Base Class: Wizard
The Animagi are Wizards who, through advanced and difficult magic, have mastered the ability to become an animal. Normally, they do this as proof that they are a powerful Wizard, but some have underlying motives, some seek power, some seek to better understand an animal companion. Whatever the Reason, the Animagi are powerful wizards, and should not be taken lightly
Animal Form
When you select this subclass at Level 2, you pick a creature with a challenge level 5 or lower. This form bonds to you. As a bonus action on your turn, you can transform into your Animal Form. While in this form, you gain the Animals Actions, Strength, Dexterity and Charisma Scores, its AC, Actions, Bonus Actions and Special Traits, as well as its movement speed(s), but retain your HP, Intelligence, Wisdom and Constitution scores and Languages, although you cannot speak them unless your creature can speak. While in this form, you are indistinguishable from a normal member of your creatures species, except for a specific set of markings that represent something about you. For example, you might have black patches under your eyes if you wear glasses, or your fur might be shaggy if your hair is unkept. As a bonus action on your turn, you can return to your normal form.
Druid Spells
Starting at 3rd Level, You gain access to the Druid Spell List. These spells can be copied into your Spell Book and have to be prepared. These spells do count towards known spells.
Animagi's Weaponry
Starting at 6th level, Your attacks while in Animal Form become magical, and deal an extra 1d8 of the damage type. This dice increases to a d10 at 10th level, and a d12 at 14th level.
Animalistic Traits
Starting at 10th Level, you gain one of your Animal Forms movement abilities and speed. This manifests itself in strange ways depending on what form you chose. Examples are as follows:
Climb: Your hands and feet start to become slightly sticky, allowing you to cling to walls and climb up them
Walk: Your Muscles become more powerful, allowing you to traverse greater distances faster
Swim: Your hands and feet become Webbed, allowing you to propel yourself through the water
Fly: A pair of Ghostly wings appear on your back, granting you the power of Flight.
Burrow: Your muscles become stronger, allowing you to burrow underground. Your hands and feet also become slightly rougher, allowing you to push yourself through the ground
If your creature has more than 1 additional movement option, you can only choose 1.
Mutual Respect
Starting at Level 14, all members of your Animal Forms Species respect you and recognise you as an Ally, even in your human form. You and your allies can shelter with members of that species, and members of that species will help you in combat. Also, you and All members of your party gain advantage on Wisdom(Animal Handling) and Wisdom(Nature) Checks involving members of that species.







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Posted Jan 30, 2021Before someone brings it up, I noticed the Typo on Druid Spells. You gain Access to them at 2nd Level when you select it as a subclass, not 3rd Level. Sorry about that.