The following were-options are a modification for the existing Uratha class by Goldenquail (Link Here). They follow the same progression as Uratha do unless otherwise stated under each section. The Bestial Form optios replace any you get from the Uratha.
All these forms also gain the features given to Unaligned Uratha unless otherwise stated.
If a feature here says See: Uratha's etc.... then look at the Uratha class linked to the left and when you find that section, look to see if they overlap correctly, if they do not then adjust the levels that you receive features at based on what is mentions in the title in this document.
Unless otherwise stated the Crinos, Guaru etc... forms of these options below all apply the exhaustion and time limit effects of Gauru.
Abja
The Abja are much like the Uratha save for a few differences that are described below.
Abja originate from different continents than their Urathan cousins and although they are fewer in number, they make up for it with a string fighting style and quick step. Abja do not get along with the Simba (werelions).
Beastial Forms
Every Abja can shapeshift into five different forms. Homid, Anthros, Crinos, Crocas, and Hyaenid. Homid is your human form and in it you blend into society seamlessly. Anthros is your near human form, you grow a few inches and your skin becomes almost fur-like with hyena patterns on it. Crinos is your warform, in it you grow a few feet and take on a hulking hyena-human hybrid form. Crocas your near to hyena form, in it you appear as a monstrous hyena with hunched shoulders and rippling muscles, you stand a few inches taller than other hyenas. Hyaenid is your wolf form and in it you take on the form of a hyena.
As a bonus action you can swap between form between Homid, Anthros, Crocas and Hyaenid with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
For any Natural Weapons described below you may use your Dexterity modifier instead of strength when determining hit bonuses and damage bonuses.
Homid: You gain no additional benefits
Anthros: While in this form you have these features:
- Advantage on intimidation checks as well as perception checks based on hearing or smell.
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You natural weapons also deal 1d4 slashing, bludgeoning, or piercing damage.
Crinos: While in this form you have these features:
- Advantage on intimidation checks as well as perception checks based on hearing or smell
- You have resistance to non-silvered bludgeoning, piercing, and slashing damage
- Your natural weapons deal 1d8 slashing damage. At 5th level the damage increases to 1d10 and it increases again to 1d12 at 10th level and to 2d6 at 15th
- You gain an additional attack when you take the attack action on your turn
- You have unarmored defense equal to 10 + your Dexterity modifier + your Constitution Modifier
- You also suffer the penalties of 2 less levels of exhaustion while in this state (getting 8 levels will kill you or turning back with 7 levels will also kill you)
- After activating Crinos you can remain in this state for a number of round equal to your constitution modifier +1 (minimum of 1)
- When this time runs out you may immediately end this state or you may attempt to extend the time it is active, however, doing this inflicts a level of exhaustion for each round you choose to keep it going
- You gain 5ft of movement
Crocas: While in this form you have these benefits:
- Advantage on intimidation checks as well as perception checks based on hearing or smell
- You gain a bite attack that deals 1d10 piercing damage. When you land a hit on a creature you may inflict a constitution saving throw on the target. If they fail take an additional 1d10 piercing damage. The DC equals 8 + your proficiency bonus + your dexterity modifier
- You have a 12 natural armor
- Your base walking speed becomes 60ft
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
Hyaenid: While in this form you have these benefits:
- You have advantage on perception checks based on hearing or smell
- You have advantage on attack rolls against a creature if at least one of your allies is within 5ft of the target and is not incapacitated.
- You gain a bite attack that deals 1d6 piercing damage. When you land a hit on a creature you inflict a constitution saving throw, on a failed save they take an additional 1d6 piercing damage. The DC equals 8 + your proficiency bonus + your dexterity modifier
- Your base walking speed becomes 40ft
- You have an 11 natural armor
Aspect (replaces Auspice)
Every Abja falls under one of two Aspects depending on their gender. It is possible to be an Aspect that is not of your gender but this is a very good or terrible omen to your clan.
- Female:
- Warrior
- Assassin
- Male:
- Storyteller
- Mystic
Warrior
As a warrior you strive to hunt and defend your clan. You take the lead when no one else will and have confidence in all you do.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Bush Hunter
Whe you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Brute Physique
You gain an 11 natural armor in Homid and Anthros. You also have advantage on strength based checks and saving throws.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Rage of War
When a creature lands a critical hit on you, you may use your reaction after being hit to shift into Crinos if you aren't already in it.
Bloody Challenge
When a creature challenges you to 1 on 1 combat and you accept, you gain advantage on the first attack you make against that creature. If you challenge a creature to 1 on 1 combat and that creature accepts you impose disadvantage on the first attack that creature makes on you.
Reckless Attack
When you make your first attack on your turn you can attack recklessly. Doing this grants advantage on all Strength based attacks this turn but all attack rolls against you have advantage until the start of your next turn.
Bloody Fang
At 6th level, when you hit an attack on a creature with your nartural weapons, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.
Crinos Hunter
When you reach 10th level you gain resistance to all non-magical damage except psychic damage. Additionally while in the Crinos state you are immune to non-magical Bludgeoning, Piercing and Slashing damage.
Apex Cackle
When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add half your proficiency bonus to your natural weapon damage (rounded down)
- You gain 10ft blindsight if you can hear or smell
- In the Crinos state you become a large sized creature
- In the Crinos state increase your unarmored defense by 2 points
- In the Crinos state your walking speed increases by 15ft
- In the Crinos state you gain a climbing speed equal to your walking speed
Assassin
See: Uratha's Irraka Auspice
Storyteller
See: Uratha's Ithaeur Auspice
Mystic
See: Uratha's Cahalith Auspice
Enhanced Abja (Tribes)
As an Abja you must grow in your own ways, unlike the Uratha you have no oath that you swear to a totem but instead strive to perfect your prowess through your own innate abilities.
Brutal Critical
At 3rd level your claws and teeth tear a path like no weapon man can provide. When you land a critical hit with your natural weapons you may increase the number of die you roll for increased natural weapon damage by 1.
You gain this again at 14th level.
Quick Feet
When you reach 6th level you may use 1 essence to take the dash, hide or disengage actions as a bonus action on your turn.
Crinos Apex
At 9th level you stand above most others of your breed, when you make an intimidation check you make that check at advantage.
Additionally when you take damage while in the Crinos form you may spend a number of essence as a reaction to reduce the damage taken by 3 times the number of essence expended.
Ananasi
These shapeshifters are unlike their brethren, they are not weak to silver. They have no innate resistances unlike the other Fera but instead possess superior healing capabilities, they can use the blood they gain from their foes to power their abilities.
Drow see these creatures as beautiful mixes of Lolth and themselves but look down on the male Ananasi as these ones are sins against Lolth's will.
Beastial Forms
As an Ananasi you have 5 different forms that you can assume, Homid, Lilian, Pithus, Crawlerling and Araneid. Your Homid form is your humanoid form, it is so close to human that the naked eye has a difficult time telling you are anything more. Lilian is a form that you assume that is considered your war form, in it you gain the legs of a spider (like a drider) or the kegs will sprout from your back, you even can gain the pincers of a spider, the limits are any parts of a spider you want. Pithus is a form that is just a massive spider, it weights twice your normal weight. Your Crawlerling form is different than the others in that you become a swarm of spider making you hard to kill but if you are reduced close to death you can suffer mental trauma for a limited time.
As a bonus action you can swap between form between Homid, Pithus, Crawlerling and Araneid with no limit. You may also use a bonus action to assume your Lilian form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Lilian Uses)
Homid: This is your humanoid form:
- In this form a creature can use its action if it has reason to, to make a Wisdom (perception) check, the DC is 19 and on a success a creature realized that you are more than you seem.
