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Lore of Beasts

The document outlines the Lore of Beasts magic, which allows practitioners to harness the power of wild animals and transform themselves or others into primal creatures. It details various spells, including Amber Spear, Bestial Spirit, and Monstrous Transformation, each with unique effects and mechanics. Additionally, it describes the characteristics and abilities of different beast forms, such as the Feral Manticore and Ravenous Hydra.

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0% found this document useful (0 votes)
51 views6 pages

Lore of Beasts

The document outlines the Lore of Beasts magic, which allows practitioners to harness the power of wild animals and transform themselves or others into primal creatures. It details various spells, including Amber Spear, Bestial Spirit, and Monstrous Transformation, each with unique effects and mechanics. Additionally, it describes the characteristics and abilities of different beast forms, such as the Feral Manticore and Ravenous Hydra.

Uploaded by

jerclaes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Lore of Beasts

This brand of magic draws on the power of the wilds and the Aspect of the Beast
animals that inhabit them. Those who practice it avoid 4th-level transmutation
civilization and live hermitic lives in the savage and untamed Casting Time: 1 bonus action
wilderness. Their magic harnesses the power of the beasts Range: Touch
they dwell alongside, often by summoning wild spirits or Components: V, S
unleashing the inner savagery of themselves and others to Duration: Concentration, Up to 1 hour.
transform them into primeval creatures. The following spells Classes: Druid, Ranger
are examples of the types of magic users of the Lore of
Beasts often wield. Upon touching a willing creature, you imbue it with bestial
might. For the duration, the creature manifests a bestial
Amber Spear weapon of your choice from the list below. When it takes the
3rd-level evocation Attack action on its turn, it can make an additional attack
Casting Time: 1 action with the bestial weapon as part of that action. The weapon is
Range: 60 feet treated as a simple weapon with which the creature is
Components: V S M (A Piece of Amber) proficient. Unless otherwise stated, it uses its Strength
Duration: Instantaneous modifier for attack and damage rolls made with the weapon.
Classes: Druid, Ranger Ripping Jaws. The creature's mouth becomes filled with
dagger-like teeth. Its jaws deal 2d8 piercing damage on a hit.
You conjure a large amber hunting spear and launch it in a If the bite damages a creature, the user gains temporary hit
straight line at a point you can see within range. Upon points equal to half the piercing damage dealt, which last
reaching its destination or striking a solid surface, the spear until the spell ends.
shatters, producing an explosion within a 10-foot-radius Tearing Claws. The creature's hands transform into blade-
sphere centered on that point. The spear can pass through like claws. These claws deal 2d6 slashing damage on a hit
spaces occupied by creatures and objects of large size or and count as finesse weapons. The creature can choose to
smaller. Each creature the spear moves through, as well as replace any of its melee attacks made with the Attack action
those within the explosion's radius, must make a Dexterity with its claws, including any off-hand attacks.
saving throw. On a failed save, a creature takes 6d6 piercing Ramming Horns. Gnarled horns grow from the creature's
damage; on a successful one, the damage is halved. head. The horns deal 2d8 bludgeoning damage on a hit. If the
At Higher Levels. When casting this spell using a 4th-level creature moves at least 15 feet straight toward a target and
spell slot or higher, the range increases by 20 feet and the then hits it with a horn attack, the attack deals an extra 2d8
damage by 1d6 for each slot level above 3rd. bludgeoning damage, and if the target is Large or smaller, the
creature can choose to push it up to 15 feet away.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Quickened Condition
This document references the quickened
condition. A quickened creature gains an additional
action on each of its turns. That action can be used
only to take the Attack (one weapon attack or
unarmed strike only), Dash, Disengage, Hide, or
Use an Object action. The haste spell applies the
quickened condition among its other effects, and a
creature cannot benefit from the quickened
condition from multiple sources at once.

