Prerequisite: 4-th level Druid
If you take this Feat you gain +1 to your WIS, you can't gain more than 20 Wisdom.
As a Bonus action you can use one mythical form point to transform yourself into a Mythical beast, you change your apparence you can lose the effects with a free action or keep it for the rest of the time or until you HP drops to 0 or you fall uncounsiuos. This effects least for 1 hour after this time you need to use your Bonus action and another point to mantaint the form or you will change into normal form again.
You may choose the following effects equal to your WIS modifier (at least 1).
- Bear arms: Your arms turn into natural weapons with: WIS + PB to hit, Meelee attack, one target, 10ft range. 1d10 + WIS Slashing Damage that count has magical for incoming resistances you also gain advantage on STR checks (No saving throw).
- Giantic size: You grown yourself one larger size and you gain Siege monster trait and all your meelee attacks gain + 1 to attack and to damage and plus 5ft, you can choose this form more that once and less than 4.
- Miny form: You reduce yourself one smaller size, you also gain 10ft movement speed you can choose this form more that once and less than 3.
- Hare feet: All creatures have disadvantage to hit you with opportunity attacks and you gain advantage on DEX checks (No saving throw) also when you make a jump you have double distance of your movement speed in long jump and high jump, fall damage is reduce to half.
- Wolf ears and eyes: You have advantage on perception and survival checks, also your senses are improved, you gain blind sight 60ft and 10ft true sight has your senses are increased.
- Spider form: You grow an extra pair of arms now you can make one extra attack when you take the attack action, you gain climbing speed equal to your movement speed and difficult terrain doesn't have effects on you.
- Hawk wings: You gain flying speed of 60ft and can take dash action, disengage or dodge as a Bonus action.
- Deer lower: You grown an extra pair of feet, your walking speed is set to 60ft if you have more or equal to 60ft walking speed, you set it to 90ft, you can carry one medium size creature without halving, your walking movement speed this form doen't have effect on your movement beneficts while flying, climbing or swim speed and can make one sprint per turn (Free dash action).
- Shark tail: You gain swim speed equal to your movement speed, also you gain water breathing, unerwater you are more difficult to hit, all creatures have disadvantage to hit you while underwater and you gain advantge to hit underwater.
- Dragon scales: You skij turn into scales and you may choose the color of the scales, you gain resistance to that damage type color (green/acid, red/fire, white/lightning, black/poison, blue/thunder), you gain advantage on CHA ability checks (No saving throws) also you gain +1 to Armor Class, Saving Throws.
- Crab pincers: Your hands turn into natural pincers, when you grab a creature it gain disadvantage to break free from you, and your grapplin saving DC is equal to 8 + WIS + PB.
- Elk antlers: Large antlers grow from your head, you can when you take your attack actiion you can make an additional attack with a headbutt. WIS + PB to hit, meelee attack 5ft, one target, 1d6 + WIS Bludgeoning damage that count has magical for incoming resistances.
- Lion fur: You grow fur lion like and gain advantage on all your attacks, when you take your attack action you can make one additional bite attack. WIS + PB to hit, meelee attack, one target, 5ft range. 2d4 + WIS Piercing damage that count has magical for incoming resistances.
- Displacer form: You look blurry, all attacks (Spells not included) has disadvantage to hit you, you also have advantage to hide in a dim-light.
- Owl wisdom: Your gain darkvision to 60ft if you already have darkvision it increases to 120ft, you can also see in heavly oscure and darkness magical and no magical 10ft from you, you can't distinguish colors, you gain advantage on all WIS checks (No saving throw).
- Viper fangs: Your fangs grow large all you meelee attacks can poison creatures, when you hit a target it must make a CON Saving throw (DC equal to your 8 + WIS + PB), if the target fail it become poisoned and at the start of each turn it suffers 1d4 poison damage, the creature can use its action to repeat the saving on each turn if it succed it can't become poisoned in 24 hours.
- Mammot willing: Your grown a thicker skin, at the start of each your turn you can gain 15 Temp HP, if you already have Temp HP you can remplace it.
Your Mythical Form uses are equal to your PB and you regain all uses once you finish a Long Rest.