The Beast Of Herron. Image
Prerequisite: This is a gift, or curse, that must be bestowed unto you by a darker power. Be it a powerful mage who has delved into old magics to curse you, or an angered demon that infects your offspring. It is a power that precious few have encountered, and even less know where it comes from. As such, the beast will lie in waiting, connected to the host but only revealing itself once the host is strong enough to be of use to this being.
 

A "Dark Gift" bestowed upon an individual by means of an ancient curse, or other form of old dark magic. The Curse manifests physically itself as a beast made of shadow, but mostly resides just beneath the surface, waiting to take the wheel. The beast is sentient, and ever present, but so as to not draw attention to itself, only reveals itself when called upon, in times of self preservation, or when it believes it can enact its own agenda. The Beast might also speak to its host, and can choose to speak out loud, or in a voice only the host can hear. (usually the latter) The Beast grows in strength as you grows, using your STR, DEX and CON statistics, but has it's own INT, WIS, and CHA stats.

The Emergence: The Beast has a self preservation instinct. When you take damage of equal to half of your maximum HP, or you suffer a blow that would bring you below a number of hit points equal to your Con Mod + Proficiency Bonus + Character Level, you must make a Constitution Saving throw (DC 11+ your Proficiency Bonus) or be overcome by the emergence of the Beast. If this hit would bring you to 0 hit points, instead fall to 1 and have disadvantage on this saving throw. As shadowy tendrils wrap around your body and overtake your features, the Beast gains control as you fight to keep the reigns of your consciousness.

While the beast takes control , you gain a +10 to your walking speed, and natural weapons. You grow shadowy claws, fangs, spines, and horns. Your unarmed strikes deal 1d6 necrotic damage, and you are proficient with your unarmed strikes The natural weapon is magic and you add your proficiency bonus to damage rolls you make using them. You can't cast spells or use any other weapons while transformed. Immediately after transforming, you must use your reaction to make an unarmed strike against all creatures within 5 feet of you. On your turn while transformed, you must repeat the saving throw. If you fail, you must use your movement and action to approach and strike the nearest creature to you with your natural weapons. If you succeed your save, you may choose the target if there are multiple options. If no creatures are in range, you take 1d6 necrotic damage as the Beast's insatiable hunger begins to eat away at your flesh. If you succeed three saving throws, you can choose to end the transformation. (1 success outside of combat will suffice.)

Bestial Defence: The host can call upon the Beast for protection. A shadowy form leaps from the skin of the host to attempt to deflect incoming damage. You can cast the shield spell as a reaction. Anyone who can see you, will see the shadowy energy, but may or may not make sense of it. At the start of your next turn, you then have to make a saving throw against "The Emergence". (You can choose to fail this save) You can use this feature a number of times equal to your proficiency bonus per long rest.

The Beast's Influence: The Beast has its own agenda and wants you to act out in accordance to its own ideals. In that, it may slightly influence your actions. When you act in accordance with the Beasts desires, it may grant you advantage on one skill check or attack roll. On the contrary, it may impose disadvantage on such a roll as it tries to will your actions in accordance to its desires. (DM discretion)

The Beast Of Herron. Image

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