- Bite: You gain a bite attack that deals 1d6 Piercing damage on a hit using Strength to calculate the Atk and Damage bonuses. It also deals 1 point of poison damage. (You gain this in all forms)
Lilian: This is your Hybrid war form:
- You gain two of the following features in this form, once you choose them you cannot change your choices,
- Enhanced Bite: The poison damage from your Bite attack changes from 1 point to 1d6 Poison damage.
- Spider Climb: You can climb on all surfaces, even upside down with no check required.
- Web: As an action you cast the Web spell. You may do this a number of times equal to your constitution modifier (minimum of 1), before you must take a long rest to use this effect again.
- Darkvision You gain 30ft of darkvision
- Multiarmed You gain an extra pair of arms, you may make a weapon attack as a bonus action with a weapon wielded in one hand. You also gain advantage on Strength (Athletics) checks. (You cannot have this and Spider Climb).
- You gain a 30ft climb speed
- Web Snese While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Your movement is also not impeded by webs.
- Your Bite attack heals you by the poison damage dealt by the attack +1 when you hit a creature that is not undead.
Pithus: This form is one of a giant spider:
- You become large sized
- The poison damage on your Bite attack changes from 1 point to 1d6 Poison damage. It heals you for the poison damage dealt if the creature that you hit is not undead.
- You gain Spider Climb
- You may use your action to spin a web, you connect it to a surface within 5ft or you can make an attack roll against a creature within 5ft and on a hit you attack your web to them. Your web can be a number of miles long equal to your Constitution modifier. You can extend the web up to 60ft per round. It takes a successful DC 18 Strength (athletics) check to break your web.
- Web Snese While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Your movement is also not impeded by webs.
- You gain 30ft of darkvision
Crawlerling: This form is that of many spiders, like a swarm:
- Your swarm has a number of spiders equal to your maximum hit points.
- When you fall to half the hit points you had when you turned into this form, you lose memory from anything past 1d12 month ago. These memories are restored when you heal yourself by 10 hit points using your Bite attack.
- You gain Spider Climb
- Your Bite attack deals 1 point of Piercing damage and 1 point of poison damage with no damage bonuses.
- You gain resistance to non-silvered Bludgeoning, Piercing and Slashing damage
Araneid: This form is that of a single spider
- Web Snese While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Your movement is also not impeded by webs.
- Your Bite attack deals 1 piercing damage with no damage bonuses and your target must succeed on a constitution saving throw or take an additional 1d4 poison damage. The DC equals 8 + your proficiency bonus + your Constitution modifier.
- You gain 30ft of dakrvision
- You gain Spider Climb
Aspect (replaces Tribes)
Your aspect as an Ananasi determies where your loyalties lie, and it determines what set of abilities you will possess moving forwards. These Aspects are based on your beliefs and loyalties.
Tenere
As a Tenere everything should be routine, calculated and tidiness. You desire to fufill all your duties with order and without any complications. All should be this way, peaceful and orderly.
In your Homid form you have bizarre spider web like marks on your body and in your other forms these marks become textures across your skin.
Mind over Matter
At 3rd level you value the mind over anything the physical can provide, and just like all things you mind should be a place of order and routine. When you are affected by a spell you may use your action to make an additional saving throw against an effect that you would make a saving throw against at the end of your turn.
At 9th level you may touch a creature as an action to let them make a save in the same fashion (not using their action).
Seeing Outliers
At 9th level you gain proficiency in Investigation and Perception checks. If you already have proficiency in them then you may add your proficiency bonus to the skill a second time.
The Order of Things
At 13th level you can impress your order onto others. You may cast the following spells using essence:
- Command (1 Essence)
- Suggestion (2 Essence)
- Calm Emotions (2 Essence)
- Mass Suggestion (10 Essence)
- Geas (10 Essence)
- Power Word Stun (14 Essence)
Aspect of a Dedicated Weaver
At 17th level you embody the power of order, and you have the power to enforce it. You may now change Beastial Forms as an Action on your turn as well as the usual bonus Action.
Additionally the Essence cost for the spells above is decreased by 2 for each spell (minimum of 1).
Lastly Mind over Mater now can also be used as a bonus Action for 1 Essence.
Hatar
These Ananasi differ from many others in that they embrace their gift in a special way, through the blessings of Lolth as she gives them more and more power in exchange for service. Drow look up to them, and other Ananasi fear them.
In your Homid form you have weird almost serpentine patterns that cover parts of your skin and these turn into the textures that run along your body in your other forms.
Unweaving
At 3rd level you excell at undoing the hard work of others and taking it for yourself or eradicating it entirely. When you land your Bite attack on a creature that has spell slots or a similar resource you may use a bonus Action and 1 Essence to take one of the targets lowest level spell slots available and render it useless (as if they had used it). If the creature has another resource you take 1/10th of their maximum amount.
At 6th level when you do this you regain 1 point of health.
Lolth's Blessing
At 9th level you recieve power from the queen of spiders herself. Your Bite attack in Lilian and Pithus becomes better and it gains an additional 1d4 poison damage (you DO NOT heal from this poison damage). This extra poison damage also reduces the target's maximum hit points by the extra poison damage dealt, taking a long rest restores the maximum hit point loss as does a Greater or Lesser Restoration spell.
At 13th level the extra damage increases to a d6
Abyssal Magic
When you reach 13th level Lolth bestows upon you magic mirroring her own powers so that you may spread her influence even further. You may cast any of the following spells using Essence:
- Web (2 Essence)
- Acid Splash (1 Essence)
- Hold Person (3 Essence)
- Hold Monster (5 Essence)
- Summon Lesser Demons (4 Essence)
- Teleport (7 Essence)
Aspect of the Queen
At 17th level you are nearly Lolth's perfect servant and the power she grants you grows yet again. Whenever you recover hp by means of your Bite attack you recover an additional amount equal to your Constitution modifier (Minimum of 1). Additionally you gain a 12 natural armor in all your forms except Araneid.
Kumoti
The Kumoti embrace their creative sides and embrace change as easily as they breathe. They serve no particular master leaving them open to choose where their loyalties lie.
Kumoti have jagged, almost lightning shaped patterns along parts of their skin in Homid form, these patters become the textures of their skin in their other Beastial Forms.
See: Uratha's Ithaeur Auspice
Faction (replaces Auspice)
Your faction is yours from the day you were bron until the day you die. In it you serve a certain role in the turning of the world and will thrive under your optimal conditions.
Myrmidon
The Myrmidon is the truest of warriors, they deploy all sorts of tactics to annihilate their foes be it shock maneuvers or full frontal assaults.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Assassin
Whe you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Poweful Poison
When you use your Bite attack, your damage bonus becomes poison damage instead of piercing.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Highest Lilian
You gain additional benefits depending on what unique features you chose for your Lilian form:
- Enhances Bite: Your bite attack deals an extra 1 point of piercing damage
- Spider Climb: You gain 10ft of walking speed
- Web: You may use this feature an extra time per long rest
- Darkvision: You gain an additional 30ft of darkvision
- Multiarmed: You gain advantage on attack rolls against targets you are grappling
Sinking Piercers
When you land a Bite attack on a target that is prone, restrained or stunned the attack lands a critical hit on a 19 or 20.
Calculated Attack
When you land a critical hit on a melee weapon attack you gain 2 AC until the start of your next turn.
Poison Fang
At 6th level, when you hit an attack on a creature with your Bite attack, and the creature is restrained, paralyzed, grappled, or prone, you may increase the poison damage dealt by you attack by 1d6 and the piercing damage dealt by 1d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 1d8 for the poison and piercing damage.
