You partially change your form to become more beast like, enhancing your body. Choose one of the enhancements below
Boar's Hide. Your skin becomes as tough as a boar. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Badger's Claws. You gain extremely sharp claws. Your unarmed attacks now deal 1d8 slashing damage, and they count as magical to overcome resistance.
Almiraj's Speed. You gain the speed of an almiraj. Your movement speed increases to 50 and you can dash as a bonus action.
Coral Snake's Venom. You grow two powerful fangs. When you make an unarmed attack, you deal 1d4 piercing damage and the target must make a constitution save equal to your spell save dc. On a failed save, the target becomes stunned until after its next turn, the target starts to hallucinate and is afflicted with a short-term madness effect. (Determined Randomly or by the DM's discretion.)
Quipper's Blood Frenzy. You begin to enter a frenzied state during battle. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Tressym's Senses. Your eyes begin to change, and you can feel your sense of smell and touch heighten. Within 20 feet of you, magical invisibility fails to conceal anything from your sight, you has advantage on Wisdom (Perception) checks that rely on smell, and you can detect whether a substance is poisonous by taste, touch, or smell.
When you cast this spell using a spell slot of 2nd level or higher, you increase the amount of enhancements you can choose all the way to 6th.
* - (fur or a feather from a beast)
Comments