You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can shift from the option to normal as an action as often as you like. You cannot shift between adaptations without casting the spell again.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Movement speed doubles with the dash option. You cannot achieve these feats if you are wearing medium or heavy armour. You can operate to a depth of 100ft. Below this the water pressure causes you damage at a rate of 1 hp per round for each 50ft depth.
Arboreal Adaptation. You adapt your body to a tree living environment, elongated limbs with grasping short clawed digits & prehensile tail You can climb or descend rough surfaces (or soft ones that your claws can get purchase in) at half your normal walking speed. You can also swing from branch to branch and brachiate at your normal walking speed. Handholds must be within 10ft. These skills can be applied on any suitable surfaces not just trees. Movement speeds would double if you are dashing. You cannot achieve these feats if you are wearing footwear or medium or heavy armour. Both hands must be free. If you try normal walking whilst in this form your movement rate is halved.
Predator Adaptation. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. If the spell is cast using a slot above 2nd one extra strike per turn is allowed per additional slot level. At the same time your skin toughens like a hide improving your AC by +1.
Hunting Adaptation. Your facial features and head shape shift to give you large flexible cat-like ears and a bloodhound like snout. You gain advantage on wisdom (perception) rolls that involve hearing or smelling. If you listen for 1 round you can tell the direction and distance of sounds you can hear. You do not have disadvantage against invisible opponents unless they are soundless and odourless. Any creature has disadvantage when trying to use stealth to avoid your detection. You can pick up a scent that is less than a week old and follow it as long as it has not been erased in some way ( for instance rain or overlaying of another stronger scent). This requires an initial wilderness survival check initially and at 10 minute intervals. You can add your proficiency bonus to this role even if you are already proficient in this skill.
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