Homebrew Beast Incarnate Species Details
This race isn't exactly something common. Beast Incarnates are rarely born and live up to 5000+ years. They can only birth another Beast Incarnate in their 3000th year or over their 3000th year. They age the same as humans being a kid at 4-12 years old, a teenager at 13-17 years old, and an adult at 18-45 years old. Any above is elderly.
Beast Incarnate Traits
Ability Score, Primal Instincts, Animal Tongue, Aware At All Times, A Different Kind Of Breed, Mind Blast, Darkvision, Crunch, DNA, BeastAbility Score
Your Intelligence score goes up by 2
Primal Instincts
Even though you are now an intelligent being there are still some instincts within your mind that linger. You have an advantage on any Wisdom(Insight) or Intelligence(Perception) check to see if a creature has any hostile intentions or is feeling any sort of fear.
Animal Tongue
You can cast the "Speak with Animals" spells at will.
Aware At All Times
Any creature that tries to stealth against specifically you has a disadvantage in that roll. Furthermore, should a sudden sound or movement surprise you, your body immediately becomes aware of its surroundings. You cannot be surprised by a sudden attack or ambush, and thusly do not lose your turn due to a surprise round.
A Different Kind Of Breed
You gain one Feat of your choice.
Mind Blast
You can loose a wave of psionic energy against a creature you can see as an action. The target must make an Intelligence saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or take 1d8 psychic damage. At the 6th level, this damage increases to 2d8 and at the 11th level, the target is stunned for one round. Once you use this feature you must finish a short or long rest to use it again.
Darkvision
You have darkvision up to a range of 60 feet. You can see in dim light as if it were bright light, but can't see colors, only shades of gray. If you already have Darkvision, you gain an additional 30 ft, you can see in darkness as if it were dim light, and you can see colors in dim light and darkness
Crunch
Your fangs are a natural weapon that deals 1d4+DEX (or STR) piercing damage, you are proficient with them and can use either Strength or Dexterity when calculating your bonus to hit, in addition, you can force the target to make a CON save where the DC is equal to 8+your proficiency bonus+your CON modifier. On a failure, the target takes 2d4+CON mod poison damage and becomes poisoned for 1 minute and makes CON saves at the end of each of its turns, on failures following these end of turn CON saves the target takes 1d4+CON poison damage. On any success, the target takes half damage from the poison and is poisoned until the start of its next turn. When you use your Envenomate Trait, you cannot use it until you take a short or long rest.
DNA
Your heightened immune system makes you resistant to disease and poison. You gain an advantage on saves against disease and poison.
Enrage
You harness the beast in your blood to change into your respective creature in you for 1 hour. You may do this 2 times per long rest.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the Statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.
- When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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