigger attacks of opportunity when moving out of an enemy’s range.
Tunneler
At ease under the ground, surrounded in dirt, you gain a burrowing speed equal to your walking speed, 60ft of tremor sense, and advantage on all Wisdom (Perception) checks made using smell.
Venomous (5th level or higher)
Somehow you are able to inject a potent poison into your enemies. When you make your attack, you can choose to also make it venomous. On a hit the target must make a constitution saving throw, taking 2d6 poison damage and becoming poisoned for an hour on a failure, or taking half as much damage and not being poisoned on a success. Once afflicted by this an enemy is then immune to this effect for 24 hours. You can use this ability a number of times equal to half your proficiency bonus (rounded down)
Verbose
Speech does not come naturally to many animals. Thankfully, however, you are not many animals, being able to speak beautifully and eloquently as if in your regular form when transformed. This means that you are also able to provide the verbal components of spells, but are still unable to provide somatic components. You can attempt to hide the meaning of your words as a birdsong or random yelping by performing a Charisma (Deception) check, contested by a Wisdom (Insight) check.
Amphibious
Your animal form is aquatic, oftentimes meaning gills and webbed feet or fins, gaining a swimming speed equal to your walking speed and the ability to breathe under the water. You also gain 30ft of darkvision
Camouflage
While transformed, you are able to blend in easily with your surroundings, either through a change in color or shape or by some other means. While in this form you are able to hide in plain sight, you have advantage on all stealth rolls you make. If you are stationary, enemies have disadvantage on perception rolls made to visually perceive you while hidden.
Climbing
You may have extra appendages, sticky hands and feet or sharp claws that enable you to scale unwieldy surfaces. You gain a climbing speed equal to your walking speed and can traverse or end your turn on vertical or horizontal surfaces like walls and ceilings (as if under the effects of Spider Climb).
Cute/Vicious
This form of your is downright adorable or downright terrifying! As an action you can choose to gaze sweetly or grin malignantly at an individual of your choosing. Once you do so, they must succeed on a wisdom saving throw or be charmed or frightened by you for an hour. You can only have one individual charmed or frightened by this effect at a time and once it is over (pass or fail), they are immune to this ability for 24 hours. The target remains unaware that this affect was used on them.
Echolocator
Keen ears and a shrill cry lets you see in otherwise total darkness. While you can hear, you have 60ft of blindsight. You also have advantage on all Wisdom (Perception) checks that rely on hearing.
Flight
Wings; webbed, feathered, or scaled, you may use any of these to fly, even if your animal’s form might suggest otherwise. You gain a flying speed equal to your walking speed in your animal form and advantage on all Wisdom (Perception) checks that rely on sight
Handsy Marsupial
Moveable digits or appendages allow you to manipulate and operate complex mechanisms and machinery like keys, doorknobs or writing utensils with precision, as if you were human. This also allows you to pickpocket with a +2 bonus to Dexterity (slight of hand) checks. You also have a pouch in which you can store 1 small item (GM’s prerogative about relative size). You must use a bonus action to hide or withdraw something from the pouch. An enemy can attempt to detect where the items are if you are in full view, through a Wisdom (Perception) or Intelligence (Investigation) check, contested by a Charisma (Deception) or Dexterity (Slight of hand) check.
Jumper
Your gain an additional 10ft of walking speed and, as part of your movement can make a standing jump of up to 15ft and a high jump of up to 5ft.
Sharp Teeth or Claws
Fangs, tusks or talons allow you to gnaw or claw your way through rope and wood (within reason). Attacks made against objects in this form are always with advantage, and the damage of which is always critical. Additionally, your attacks now deal 1d8 + PB damage.
Slippery
Thanks to a thick secretion of slime, the protection of loose skin, or perhaps even the dropping of a tail, all attempts made to grapple or restrain you are made at disadvantage, and you can resist them with dexterity instead of strength checks. You are also able to fit through spaces as tight as 1 inch without squeezing.
Speedy
You’re quick. SO quick, in fact, that It is now very difficult to catch you. Your walking speed increases to 60ft and you no longer trigger attacks of opportunity when moving out of an enemy’s range.
Tunneler
At ease under the ground, surrounded in dirt, you gain a burrowing speed equal to your walking speed, 60ft of tremor sense, and advantage on all Wisdom (Perception) checks made using smell.
Venomous
Somehow you are able to inject a potent poison into your enemies. When you make your attack, you can choose to also make it venomous. On a hit the target must make a constitution saving throw, taking 2d6 poison damage and becoming poisoned for an hour on a failure, or taking half as much damage and not being poisoned on a success. Once afflicted by this an enemy is then immune to this effect for 24 hours. You can use this ability a number of times equal to half your proficiency bonus (rounded down)
Verbose
Speech does not come naturally to many animals. Thankfully, however, you are not many animals, being able to speak beautifully and eloquently as if in your regular form when transformed. This means that you are also able to provide the verbal components of spells, but are still unable to provide somatic components. You can attempt to hide the meaning of your words as a birdsong or random yelping by performing a Charisma (Deception) check, contested by a Wisdom (Insight) check.
Rookmaster
At 13th level you are able to create a network of spies and informers in the animal world. To do so you must do the following:
- Find any tiny CR0 beast in a chosen location (can be as big as a town)
- Spend at least 1 hour for a week interacting with the animals in your chosen location, as each day progresses more rainy CR0 animals will gather as your original spreads your message
- Spend 25gp over the 7 days on food or other resources for your network to take advantage of
- On the final day you are able to promote one beast to be your right hand, throug which your orders and information will flow
Once this has happened, you will have access to a network of CR0 beasts that will find and collect information for you. They are loyal to you, but will not die for you and will leave your service if you mistreat them. You must also continue to maintain your relationship thereafter by spending 10gp a month on resources. You can ask your network for information on certain subjects or people, the more complex the request, the longer it will take to relay back to you, and the larger the risk that something may be lost in translation. For example, asking who enters a building at a certain time will be able to be answered as soon as the event has occurred, but requesting information on a trade deal between two noble houses will take at least a week and the efforts of many of your operatives. Whenever you make a Intelligence or Wisdom (Survival) check about the area, you can add 1d6 to your roll as your animal attendants rush to help you, you can use this feature a number of times equal to your proficiency bonus, all uses are refreshed after you take a long rest.
Your operative network lasts as long as you continue to pay 10gp per month, however, if it is sustained for a year, your network becomes completely self-sustainable and will continue to exist without your interference, with operations running through your right hand in your absence.
Bestial Surprise
At 9th Level, if you successfully attack an enemy while in your beast from, you and your allies gain advantage on attacks against that enemy until the end of your next turn. In addition to this, as part of your bonus action to transform out of your beast form you can make an attack against an enemy in range, using your sneak attack. If this attack hits, your target takes an extra 2d8 psychic damage, as the spectral remnants of your astral form lash out at it. If this reduces your target to 0 hit points, you keep this bonus until it no longer does so.
Gift Mastery
At 17th level any advantage or sense you gain while in beast from, you are also able to utilize when not transformed. Once per long rest you can also deal your sneak attack damage while transformed, though its damage type is always psychic.
You can cast Animal Shapes and Conjure animals at their lowest level at will, once you cast it in this way, you cannot do so again until you finish a long rest. You can cast these spells while transformed.
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