Blood is Power
When you land a Bite attack and recover health from the attack, at the start of your next turn you recover an additional amount of HP equal to your Constitution modifier.
Seeping Strength
When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add half your proficiency bonus to your natural weapon damage as piercing damage (rounded down)
- You gain 15ft blindsight
- In the Lilian state you become a large sized creature
- In the Lilian state increase the HP your recover from a Bite attack by your Constitution modifier (can stack with similar abilities)
- In the Lilian state your walking speed increases by 10ft
Viskr
See: Uratha's Elodoth OR Ithaeur Auspice (your choice)
Wyrsta
See: Uratha's Cahalith Auspice
Gifts
Anansi have their own list of gifts found on the Uratha Gift List document at the end of the Uratha class description.
Apis
The Apis were a kind and caring folk before the Uratha drove them almost to extinction during the great war. They pride themselves on nothing more than their ability to care for children and advise them through their life and eventually watch as they cross death's door.
The Apis are often of neutral alignments and almost never of evil alignments.
Beastial Forms
The Apis have 3 forms that they can shift into, Homid, Crinos and Aurochs. Homid is your human form and in it your are identical to a human in every way although you tend usually have a good bit of muscle. Crinos is your war form and in it you take on a hybrid form somewhere between homid and a bull, this form is where the tales of minotaurs originally came from. Aurochs is your bull form and in it you become a massive bull.
As a bonus action you can swap between form between Homid and Aurochs with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: This is your humanoid form and in it you gain no additional benefits.
Crinos: Your war form is that is a monstrous being and in it your gain these features:
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- Unarmored Defense: Your AC equals 10 + your Strength modifier + your Constitution modifier.
- Gore: You natural weapon attack is a gore attack using Strength to calculate Atk and damage bonuses. It deals 2d4 Piercing damage on a hit, increasing to 2d6 damage at 10th level.
- Once per long rest you may also choose to pass a Strength, Constitution, or Wisdom saving throw that you fail.
- You have resistance to non-silvered Bludgeoning, Piercing and Slashin damage.
- When you take the dash action on your turn you may make a single Gore attack as a bonus action (you cannot apply the Charge effect).
- You gain advantage on intimidation checks
Aurochs: This is your bull form and in it your gain these features:
- You become large sized
- Your walking speed becomes 40ft
- You ignore rough terrain when you take the dash action on your turn
- Gore: You natural weapon attack is a gore attack using Strength to calculate Atk and damage bonuses. It deals 2d4 Piercing damage on a hit, increasing to 2d6 damage at 10th level.
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- You gain a natural armor of 11
Auspice
The Auspices for Apis are decided by the time of day you were born at and they will decide what your soul is capable of achieving.
Lunar
You were born at night, under luna. You are a warrior of your tribe, you are the rarest Auspice to be found and are expected to fight only in defense and never out of anger or malice.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Brute
Whe you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Headfirst Charge
Whenever you active your Charge feature you may increase damage by 1d8 Bludgeoning but you take that damage as bludgeoning damage as well. You can take this fighting style a second time unlike the others and when you do the damage dealt and taken increases to a d12.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Forceful Shove
Your target has disadvantage on the save against Charge if they have a lower strength score than you do.
Reckless Attack
When you make your first attack on your turn you can attack recklessly. Doing this grants advantage on all Strength based attacks this turn but all attack rolls against you have advantage until the start of your next turn.
Defensive Stance
When you take the dodge action on your turn your AC increases by your Constitution modifier for the duration of the dodge.
True Bull's Ram
At 6th level, when you hit an attack on a creature with your Gore attack, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.
Focus on the Future
While you are above 50% of your maximum hp you gain advantage on Strength and Constitution saving throws.
Minotaur's Might
When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add your proficiency bonus to your natural weapon damage
- You pass any saves you make against being charmed or frightened
- In the Crinos state you become a large sized creature
- In the Crinos state you gain resistance to psychic damage
- In the Lilian state your walking speed increases by 10ft
- Your Gore attack ignores damage resistances
Twilight
You were born at dawn or dusk and are close in nature to the spirits.
See: Uratha's Eledoth Auspice
Solar
You were born in the daytime, under the sun and you hide blend in with society using your magics with ease.
See: Uratha's Ithaeur Auspice
Enhaces Apis
All Apis have no tribe but their abilities reflect that of an Uratha tribe.
See: Uratha's Bone Shadows Tribe
Other
The Apis are known for their work with aiding child birth and death. As an action starting from 1st level an Apis may concentrate on a creature that is dying or giving birth within 5ft and roll a Charisma (persuasion) check with with a DC of 10. On a success the creature being targeted feels mush less pain and is put in a state of peace, if they are giving birth then the child will always come out healthy.
Bastet
The following Fera are werecats. They are most often found as tigers, panthers and leopards. If you are a lion then youy title is a Simba istead of Bastet. They are horders of knowledge and live often on their own. They do not follow many of the same rules as other Fera and by way or an ancient language can give gifts to each other or learn them on their own instead of needing to be given a gift.
The Bastet see themselves above other Fera and as such emanate the aura of a leader and a predator even to others like them.
Beastial Forms
Every Abja can shapeshift into five different forms. Homid, Sokto, Crinos, Chatro, and Felyne. Homid is your human form and in it you blend into society seamlessly. Sokto is your near human form, you grow a few inches and your skin becomes covered in fur like patterns in some places. Crinos is your warform, in it you grow a few feet and take on a hulking felyne-human hybrid form. Chatro your near to felyne form, in it you appear as a monstrous felyne with a proud beipedal walk and a strong gaze. Felyne is your animal form and in it you take on the form of your felyne of choice.
As a bonus action you can swap between form between Homid, Sokto, Chatro and Felyne with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: You gain no additional benefits
Sokto: While in this form you have these features:
- Advantage on intimidation checks as well as perception checks based on hearing or smell.
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You natural weapons also deal 1d4 slashing, bludgeoning, or piercing damage.
Crinos: While in this form you have these features:
- Advantage on intimidation checks as well as perception checks based on hearing or smell
- You have resistance to non-silvered bludgeoning, piercing, and slashing damage
- Your natural weapons deal 1d8 slashing damage. At 5th level the damage increases to 1d10 and it increases again to 1d12 at 10th level and to 2d6 at 15th
- You gain an additional attack when you take the attack action on your turn
- You have unarmored defense equal to 10 + your Dexterity modifier + your Constitution Modifier
- You also suffer the penalties of 1 less level of exhaustion while in this state (getting 7 levels will kill you or turning back with 6 levels will also kill you)
- After activating Crinos you can remain in this state for a number of round equal to your constitution modifier (minimum of 1)
- When this time runs out you may immediately end this state or you may attempt to extend the time it is active, however, doing this inflicts a level of exhaustion for each round you choose to keep it going
- Delirium: Every hostile creature that starts its turn within 10ft of you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save a creature has disadvantage on all attack rolls, they may repeat the save at the end of each of its turns ending the effect on a success. On a successful save a creature is immune to this effect for 24 hours.
- With a running start your long jump distance doubles
- You may make a natural weapon attack as a bonus action against a prone target
Chatro: While in this form you have these benefits:
- Advantage on intimidation checks as well as perception checks based on hearing or smell
- You gain a bite attack that deals 2d6 piercing damage.
- You have a 12 natural armor
- Your base walking speed becomes 60ft
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- Delirium: Every hostile creature that starts its turn within 10ft of you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save a creature has disadvantage on all attack rolls, they may repeat the save at the end of each of its turns ending the effect on a success. On a successful save a creature is immune to this effect for 24 hours.
