Magefolly Image
Prerequisite: Strixhaven Mascot
 

You are a true student of the arcane arts, beginning your journey with experiments and studying the world around you to apply to your own magical thesis. When you select this feat you increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Your Strixhaven Mascot becomes a Magebeast. The Magebeast is a magical creature that takes on the creature type and damage type that best suits you when you create it. Below are the statistics of the Magebeast which uses spellcasting modifier you selected for its actions and traits.

Magebeast

Armor Class 13 (natural armor) + your proficiency bonus

Hit Points 5 times your level

STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0)
INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Saving Throws Shares your saving throw proficiencies
Senses darkvision 120 ft., blindsight 10 ft. (Dragon only), your passive Perception

Resistances feat choice resistance (Monstrosity only)

Speed 20 ft. (60 ft. Beast only) (40 ft. Fiend only) (35 ft. Humanoid only),  hover 20 ft. (Aberration only), fly (30 ft. Celestial only) (50 ft. Dragon only), climb (20 ft. Beast only)(50 ft. Ooze only)

Challenge (Half your level + your proficiency bonus)

Languages understands the languages you speak, telepathy 30 ft. (Aberration only)

Familiar. The magebeast counts as a familiar and while is it alive you cannot have any other familiar creature active. It retains all the same functions and actions a familiar would have. However the magebeast is allowed to attack as opposed to a standard familiar.

Greater Apport.
If your magebeast is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

Synchronized. When you take an action on your turn, you can allow your magebeast to make one attack of its own with its reaction. Additionally your magebeast can be used as a spellcasting focus and you can cast spells from its position using its reaction.

Pact Tactics (Beast only). The magebeast has advantage on attack rolls against a creature if at least one of the magebeast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Illuminated (Celestial only). The magebeast sheds bright light in a 20-foot radius and dim light in an additional 10 ft.

Reinforced Armor (Construct only). The magebeast has a +2 bonus to its armor class.

Elemental Wrath (Elemental only). The magebeast can enter a hostile creature's space and stop there. The first time the magebeast enters a creature's space on a turn, that creature takes 5 (1d10) feat choice damage. When the magebeast is reduced to 0 hit points, it explodes in a 30-foot radius sphere and forces creatures caught in the radius to make a Dexterity saving throw against your Spell Save DC or take (your level)d6 feat choice damage. On a successful save taking half as much damage.

Feystep (Fey only). The magebeast has advantage on saving throws against the Charmed condition and when targeted by an attack can use its reaction to teleport away up to (5 times your proficiency bonus)ft. potentially avoiding the attack.

Last Stand (Fiend only). When the magebeast is below 50% of its maximum hit points it begins taking half your level in fire damage at the start of its turns. During this time it cannot be incapacitated, paralyzed, restrained, stunned or halted by any means and it falls under the effects of the Haste spell for one minute.

Giant Sized (Giant only). The magebeast can be created as a Huge sized creature instead of Medium or Large. The Rend attack gains an additional die count.

Goblin Sized (Goblinoid only). The magebeast can be created as a Small sized creature instead of Medium or Large. As a bonus action it can take the Disengage action.

Survivor (Humanoid only). The magebeast receives half of the healing you would and when it is below 50% of its maximum hit points it begins regenerating (your proficiency bonus) hit points at the start of its turns.

Gore (1/day) (Monstrosity only). If the magebeast moves at least 15 feet straight toward a target and then hits it with a Rend attack on the same turn, the target takes an extra ((proficiency bonus)d6) piercing damage. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or be pushed up to 20 feet away and knocked prone.

Magically Adapted (Monstrosity only). The magebeast has advantage on saving throws against spells and takes no damage against damaging spells on a successful save.

Amorphous (Ooze only). The magebeast can move through a space as narrow as 1 inch wide without squeezing. The Rend attack reduces the armor class of the target by 1 each time it hits until the end of the target's turn.

Floral Anatomy (Plant only). A creature that touches or hits the magebeast with a melee attack while within 5 ft. of it takes 3 (1d6) feat choice damage. The Rend attack gains 10 ft. reach.

