Natural Weapons
You have a set of horns, claws, and fangs as well as a heavy tail. These allow you to make unarmed attacks dealing 1d6+Strength modifier bludgeoning, slashing, or piercing damage.
Climate Adaptation
The Behemutt ancestral homeland is a ridge around a high caldera in which the primordial beast they imprison slumbers. The creature awakens seasonally, summoning bitter winds and snow and so the Behemutt are resistant to Cold damage.
Behemoth Legacy
You can draw on the power of the Slumbering King to perform certain sorcerous feats.
You learn one of the following Cantrips: Gust, Magic Stone, or Shocking Grasp. At the end of short or long rest you can change this Cantrip for one of the others from this list.
Beginning at 5th level, at the end of a long rest you can prepare one of the following spells; Melf's Minute Meteors, Wind Wall, Call Lightning. You can have only one of these spells prepared through this feature at a time. Using this feature, you can cast this spell once without a spell slot. If you have spell slots from your class of an appropriate level, you can use those to cast this spell as well.
The Spellcasting Ability for these spells is your choice of Constitution, Intelligence, Wisdom, or Charisma.
Previous Versions
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2/4/2024 6:32:03 PM
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