- With a running start your long jump distance doubles
- You may make a natural weapon attack as a bonus action against a prone target
Felyne: While in this form you have these benefits:
- You have advantage on perception checks based on hearing or smell
- You have advantage on attack rolls against a creature if at least one of your allies is within 5ft of the target and is not incapacitated.
- You gain a bite attack that deals 1d8 piercing damage on a hit using Strength to calculate Atk and damage bonuses (the damage is a d4 if you are a house cat)
- Your base walking speed becomes 50ft
- With a running start your long jump distance doubles
- You may make a natural weapon attack as a bonus action against a prone target
Auspice
The Auspices for Apis are decided by the time of day you were born at and they will decide what your soul is capable of achieving.
Daylight
You are a warrior bastet and are expected to never harm your own kin no matter your motives. You fight for yourself and your direct family over all others.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Unseen Threat
Whe you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Brute Physique
You gain an 11 natural armor in Homid and Anthros. You also have advantage on strength based checks and saving throws.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Power of Will Whenever you hit a creature with a natural wepaon attack, their first attack against you within the next round has disadvantage.
Noble Challenge
When a creature challenges you to 1 on 1 combat and you accept, you gain advantage on the first attack you make against that creature. If you challenge a creature to 1 on 1 combat and that creature accepts you impose disadvantage on the first attack that creature makes on you.
Reckless Attack
When you make your first attack on your turn you can attack recklessly. Doing this grants advantage on all Strength based attacks this turn but all attack rolls against you have advantage until the start of your next turn.
Powerful Bite
At 6th level, when you hit an attack on a creature with your nartural weapons, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.
Crinos Predator
When you reach 10th level you gain resistance to all non-magical damage except psychic damage. Additionally while in the Crinos state you are immune to non-magical Bludgeoning, Piercing and Slashing damage.
Apex Roar
When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add your proficiency bonus to your natural weapon damage
- You gain 10ft blindsight if you can hear or smell
- In the Crinos state you become a large sized creature
- In the Crinos state increase your unarmored defense by 2 points
- In the Crinos state your walking speed increases by 10ft
- In the Crinos state you gain a climbing speed equal to your walking speed
- Increase the DC for Delirium by 2
Twilight
You were born at dusk or dawn and you have mystical abilities that tie into your purpose during life.
See: Uratha's Cahalith Auspice
Night
You were born under luna and are most powerful when unseens and you dabble in the magical arts.
See: Uratha's Irraka or Ithaeur (your choice)
Enhaced Bastet
Bastet have no tribes but their abilities reflect that of an Uratha tribe.
See: Uratha's Blood Talon Tribe
Note: In the feature: Aspect of the Destroyer Wolf is states that you gain pack tactics in some states. Disregard this entirely and instead you may increase your maximum hit points further by half your Uratha level.
Gifts
When a Bastet reached 10th level they may choose one Gift from their Gift list to add to their arsenal if they have at least two gift slots open.
Additionally over the course of 8 hours a Bastet can spend time with another Bastet to teach each other one gift.
Camazotz
The camazotz are were - bats and had are thought to be completely extinct by all other Fera although you will accasionaly find one or two who still believe they exist.
Beastial Forms
The Corax have 5 forms that they can shift into, Homid, Apterous, Crinos, Megachiprotera and Microchiprotera. Homid is your human form and in it your are identical to a human in every way although you usually appear thin. Apterous is your near human form and in it you grow wing like constructs under your arms and your face elongates, you cannot fly but are an adept climber. Crinos is your war form and in it you take on a hybrid form somewhere between homid and a bat. Megachiprotera is your near bat form and in you gain a 5ft wingspan as a medium sized bat. Microchiprotera your bat swarm form.
As a bonus action you can swap between form between Homid, Apterous, Mehachiprotera and Microshiprotera with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: This is your humanoid form and in it you gain no additional features.
Apterous: This is your near humanoid form and in you gain the following features:
- When you take non-magical, non-silvered Bludgeoning, Piercing and Slashing damage you may reduce the damage taken by 3
- You gain 30ft blindsight as long as you can hear
- You gain a 40ft climb speed
- You have advantage on Perception checks that require hearing
- Bite: You gain a bite attack as a natural weapon using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1d6 Piercing damage.
- You gain an 11 natural armor
Crinos: This is your war form and in it you gain the following features:
- You gain resistance to non-silvered bludgeoning, piercing and slashing damage
- You gain 30ft blindsight as long as you can hear
- You gain a 40ft climb speed
- You have advantage on Perception checks that require hearing
- Bite: You gain a bite attack as a natural weapon using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1d8 Piercing damage. This damage increases to 1d10 at 10th level.
- You gain advantage on intimidation checks
- You gain a 13 natural armor
Mechachiprotera: This is you near bat form and in it you gain the following features:
- You become a medium sized bat
- You gain a 15ft walk speed and a 50ft fly speed
- You gain 45ft blindsight as long as you can hear
- When you take non-magical, non-silvered Bludgeoning, Piercing and Slashing damage you may reduce the damage taken by 3
- Bite: You gain a bite attack as a natural weapon using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1d6 Piercing damage.
Microshiprotera: This is your bat swarm form and in it you gain the following features:
- You gain resistance to non-silvered Bludgeoning, Piercing and Slashing damage
- You gain 60ft blindsight as long as you can hear
- You gain a 5ft walk speed and a 30ft fly speed
- Bite: You gain a bite attack as a natural weapon using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1 Piercing damage.
- The amount of bats in the swarm is equal to your current hit points. When you take damage you maximum hit points are reduced by that amount as well as your normal health. Taking a long rest restores any loss to your maximum hit points that was received in this way. A Greater Restoration spell also restores lost maximum hit points.
Camazots Progression
As a Camazotz you have no Auspice or Tribe but you abilities reflect that of an Uratha Auspice and Tribe.
See: Uratha's Irraka Auspice
See: Uratha's Bale Hound Tribe
Corax
The were - ravens known as Corax are known mostly for their reputation for knowing things. While not as tough in a fight as their Fera cousins they can avoid conflict and get out a tight spot if need be. Og yeah, and you are also known for talking, and taking... and talking... aaaanndd.... talking...
You also have an eye for the shiny things and can never help yourself when you see one. Gold coin? pocketed. Noble man's dropped cuff link? Swipe that!
Beastial Forms
The Corax have 3 forms that they can shift into, Homid, Crinos and Corvid. Homid is your human form and in it your are identical to a human in every way although you usually appear as unkempt or with sharp cheek bones. Crinos is your war form and in it you take on a hybrid form somewhere between homid and a bull, while this form is useful in a fight it is used mostly to get out of a prickly spot. Corvid is your raven form and in it you are indistinguishable from a raven.
As a bonus action you can swap between form between Homid and Corvid with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: This is your human form and in it you gain no additional benefits
Crinos: This is your war from and in it you gain the following features:
- You can see things from up to one mile away as if they were within 10ft
- You have advantage on stealth checks made in dim light or darkness
- You gain a 30ft climb speed
- While in dim light or darkness you may take the hide action as a bonus action
- You impose disadvantage on attacks of opportunity you provoke
- You may take the disengage action as a bonus action
- Your unarmed strikes can deal slashing or piercing damage
- You have resistance to non-silvered Bludgeoning, Piercing and Slashing damage
- You have advantage on Deception and Intimidation checks
- You have a 12 natural armor
Corvid: This is your raven form and in it you gain the following features:
- You gain a 50ft fly speed and a 10ft walking speed
- Your unarmed strikes can deal slashing or piercing damage but not bludgeoning
- You provoke no attacks of opportunity while flying
Auspice
You have no Auspice as a were - raven and as such you are given the traits from an Uratha Auspice.