Undead Core (Undead only). When the magebeast hits with the Rend attack, it restores hit points equal to half of the damage dealt. When the magebeast uses the Missile attack, it deals (half your level) necrotic damage to itself for each Missile attack made and makes an additional Missile attack for each one that hits. The additional attacks from this feature do not provoke this ability to happen again. If the magebeast is reduced to 0 hit points it makes a Constitution saving throw with a DC of 5 + the damage taken. On a success the magebeast drops to 1 hit point instead.

Actions

Multiattack. The magebeast makes a number of Rend or Missile attacks equal to half your proficiency bonus.

Rend.
Melee Weapon Attack: +(Your spellcasting modifier + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d(your proficiency bonus times 2) + your spellcasting modifier) bludgeoning, piercing, or slashing damage plus 3 (1d6) feat choice bonus damage.

Missile. Ranged Weapon Attack: +(your spellcasting modifier + your proficiency bonus) to hit, range (proficiency bonus times 10)ft., one target. Hit: (1d6 + your spellcasting modifier) feat choice damage.

Psionic Blast (1/day) (Aberration Only). As an action the mage beast lets out a psionic blast in a (10 times your proficiency bonus)ft. cone. Creatures caught in the path must make an Intelligence saving throw against your Spell Save DC or take (proficiency bonus)d8 psychic damage and be stunned for 1 minute. On a success taking half as much damage and suffering no additional effects. The target can repeat this saving throw at the end of its turns, ending the effect early on a success.

Healing Touch (1/day) (Celestial only). As an action the magebeast touches another creature. The target magically regains ((proficiency bonus)d8 + your spellcasting modifier) hit points and is freed from any disease, poison, blindness, or deafness.

Overclock (1/day) (Construct only). The magebeast can immediately take an additional turn.

Self Repair (1/day) (Construct only). The magebeast magically regains ((proficiencybonus)d8 + your spellcasting modifier) hit points.

Frightful Roar (1/day) (Dragon only). As an action each creature of the magebeast's choice that is within 60 feet of it must make a Wisdom saving throw against your Spell Save DC or become frightened for 1 minute and must immediately move as far as its speed allows away from the magebeast. A creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Elemental Burst (1/day) (Elemental only). When the magebeast hits with an attack it can deal ((proficiency bonus)d4) additional feat choice damage.

Fey Aura (1/day) (Fey only). As an action the magebeast lets out a dazzling aura in a 30 ft. radius sphere. Creatures of its choice must make a Charisma saving throw against your Spell Save DC or be cursed for 1 minute. While cursed in this way the target has disadvantage on saving throws against the Charmed condition and takes 3 (1d6) psychic damage any time it would target a creature other than the magebeast with an attack. A creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Revealing Eye (1/day) (Fey only). As an action the magebeast conjures a magical eye that hovers within 5 ft. of it for 8 hours. For the duration it can choose to see through the eye as if it were in its position and the eye can freely move up to 30 ft. per round. It may use a bonus action to cause the eye to let out a pulse of magic in a 60 ft. radius sphere causing creatures within to make a Wisdom saving throw against your Spell Save DC or have their exact position revealed to the magebeast for 1 minute.

Hellish Frenzy (1/day) (Fiend only). As an action the magebeast enters a frenzy for 1 minute, during which it makes all of its attacks at advantage and must attack the closest creature to it on each of its turns. For the duration the magebeast scores a critical hit on a roll of 19 and 20. It additionally may use a bonus action to take the dash action. If it scores a critical hit during this frenzy it may make one additional attack once during a turn.

Boulder Throw (Giant only) (Replaces Missile). Ranged Weapon Attack: +(your spellcasting modifier + your proficiency bonus) to hit, range (proficiency bonus times 10)ft., 10 ft. radius sphere. Hit: (half your level) bludgeoning damage.

Swarm Call (3/day) (Goblin only). As an action the magebeast lets out a warcry, creatures of its choice within 120 ft. of it that can hear it may immediately use their reaction to move up to 30 ft. and make an attack against a target within range. The magebeast then becomes invisible until it takes an action.

Spore Cloud (1/day) (Plant only). As an action the Magebeast emits a puff of spores in a 20 ft. radius sphere centered on itself. Creatures caught within must make a Constitution saving throw against your Spell Save DC or take ((proficiency bonus)d6) feat choice damage and be poisoned for 1 minute. On a success taking half as much damage and suffering no additional effects. While poisoned in this way the target loses resistance to feat choice damage.

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