Call of the Pack


5th-level enchantment
Bestial Spirit Casting Time: 1 Bonus Action
4th-level conjuration Range: 60 feet
Casting Time: 1 action Components: V
Range: 40 feet Duration: 1 round
Components: V Classes: Ranger
Duration: Concentration, up to 1 minute Unleashing a primal howl, you stir the wild fervor within your
Classes: Druid, Ranger allies. You and up to three other creatures you are aware of
A Large spectral beast appears at a location you choose within range that can hear you are quickened until the start
within range. Though it appears substantial, it is intangible of your next turn. While quickened this way, these creatures
and can be passed through and occupied by other creatures. gain advantage on attack rolls against any enemy if at least
Any hostile creature within 5 feet of the beast is so one of their allies is within 5 feet of that enemy and the ally
distracted by its presence that it has disadvantage on attack isn't incapacitated.
rolls. At the end of each of your turns, each hostile creature Impenetrable Pelt
within 5 feet of the beast must make a Dexterity saving throw 5th-level transmutation
as the beast assaults it. The creature takes 4d8 force damage
on a failed save, or half as much on a successful save. Casting Time: 1 action
If a hostile creature moves more than 5 feet away from the Range: 60 feet
beast, that creature must make the same saving throw Components: V, S, M (a tuft of fur)
against the beast's damage effect unless it took the Duration: Concentration, Up to 1 hour
Disengage action. Classes: Druid, Ranger
At the start of each of your turns, if no hostile creatures are You weave magic to sheathe a willing creature you can see
within 5 feet of the beast, it moves up to 40 feet toward the within range in a layer of tough fur and hide. For the spell's
closest hostile creature it can see. The beast has blindsight duration, any bludgeoning, piercing, or slashing damage the
out to 120 feet and is blind beyond this range. target takes is reduced by 5. This reduction applies before
At Higher Levels. When casting this spell using a 5th-level any resistances.
spell slot or higher, the beast's damage increases by 1d4 for At Higher Levels. When you cast this spell using a spell
each slot level above 4th. slot of 6th level or higher, the damage reduction increases by
1 for each slot level above 5th.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Monstrous Transformation Primal Dominance
6th-level transmutation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: V, S
Duration: Until dispelled Duration: 10 minutes
Classes: Druid, Sorcerer, Warlock Classes: Bard, Druid, Ranger
Drawing from wild energies, you transform into a mighty You emanate a commanding presence, compelling a primal
primal form of your choice: a Feral Manticore, a Ravenous creature to submit. Choose a beast, monstrosity, giant,
Hydra, or a Savage Dragon. While transformed, you adopt dragon, or fey within range that can see and hear you. If the
the stat block of the selected beast (found later in this creature's Intelligence is 8 or higher, the spell has no effect.
document). Your game statistics, including mental ability Otherwise, it must make a Wisdom saving throw. On a failed
scores, are replaced by those of the chosen form, but you save, it becomes charmed and frightened by you until the end
maintain your alignment and personality. of your next turn. Regardless of the save's outcome, you gain
While in this new form: a +5 bonus to Charisma (Intimidation) and Wisdom (Animal
Handling) checks when interacting with that creature until
You assume its hit points. the spell concludes.
Your spell attack modifier and spell save DC replace its At Higher Levels. When you cast this spell using a 3rd-
attack modifiers and saving throw DCs. level spell slot or higher, you can target one additional
If you're reduced to 0 hit points, you make death saving creature for each slot level above 2nd.
throws as usual. If you die, you revert to your true form.
You can't speak, cast spells, or undertake any action Summon Flock
requiring hands or speech. 1st-level conjuration
Your gear melds into your new form, rendering it
inaccessible. As such, you can't activate, wield, or benefit Casting Time: 1 action
from any of your equipment. Range: Self
Components: V, S, M (A worm or bug)
To attempt to end the spell, you may use your action to Duration: Concentration, up to 1 hour
make a DC 15 saving throw using your original form's Classes: Druid, Ranger
spellcasting ability modifier. On a successful save, the spell Upon casting, you summon three crows that circle above you
ends. However, if you fail this save three or more times within for the duration of the spell. As a bonus action, you can direct
8 hours, you must complete a long rest before attempting to one of the crows to dive at a creature or object within 120
end the spell again. A remove curse spell will also end the feet. Make a ranged spell attack against the target. On a hit, it
transformation. takes 2d4 piercing damage. If the attack is a critical hit, the
If you take a long or short rest in your new form, only your target is blinded until the start of your next turn. Regardless
new form gains the benefits of the rest of the outcome, the directed crow is expended. The spell ends
At Higher Levels. When cast using a spell slot of 7th level if all crows are expended. For each crow circling above you,
or higher, the new form gains an additional 25 hit points for you gain a +1 bonus to Wisdom (Perception) checks.
each slot level above 6th. If cast using a 9th-level slot, any At Higher Levels. When you cast this spell using a 2nd-
features the new form can use only once per day can now be level spell slot or higher, you summon an additional crow for
used three times per day. each slot level above 1st.

3
Wild Surge
3rd-level transmutation It gains 20 temporary hit points.
It gains a +2 bonus to AC.
Casting Time: 1 action It gains a +2 bonus to Strength saving throws and checks.
Range: 30 feet It gains a +2 bonus to Wisdom (Perception) checks and
Components: V S M (a tuft of fur and a fang) Charisma (Intimidation) checks.
Duration: Concentration, up to 10 minutes When it hits with a melee weapon attack or unarmed
Classes: Druid, Ranger strike, it deals one extra die of its damage.
Select a willing creature within range to tap into its primal At Higher Levels. When casting this spell using a 4th-level
nature, transforming it into a bestial form. For the duration of spell slot or higher, the targeted creature gains an additional
the spell, the creature receives the following benefits: 5 temporary hit points for each slot level above 3rd.