See: Uratha's Irraka Auspice
Tribe
You have no tribe as a were - raven and as such you are given the traits from an Uratha Tribe.
See: Uratha's Bale Hound Tribe
Note: Instead of gaining the Aspect of the Spirits feature at 17th level you gain the following feature instead:
Trickery of the Raven: At 17th level you can duck in and out of danger while keeping yourself alive with ease. You gain the following features:
- Your Dexterity increases by 4 to a maximum of 24
- You have advantage on Dexterity saving throw while in Crinos or Corvid form
- Your natural AC in Crinos and Corvid increases by 3
- You gain resistance to psychic and thunder damage
Grondr
The were - boars invite challenge and conflict with complete confidence that they will come out on top. With Grondr it is every man for themselves, they are not always very loyal. When punishment is due they deliver it, painfully and in a humiliating way.
Beastial Forms
The Grondr have 5 forms that they can shift into, Homid, Aperius, Crinos, Daedon and Scrofa. Homid is your human form and in it your are identical to a human in every way although you tend usually have a good bit of muscle. Crinos is your war form and in it you take on a hybrid form somewhere between homid and a boar. Aurochs is your bull form and in it you become a massive bull.
As a bonus action you can swap between form between Homid, Aperius, Daedon and Scrofa with no limit. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: This is your humanoid form and in it you gain no additional benefits.
Aperius: This is you near humanoids form and in it you gain the following features:
- You gain a natural armor of 11
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
Crinos: Your war form is that is a monstrous being and in it your gain these features:
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- Unarmored Defense: Your AC equals 10 + your Strength modifier + your Constitution modifier.
- Gore: You natural weapon attack is a gore attack using Strength to calculate Atk and damage bonuses. It deals 2d4 Piercing damage on a hit, increasing to 2d6 damage at 10th level.
- You have resistance to non-silvered Bludgeoning, Piercing and Slashin damage.
- You gain advantage on intimidation checks
Daedon: This is your near boar form and in it you gain the following features:
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- You gain a 50ft walk speed
Aurochs: This is your boar form and in it your gain these features:
- You become large sized
- Your walking speed becomes 40ft
- Gore: You natural weapon attack is a gore attack using Strength to calculate Atk and damage bonuses. It deals 2d4 Piercing damage on a hit, increasing to 2d6 damage at 10th level.
- Charge: If you move at least 20 feet straight toward a target and then hits it with your Gore attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature and it is no more than one size larger than you are, it must succeed on a Strength saving throw or be knocked prone. The DC equals 8 +your proficiency bonus + your Strength modifier.
- You gain a natural armor of 11
Grondr Progression
As a Grondr you have no Auspice of Tribe but you abilities reflect that of an Uratha Auspice and Tribe.
See: The Apis section on pages 6-7
Gurahl
Gurahl are peaceful were - bears that cherish life and all it has to offer. You treasure the young and dive headfirst into healing no matter your Auspice. You often become sleepy and sluggish during the winter and more active during the summer.
Every Gurahl starts with the Medic feat.
Beastial Forms
Your have 5 beastial forms, Homid, Arthen, Crinos, Bjornen and Ursus. Homid is your humanoid form and in it you are a human although you tend towards a more burly appearance. Arthen is your near human form and in it you become large sized and grow hair over most of your body. Crinos is your war form and in you grow even more becoming a huge bipedal bear - humanoid hybrid. Bjornen is your near bear form and in it you are a massive bear. Ursus is your bear form and in it you become a bear.
You may use a bonus action to assume you Homid, Arthen, Bjornen and Ursus forms at any time. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Homid: You gain no additional features in this form
Arthen: You gain the following features in this form:
- You become large sized
- Natural Weapons: Your natural weapons are your claws and they use Strength to calculate Atk and damage bonuses. It deals 1d8 Slashing damage on a hit.
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You have advantage on Perception checks that rely on smell
- You gain a natural armor of 11
- You gain a 20ft climb speed
Crinos: You gain the following features in this form:
- You become Huge sized
- Natural Weapons: Your natural weapons are your claws and your bite and they use Strength to calculate Atk and damage bonuses. They deal 1d12 Piercing or Slashing damage on a hit.
- You armor class equals 10 + your Strength modifier + your Constitution modifier
- You have advantage on Perception checks that rely on smell
- You are resistant to Fire, Cold, Poison, Acid, Lightning and Thunder damage
- You gain a 30ft climb speed
Bjornen: You gain the following benefits in this form:
- You become large sized
- You gain a natural armor of 13
- Natural Weapons: Your natural weapons are your claws and they use Strength to calculate Atk and damage bonuses. It deals 1d10 Slashing damage on a hit.
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You gain a 50ft walk speed and a 40ft climb speed
- You count as one size larger for determining your carrying capacity and push and pulling limit
- You have advantage on Perception checks that rely on smell
Ursus: You gain the following features in this form:
- You become large sized
- You gain a natural armor of 11
- Natural Weapons: Your natural weapons are your claws and bite and they use Strength to calculate Atk and damage bonuses. It deals 1d8 Piercing or Slashing damage on a hit.
- You gain a 40ft walk speed and a 30ft climb speed
- You have advantage on Perception checks that rely on smell
Auspice
You follow the same auspice as Uratha do.
Note: Your spell list if you are an Ithaeur changes to the Cleric spell list instead of the Ithaeur one (still 1st - 5th levels).
Tribe
As a Gurahl you have no tribe but your abilities reflect those of an Uratha Tribe.
See: Uratha's Blood Talon Tribe
Kitsune
As a kitsune you will find yourself very close to the spirit realm compared to the other Fera. You are the best at your trade and often love to play tricks on others to teach lessons or just put a smile on your own face.
All kitsune can cast Prestidigitaion at will.
Beastial Forms
Your have 5 beastial forms, Hitogata, Sambuhenge, Koto, Juko and Kyuibi. Hitogata is your humanoid form and in it you are a human although you will often be thin with straight hair. Sambuhenge is your near human form and in it you become more fox - esque and your hair grows to great lenghts and you gain a fox's ears. Koto is your war form and in you become a bipedal fox that is elegant as it is dangerous. Juko is your near fox form and in it you are twice the size of a typical fox. Hitogata is your fox form and in it you become a fox.
You may use a bonus action to assume you Hitogata, Sambuhenge, Juko and Kyubi forms at any time. You may also use a bonus action to assume your Crinos form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Crinos Uses)
Hitogata: You gain no additional features in this form.
Sambuhenge: You gain the following features in this form:
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- Claw: You gain natural wepaons in the form of claws that use Dexterity to calculate Atk and damage bonuses. They deal 1d4 Slashing damage on a hit.
- You have advantage on Dexterity based checks
- You have advantage on saving throws made against being charmed
- Claw and Bite: You gain natural wepaons in the form of teeth and claws that use Dexterity to calculate Atk and damage bonuses. They deal 1d6 Piercing or Slashing damage on a hit.
- You have advantage on checks that require hearing or smell
Koto: This is your war form and in it you gain the following features:
- You gain resistance to non-silvered Bludgeoning, Piercing and Slashing damage
- You gain resistance to Fire and Psychic damage
- Claw and Bite: You gain natural wepaons in the form of teeth and claws that use Dexterity to calculate Atk and damage bonuses. They deal 1d8 Piercing or Slashing damage on a hit.
- You have advantage on Dexterity based checks
- You have advantage on saving throws made against being charmed or frightened
- You gain 60ft of darkvision
- Your armor class equals 10 + your Dexterity modifier + your Wisdom modifier
- You have advantage on checks that require hearing or smell
Juko: You gain the following features in this form:
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You have advantage on Dexterity based checks
- You gain a 50ft walking speed
- Claw and Bite: You gain natural wepaons in the form of teeth and claws that use Dexterity to calculate Atk and damage bonuses. They deal 1d6 Piercing or Slashing damage on a hit.
