Prerequisite: Requires at least 3 levels in the Warlock class
You can use your action to summon the heat that burns inside your blood, taking the sacred form bestowed on you by your patron.
Once per long rest, when you use your action to call upon your pact, you take on the physical form and physical statistics of the Sheraj. You may also expend a warlock spell slot to use this ability.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the Sheraj, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
- When you transform, you assume the Sheraj's hit points and Hit Dice. 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 Sheraj 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 Sheraj is physically capable of doing so. However, you can't use any of your special senses, such as Tremorsense, unless your new form also has that sense.
- Your equipment merges into your new form, or is dropped. Equipment, such as magic items and armor, that merge with the Sheraj form have no effect until you leave it.
Your transformation lasts for an hour or until your Sheraj form is reduced to 0 hit points, at which point you revert to your natural form.
| Sheraj | |||||||||||||||||
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| Medium Beast/Humanoid (Human, Shapechanger) | |||||||||||||||||
| Armor Class: 13 (natural armor) | |||||||||||||||||
| Hit Points: 5 + five times your level (45) | |||||||||||||||||
| Speed: 40 ft. | |||||||||||||||||
| STR | DEX | CON | INT | WIS | CHA | ||||||||||||
| 18 (+4) | 13 (+1) | 16 (+3) | 11 (+0) (Your Int) | 16 (+3) (Your Wis) | 18 (+4) (Your Cha) | ||||||||||||
| Damage Immunities: Fire | |||||||||||||||||
| Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from Silvered Attacks | |||||||||||||||||
| Senses: Darkvision 60 ft. Keen Smell. The Sheraj has advantage on Wisdom (Perception) checks that rely on smell. |
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| Languages: Can't speak except through purrs/growls | |||||||||||||||||
| Proficiency Bonus: +3 (equals your bonus) | |||||||||||||||||
| Actions | |||||||||||||||||
| Multiattack. The Sheraj can make two claw or one bite and one claw attack. | |||||||||||||||||
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC15 Strength saving throw or be grappled. Until this grapple ends, the Sheraj can't bite another target. | |||||||||||||||||
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/19/2023 11:11:51 PM
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6
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