Passive Effect
While bearing this rune:
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You gain proficiency in the Survival skill. If you are already proficient, you instead gain expertise in Survival.
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You have advantage on Wisdom (Survival) checks made to track creatures.
Feral Awakening
As an action, you can carve the rune into your chest and partially assume a lupine form. This transformation lasts for 1 minute before the carving heals. Once you use this feature, you can’t use it again until you finish a long rest.
While transformed:
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You grow to Large size, along with anything you are wearing.
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You gain 5 temporary hit points.
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Your body sprouts coarse fur, elongated fangs, and sharpened claws.
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Your unarmed strikes deal 1d6 slashing damage and use Strength for attack and damage rolls.
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When you take the Attack action on your turn, you replace your weapon attacks with a Bite and Claw multiattack attack.
Bite
Natural Weapon Attack:
Melee Weapon Attack: Strength modifier to hit, reach 5 ft., one target.
Hit: 1d8 + your Strength modifier piercing damage.
Once per turn when you hit a creature with this attack, you regain hit points equal to your proficiency bonus for as long as the rune lasts.
Claw
Natural Weapon Attack:
Melee Weapon Attack: Strength modifier to hit, reach 5 ft., one target.
Hit: 1d6 + your Strength modifier slashing damage.
Feral Instinct
While transformed:
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You cannot cast spells.
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You have disadvantage on Charisma checks.
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If you begin your turn below half your hit point maximum, you must succeed on a DC 10 Wisdom saving throw or use your movement to move toward the nearest creature.
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