- You gain 120ft of darkvision
- You may take the dash, disengage or hide actions as a bonus action on your turn
- You have advantage on checks that require hearing or smell
Kyubi: You gain the following features in this form:
- You may take the dash, disengage or hide actions as a bonus action on your turn
- Bite: You gain natural wepaons in the form of teeth that use Dexterity to calculate Atk and damage bonuses. They deal 1d4 Piercing damage on a hit.
- You have advantage on checks that require hearing or smell
- You have advantage on attack rolls against a creature if there is another creature that is hostile to the creature you are attacking within 5ft of your target.
- You gain 120ft of darkvision
Path (replaces Auspice)
As a kitsune you decide which Path you will become by what feels best. These Paths align with the elements that make up our world.
Eji
This is the path of the warrior and has the element of lava. The combination of fire and earth.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Unseen Ploy
Whe you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Brute Physique
You gain an 11 natural armor in Homid and Anthros. You also have advantage on strength based checks and saving throws.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Tricky Ploy
Whenever you attack a creature with your natural weapons you do not provoke attacks of opportunity from them through the start of your next turn.
Magical Ploy
When you land a critical hit on a creature with one of your natural weapons they must succeed on a Constitution saving throw against your Gift's spell save DC, on a fail they cannot cast a spell on their next action.
Elegant Warrior
When you fall prone or lose your footing you may use your reaction to remain upright.
Fire Ploy
At 6th level, when you hit an attack on a creature with your nartural weapons, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6 fire damage. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.
Magic Resistance
When you reach 10th level you have advantage on all saving throws made against magical effects.
Elegant Dance
When you reach 15th level your skill skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add your proficiency bonus to your natural weapon damage
- You gain 10ft blindsight if you can hear or smell
- In the Koto and Juko state you may increase your walking speed by 10ft
- In the Koto and Juko state increase your unarmored defense/ natural armor by 2 points
- In the Hitogata and Kyubi states you gain advantage on Dexterity based checks
- In the Koto state you gain a climbing speed equal to your walking speed
Doshi
This is the path of the sorcerer and has the element of lightning. The combination of air and fire.
See: Uratha's Ithaeur Auspice
Note: Your spell list is different and listed at the end of the Kitsune description.
Gukutsuchi
This is the path of the Illusionist and has the element of Fog. The combination of air and water.
See: Uratha's Ithauer Auspice
Note: Your spell list if different and listed at the end of the kitsune description.
Kataribe
This is the path of the storyteller and has the element of clay. The combination of earth and water.
See: Uratha's Cahalith Auspice
Tribe
As a Kitsune you have no set Tribe but you abilities reflect those of an Uratha Tribe.
See: Uratha's Iron Master Tribe
Spell Lists
These are not full spell lists, just the spells you gain or swap out from the Ithaeur spell list
Doshi:
Replace Blade Ward with Fire Bolt
Raplace Illusory Script with Burning Hands
Replace Darkvisison with Agazaar's Scorcher
Replace Fear with Fire Ball
Replace Mislead with Steel Wind Strike
Gukutsuchi
Replace Flame Arrows with Suggestion
Replace Flame Strike with Dream
Mokole
These were - crocodiles are the descendants of dragons and are very social among themselves but tend to be distrustful of outsiders. These creatures have perfect memories, be it something they saw or heard in passing for up to thousands of years, oh and they live for a looong time. This is quite a useful tool but they have their drawback too, including their weakness for gold and silver. All Mokole also speak Draconic in addition to any other languages they know.
There are two breeds of Mokole and you must pick which one you are in turn, you can be a Mokole that is extremely strong or one that has poison in it's veins. Features marked with [P] are for poisonous Mokole only and features marked with a [S] are for Strong Mokole only.
Beastial Forms
The Mokole have 3 forms that they can shift into, Homid, Archid and Suchid. Homid is your human form and in it you tend towards almost scaly skin or a brutish look. Archid is your war form and in it you take on a hybrid form somewhere between homid and a aligator. Suchid is your aligator form and in it you become just that.
As a bonus action you can swap between form between Homid and Suchid with no limit. You may also use a bonus action to assume your Archid form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Archid Uses)
Homid: You gain no additional features in this form
Archid: This is your war form and in it you gain the following features:
- You become a large sized creature
- You gain resistance to Bludgeoning, Piercing and Slashing damage from non-silvered and non-gold weapons.
- Jaws: You gain a natural weapon in the form of your jaws that use Strength to determine Atk and damage bonuses. On a hit the attack deals 1d12 Piercing damage. When you hit a creature with this attack you may use a bonus action to grapple them. The escape DC for this grapple equals 8 + your Proficiency bonus + your Strength modifier. The damage for Jaws increases to 2d6 at 10th level.
- You gain a 30ft swim speed
- You armor class equals 10 + your Constitution modifier + your Strength modifier.
- You can hold your breath for 10 times the normal time your could previously
- [S] Your strength score is counted as 2 points above what it currently is for all purposes
- [S] You have advantage on Strength based checks and saving throws
- [P] Your Jaws attack deals 1d8 Piercing damage instead of 1d12 but also deals 1d4 Poison damage. At 10th level the damage does not increase.
- [P] You are resistant to Poison damage
Suchid: You gain the following features in this form:
- You become a large sized creature
- If you take Bludgeoning, Piercing, or Slashing damage from a non-silvered, non-gold source you may decrease the damage taken by 3.
- Jaws: You gain a natural weapon in the form of your jaws that use Strength to determine Atk and damage bonuses. On a hit the attack deals 1d10 Piercing damage. When you hit a creature with this attack you may use a bonus action to grapple them. The escape DC for this grapple equals 8 + your Proficiency bonus + your Strength modifier. The damage for Jaws increases to 1d12 at 10th level.
- You can hold your breath for 10 times the normal time you could previously
- You gain a 40ft swim speed and a 20ft walk speed
- You gain a natural armor of 12
Archid Variations: You also gain one of the following options while in you Archid form based on your vision of dinosaurs, dragons and other creatures of the like.
- When you stand still you have advantage on Stealth checks (Chameleon)
- While airborne you fall at a rate of 5ft per round and may move at 25ft per round (Pterodactyl)
- You Jaw attack damage increases by 1d6 against a target you are already grappling (T- Rex)
- You gain resistance to Acid, Cold, Fire, Necrotic or Lightning damage (Dragon)
- You gain advantage on Athletics checks made to climb (Tree Frog)
I could go one forever so work with your DM if one of these does not suit your fancy!
Auspices
You auspices are determined by the sun when you were born and pave the way for your rile in Moleke society in your future.
The Risin Sun
You are destined to be a warrior of the Mokole and fight against the darkness that invades the world. You must hunt down and show no mercy to traitors.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Snapping Jaws
When you land a hit on a creature that is unaware of your presence then you deal an additional 2d6 weapon damage. You can only gain this benefit once each round.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Heart of the Dragon
Your Jaws attacks deals an extra 1d4 Piercing damage to dragons
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Adept Swimmer
While in Archid or Suchid you gain an additional 10ft of swim speed
Prehistoric Strength
You may choose to succeed on one Strength saving throw that you fail between each long rest
Perfect Memory
Whenever a creature makes two consecutive attacks on the same turn against you that are made with the same weapon/ memory you impose disadvantage on the second of the two attacks.
Hunter of Evil
At 6th level you are a warrior who hunts down the supernatural from this world. You have advantage on Survival, Investigation and Arcana checks made against abberations and fiends.