Feral Manticore Actions


Huge monstrosity, unaligned Multiattack. You make three attacks: one with your bite,
one with your claws, and one with your tail spines. If
Armor Class 18 (natural armor) both the claw and bite attacks hit the same target, the
Hit Points 150 target is grappled (escape DC 16). Until this grapple
Speed 40 ft., climb 40 ft., fly 50 ft. ends, you can't use its bite or claw on another target.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 19 (2d12 + 6) piercing damage. If the target
is prone, it takes 32 (4d12 + 6) piercing damage
22 (+6) 16 (+3) 20 (+5) 7 (-2) 16 (+3) 8 (-1) instead.

Skills Perception +7, Stealth +7 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Senses Darkvision 60 ft., passive Perception 17 target. Hit: 17 (2d10 + 6) slashing damage.
Languages You understand the languages you can speak Tail Spike. Ranged Weapon Attack: +7 to hit, range
in your normal form 100/200 ft., one target. Hit: 15 (2d8 + 6) piercing
Challenge 9 (5,000 XP) Proficiency Bonus +4 damage plus 10 (3d6) poison damage.
Toxic Volley. You fire six of your tail spikes at a point
Tail Spikes. You have twelve tail spikes. you can see within 100 feet. Each creature in a 15-foot-
Pounce. If you move at least 10 feet straight toward a radius, 15-foot-high cylinder centered on that point
creature and then hit it with a claw attack on the same must make a Dexterity saving throw against your spell
turn, the target must succeed on a DC 16 Strength save DC, taking 15 (2d8 + 6) piercing damage and 10
saving throw or be knocked prone. (3d6) poison damage on a failed save, or half as much
damage on a successful one.
Regrow Spikes (1/Day). You regrow all of your spent
spikes.

4
Ravenous Hydra Reactive Heads. For each head you have beyond the
first, you get an extra reaction that can be used only for
Huge monstrosity, unaligned
opportunity attacks.

Armor Class 18 (natural armor) Wakeful. While you sleep and have more than one head,
Hit Points 150 at least one of your heads can remain awake.
Speed 40 ft., swim 40 ft.
Actions
Multiattack. You make as many bite attacks as you have
STR DEX CON INT WIS CHA heads.
22 (+6) 12 (+1) 20 (+5) 7 (-2) 10 (+0) 14 (+2) Bite. Melee Weapon Attack: + (spell attack modifier) to
hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing
Senses Darkvision 60 ft., passive Perception 20 (due to damage.
Multiple Heads)
Languages You understand the languages you can speak Regrow Heads (1/Day). You regain 75 hit points and
grow back all of your missing heads. For each head
in your normal form
regrown in this way, you can make a bite attack against
Challenge 9 (5,000 XP) Proficiency Bonus +4
a creature within 10 feet of you.
Multiple Heads. You have five heads. While you have
more than one head, you have advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Additionally, you get a +2 bonus to Wisdom
(Perception) checks for each head. Whenever you take
25 or more damage in a single turn and still have one
or more heads, one head dies.

Savage Dragon Dragon's Power. When you transform into this shape,
you choose one of the following damage types: acid,
Huge dragon, unaligned
cold, fire, lightning, or poison. This chosen type affects
other features.
Armor Class 18 (natural armor)
Hit Points 150 Actions
Speed 40 ft., climb 40 ft., fly 60 ft.
Multiattack. You make two attacks: one with your bite
and one with your claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: + (spell attack modifier) to
22 (+6) 14 (+2) 20 (+5) 12 (+1) 10 (0) 14 (+2) hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing
damage plus 14 (4d6) of the chosen Dragon's Power
Skills Perception +4 damage type.
Damage Resistances The damage type chosen using Claw. Melee Weapon Attack: + (spell attack modifier) to
your Dragon's Power feature hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing
Senses Blindsight 30 ft., darkvision 120 ft., passive damage.
Perception 14
Languages You understand the languages you can speak Breath Attack (1/Day). You exhale your breath attack in a
in your normal form 40-foot cone. Each creature in that area must make a
Challenge 9 (5,000 XP) Proficiency Bonus +4 Dexterity saving throw against your spell save DC,
taking 35 (10d6) damage of the damage type chosen
by your Dragon's Power trait on a failed save, or half as
much damage on a successful one.

Art Credit
Shaman of Forgotten Ways - Viktor Titov, Wizards of the Crow Storm - YW Tang, Wizards of the Coast
Coast Manticore - Billy Christian, Wizards of the Coast
Spirit of the Aldergard - Lars Grant-West, Wizards of the
Coast

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Document release
1.1.0
Add quickened condition

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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