Dragon Scales
When you reach 10th level you gain resistance to all non-magical damage except psychic damage. Additionally while in the Crinos state you are immune to non-magical Bludgeoning, Piercing and Slashing damage.
Prehistoric Might
When you reach 15th level your skill skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add your proficiency bonus to your natural weapon damage
- You gain 10ft blindsight if you can hear
- In the Archid state you may increase your walking speed by 10ft
- In the Archid state increase your unarmored defense by 2 points
- In the Archid state you gain a climbing speed equal to your walking speed
The Noonday Sun
You are a judge and seeker of knowledge. You cannot breed with other Mokole.
See: Uratha's Elodoth
The Setting Sun
You are a warrior that defends the territory of the Mokole. Protect your home and respect the homes of others.
See: Mokole's 'The Rising Sun' Auspice
Note: Instead of the Hunter of Evil feature you gain the following feature:
Defender of Good: When a creature within 5ft of you is attacks you may use your reaction to impose disadvantage on the attack roll. Additionally you may spend 5 Essence a bonus action to restore hit points equal to your Uratha (Mokole) level.
The Shrouded Sun
You were born on a cloudy day and are a shaman. You cannot reveal you given name to any except other Mokole under any circumstances.
See: Kitsune's Gukutsuchi Auspice
The Modnight Sun
You were born at night and are a trickster by nature. You must prepare yourself and your allies for the worst in all situations.
See: Uratha's Irraka Auspice
The Decorated Sun
You were born during a lunar eclipse and have a position of political power in your society. You will not harm your kin and will respect all life no matter its origin or actions.
See: Uratha's Elodoth Auspice
The Solar Ecipse
You were born under a solar eclipse and are an unquestioned leader of your people. This is the rarest of Mokole and are considered royalty.
See: Uratha's Cahalith Auspice
Tribes
You have no set tribe as a Mokole but your abilities reflect that of an Uratha Tribe.
See: Uratha's Blood Talon Tribe
Draconic Soul
At 20th level you gain a different ability instead of the Uratha Unnaligned Aspect, it is as follows:
Drachid
Using 3 Essence and a use of Archid you transform into a massive dragon releasing the power in your veins and claiming your true throne. While in this state you gain all the features of Archid in addition to the following:
- You become Gargantuan (your choice)
- You gain 30 Temporary hit points
- You gain a 80ft flying speed and your walk and swim speeds further increase by 10ft.
- You gain a 30ft burrow speed
- You gain 120ft of darkvision
- You gain 60ft of blindsight
- You may exhale cold and icy air in a 60ft cone once per long rest. All creatures in that cone must succeed on a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save a creature takes 16d8 Cold damage, or half as much on a successful save.
- You gain immunity to cold damage
- Delirium: Every hostile creature that starts its turn within 120ft of you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save a creature has disadvantage on all attack rolls, they may repeat the save at the end of each of its turns ending the effect on a success. On a successful save a creature is immune to this effect for 24 hours.
Your breath weapon and damage immunity deals/ blocks cold damage but if you picked a the draconic option for your Archid Variation you may use that element instead. If you are a poisonous Mokole then you may also replace the damage types with poison.
Nagah
The Nagah are were - snakes and have some extremely potent poison inside of their fangs. They have incredible senses of smell but suffer from poor eyesight in some of the Beastial Shapes. They often live underground and in the shadows leaving few to even realize their existence.
Beastial Shapes
Every Abja can shapeshift into five different forms. Balaram, Silkaram, Azi Dahaka, Kali Dahaka, and Vasuki. Barlaram is your human form and in it you blend into society seamlessly although you rarely have much fat on your body. Silkarm is your near human form, in it your skin is replaced with scales and your senses heighten. Azi Dahaka is your warform, in it your feet turn into a 20ft tail with a cobra hood and claws. Kali Dahaka your near to snake form, in it you appear as a monstrous snake. Vasuki is your snake form and in it you take on the form of a snake.
As a bonus action you can swap between form between Balaram, Silkaram, Kali Dahaka, and Vasuki with no limit. You may also use a bonus action to assume your Azi Dahaka form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Azi Dahaka Uses)
Homid: You gain no additional features in this form
Silkaram: You gain the following features in this form:
- Bite: You gain a natural weapon in the form of a bite attack using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1 Piercing damage and 1d8 Poison damage. This poison damage bypasses resistances of undead but has no effect on vampires.
- You gain 30ft blindsight as long as you can smell
Azi Dahaka: This is your war form and in it you gain the following features:
- Bite: You gain a natural weapon in the form of a bite attack using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1 Piercing damage and 1d12 Poison damage. This poison damage bypasses resistances of undead but has no effect on vampires.
- You gain 30ft blindsight as long as you can smell
- You gain 60ft of darkvision
- Claw: You gain a natural weapon in the form of a claw attack using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1d6 Slashing damage.
- You gain a 50ft walking speed and a 30ft swimming speed
- You can breathe normally underwater
- You gain resistance to non-silvered Bludgeoning, Piercing, and Slashing damage
- You become a large sized creature (length wise)
- You have disadvantage on Perception checks that rely on sight
Kali Dahaka: In this form you gain the following features:
- You become a large sized creature (length wise)
- Bite: You gain a natural weapon in the form of a bite attack using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1 Piercing damage and 1d10 Poison damage. This poison damage bypasses resistances of undead but has no effect on vampires.
- You gain a 50ft walking speed and a 30ft swimmin spede
- You can breathe normally underwater
- When you take Bludgeoning, Piercing or Slashing damage from a non-silvered weapon, reduce the damage taken by 3
- You gain 30ft of blindsight
- You gain 60ft of darkvision
- You have disadvantage on Perception checks that rely on sight
Vasuki
- You become tiny sized
- Bite: You gain a natural weapon in the form of a bite attack using Dexterity to calculate Atk and damage bonuses. On a hit it deals 1 Piercing damage and 1d8 Poison damage. This poison damage bypasses resistances of undead but has no effect on vampires.
- You gain a 20ft swimming speed
- You can breathe normally underwater
- You gain 10ft of blindsight
Nagah Progression
As a Nagah you have no set skills that tie to your auspice or to your tribe. Your abilities replicate the features of Uratha auspices and tribes.
See: Uratha's Irraka Auspice
See: Uratha's Iron Master Tribe
Nuwisha
These are the were - coyotes. They are tricky and sly but when you get one on your side they are loyal to a fault. They progress the same way as Uratha do (minus the oaths of course). They also get no extra attack in the Gauru state.
Ratkin
The Ratkin are were - rats through and through. They spread disease wherever they go and also are prone to impulsive decisions. They do not believe that any god can be truly good and so are slow to trust these higher powers and their allies alike.
Beastial Forms
As a Ratkin you have 3 forms that you can become, Homid, Crinos, and Rodens. Homid is you humanoid form and in ti you appear as a normal human but often with rat - like features. Crinos is your war form and in it you grow a few feet and become a hulking hunched, hairless rat warrior. Rodens is your rodent form where you shrink down into the body of a rat.
Homid: You gain no additional features in this form.
Crinos: You gain the following features in this form:
- You have advantage on Perception checks that rely on smell
- You gain advantage on intimidation checks
- Claw: You gain a natural weapon in the form of claws that use Dexterity to determine Atk and damage bonuses. On a hit they deal 1d6 Slashing damage and the target must succeed on a Constitution saving throw or become infected with a disease of your DM's choice. The DC equals 8 + your Proficiency bonus + your Constitution modifier.
- You gain a 13 natural armor
- You gain resistance to non-silvered Bludgeoning, Piercing and Slashing damage
- You do not need a running start to jump your full distance or height
- You have advantage on Constitution saving throws made against being poisoned or infect by disease.
Rodens: In this form you gain the following features:
- You become tiny sized
- You have advantaeg on Perception checks that rely on smell
- Any unarmed strike you make deals 1 Piercing Damage (no matter what bonuses you have to them)
Auspices
As a Ratkin your auspices are determined by your preference.
Knife Skulkers/ Tunnel Runners
You are trained to be an assassin and a spy.
See: Uratha's Irraka Auspice
Shadow Seers
You are a spiritual guide to others.
See: Uratha's Cahalith Auspice
Warriors
You are a warrior of your people.
See: Abja's Warrior Aspect
Tribes
As a ratkin you have so set tribe but your abilities reflect those of an Uratha Tribe.
See: Uratha Bone Shadow Tribe
Rokea
These Fera are were - sharks. They find their homes in the sea and rarely part with it. Additionally, were - sharks are effectively immortal as they will never die of old age, once they reach adulthood their aging process stops. They often band together is small groups called slews and undersea have set up havens for their kind and their kind alone.
The do not have high opinions of humanoids and dislike them greatly. Additionally their war forms are stringer and more accessible than that of the other Fera and Rokea can use telepathy to communicate with other Rokea, they can receive the telepathy in any form but cannot send it in Homid or Glabrus form.
Beastial Forms
Every Abja can shapeshift into five different forms. Homid, Glabrus, Gladius, Chasmus, and Squamus. Homid is your human form and in it you blend into society seamlessly although you often have very pronounced chins, bulging foreheads, sharp teeth or crooked noses. Glabrus is your near human form, you grow a few inches and your skin becomes rubbery and you grow gills. Gladius is your warform, in it you grow about 4-5 feet and take on a hulking shark-human hybrid form. Chasmus your near to shark form, in it you appear as a monstrous shark, twice the normal size for your shark, this is your war form underwater. Squamus is your shark form and in it you take on the form of a shark.
As a bonus action you can swap between form between Homid, Glabrus, Chasmus and Squamus with no limit. You may also use a bonus action to assume your Gladius form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest. (Gauru uses = Gladius Uses)
While in Squammus or Chasmus you have walking speed (or flying speed if you have one)
Homid: This is your human form, in it you gain no additional benefits
Glabrus: This is your near human form and in you gain the following features:
- Advantage on Intimidation checks
- Blood Smell: If a creature is bleeding you know their exact location if they are within 60ft of you as long as you can smell
- Bite: You gain a bite as a natural weapon uses Strength to calculate Atk and damage bonuses. It deals 1d10 Piercing damage on a hit.
- You can breathe normally underwater
- You gain a 20ft swim speed
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
Gladius: This is your war form and in it you gain the following features:
- Advantage on Intimidation checks
- Blood Smell: If a creature is bleeding you know their exact location if they are within 60ft of you as long as you can smell
- Bite: You gain a bite as a natural weapon uses Strength to calculate Atk and damage bonuses. It deals 1d12 Piercing damage on a hit. This damage increases to 2d6 at 10th level.
- You can breathe normally underwater
- You gain a 25ft swim speed
- You gain resistance to non-silvered Bludgeoning, Piercing and Slashing damage
- Delirium: Every hostile creature that starts its turn within 10ft of you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save a creature has disadvantage on all attack rolls, they may repeat the save at the end of each of its turns ending the effect on a success. On a successful save a creature is immune to this effect for 24 hours.
- Your AC equals 10 + your Constitution modifier + your Strength modifier
- You become a large sized creature
- You gain advantage on all Strength based checks
Chasmus: This is your near shark form and your underwater war form, in it you gain the following features:
- Advantage on Intimidation checks
- Blood Smell: If a creature is bleeding you know their exact location if they are within 60ft of you as long as you can smell. The range increases to 300ft while underwater.
- Bite: You gain a bite as a natural weapon uses Strength to calculate Atk and damage bonuses. It deals 2d6 Piercing damage on a hit. This damage increases to 2d8 at 10th level.
- You can breathe normally underwater but cannot breathe air
- You gain a 60ft swim speed
- When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
- You gain a natural armor of 12
- You become a huge sized creature
Squamus: This is your shark form and in it you gain the following features:
- You gain a natural armor of 11
- You can breathe underwater but cannot breathe air
- You gain a 40ft swim speed
- Blood Smell: If a creature is bleeding you know their exact location if they are within 60ft of you as long as you can smell. The range increases to 300ft while underwater.
- Blood Frenzy: You gain advantage on all attack rolls against a creature that has less that it's maximum hit points left.
- Bite: You gain a bite as a natural weapon using Strength to calculate your Atk and damage bonuses. On a hit it deals 2d6 Piercing damage.
- You become a large sized creature
Note:
- As a Rokea you gain an extra use of Gladius
- While in Gladius you may stay there for an extra round before suffering levels of exhaustion
Auspices
Your Auspice as a Rokea is determined by the time of day you were born under. These roles will determine how you choose to grow and mature.
Beliefs: You believe in the survival of the Rokea over all else and see no point in fighting battles that you cannot win. You never accuse others of cowardice for picking their battles wisely. The only exception to this is when fighting to defend one of the race's grottos for which you are expected to give your life. It is your duty to provide a new Rokea at least once in your lifetime and to tutor them in the Rokea ways.
Brightwater
You were born during bright days or during full moons. You are a warrior and will spend most of your time near the water's surface.
Fightning Style
At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.
Water Skimmer
When you attack a creature that is swimming within 10ft of the surface of water with your Bite attack, you may increase damage dealt by 2d4 damage.
Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.
Brute Physique
You gain an 11 natural armor in Homid and Anthros. You also have advantage on strength based checks and saving throws.
Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.
Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Infinite Rage
When you make a saving throw against exhaustion in Gladius form you may spend 2 essence to pass the save automatically, you choose to do this before rolling.
Blood Hunt
When you hit a creature that has less than their maximum hit points with your Bite attack, you may increase damage dealt by your Proficiency Bonus.
Reckless Attack
When you make your first attack on your turn you can attack recklessly. Doing this grants advantage on all Strength based attacks this turn but all attack rolls against you have advantage until the start of your next turn.
Shredding Teeth
At 6th level, when you hit an attack on a creature with your nartural weapons, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.
Iron Skin
When you reach 10th level you gain resistance to all non-magical damage except psychic damage. Additionally while in the Crinos state you are immune to non-magical Bludgeoning, Piercing and Slashing damage.
Godlike War Form
When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect warrior. You gain these benefits:
- You may add half your proficiency bonus to your natural weapon damage (rounded down)
- You gain 10ft blindsight if you can hear or smell
- In the Gladius state increase your unarmored defense by 2 points
- In the Gladius state your walking speed increases by 15ft
- In the Gladius state you gain a climbing speed equal to your walking speed
- In the Chasmus state your natural armor increases further by 2
- In the Chasmus state your swim speed increases by 10ft
- In the Chasmus state double the range of Blood Smell while underwater
Dimwater
You were born on a cloudy day or at night when the moon was not full or new. You are the a Judge of the Rokea and will often find yourself as one of their leaders.
See: Uratha's Elodoth Auspice
Blackwater
You were born under an eclipse or during the new moon. You strive to explore and find new things, you feel most at home in the depths of the ocean or on land amount the humanoids.
See: Uratha's Irraka or Cahalith Auspice (your choice)
Tribe
You follow totems of stealth, hunt or similar beliefs but all abilities granted fall under an Uratha tribe.
Note: In the feature: Aspect of the Destroyer Wolf is states that you gain pack tactics in some states. Disregard this entirely and instead you mgain the Blood Frenzy feature from your Squammus state while in Chasmus.