TBD
Therianthropes are unique individuals who, either by curse or blessing, share an extraordinary communion with a feral spirit. This mystical connection imbues them with animalistic characteristics that transcend ordinary human capabilities. Enhanced senses, heightened reflexes, and the potential for sprouting claws in moments of need are just some of the remarkable traits that Therianthropes possess.
However, the gift of Therianthropy also demands a substantial amount of physical fortitude. The presence of the feral spirit can exert a taxing influence on one's body, and only those with exceptional resilience can endure its effects. Over time, as the bond between the Therianthrope and their spirit strengthens, they can harness the power to undergo full transformations into their spirit beast, embracing both their human and animalistic sides.
Becoming a Therianthrope is the result of harboring an animal spirit within oneself, and the origins of this merging can be as diverse and imaginative as you and your Dungeon Master desire. Whether it's a mystical encounter, a powerful curse, or a divine blessing, the narrative behind the fusion of human and animal spirits is a vital part of your character's backstory.
The first crucial step when creating or becoming a Therianthrope is to identify the specific spirit animal residing within you. This choice holds great significance, as it determines the category to which your spirit animal belongs: Reptilian, Mammalian, Avian, or Aquatic. This category selection is pivotal because it will grant you additional abilities and effects as you advance in your Therianthrope journey. Once chosen, the spirit animal category is a permanent aspect of your character and cannot be altered in the future.
For instance, if you opt for a bear as your spirit animal, it would categorize under the Mammalian group, and your character's progression will be influenced by the unique traits and powers associated with that choice. Embracing your Therianthropic nature becomes a dynamic storytelling experience, adding depth and complexity to your character's identity.
The presence of the wild spirit inside of you enhances your senses, granting you an advantage whenever you make a skill check or saving throw that relies on your five senses.
Your power for your Therianthrope abilities is determined by adding your strength + your level.
As part of your Rank 1 abilities, you gain access to the following actions:
Action Point: 2 // Willpower points: 1
Melee Attack
You can manifest clawed hands to strike at your foes. On a successful attack roll, you deal 3d6 + Half Power as Sharp damage.
Action Point: 3 // Willpower points: 1
Melee Attack
You gain the ability to make a Bite attack against a creature you have successfully grappled. On a successful attack roll, you deal 5d6 + Power as Sharp damage.
You learn to harness the spirit inside you to trigger a full shift. In this form, you become unable to speak or use abilities outside of the Therianthrope skill set or use items. Your full shift forms resemble a humanoid, feral version of your spirit animal.
Action Point: 2 // Willpower Point: 4
You transform yourself into your spirit animal's full shift form. In this form, you gain the following benefits:
Your Strength increases by 2.
Your movement speed increases by 2.
You gain a shield equal to your power.
The shift lasts until you fall unconscious, take a long rest, or use Full Shift again to revert back to your normal self.
Your further communion with your spirit beast allows you to take on a hybrid form when your full shift. This more humanoid form grants you all the same benefits as the full shift while retaining your ability to use other skills, use items, and speak.
When in a shift, your Strength is increased by 4 instead of 2.
When in a shift, your maximum Action Points increase by 2.
Your reptilian Wild Spirit enhances your stealthy capabilities, granting you proficiency in Stealth and allowing you to use strength instead of agility for it.
Furthermore, your claw attacks become exceptionally deadly when you strike from the shadows. If your target cannot see you when you make a claw attack, the damage inflicted is tripled.
As a reptilian, you gain the following ability that you can use when in a full shift:
Action Point: 1 // Willpower Point: 1
The scales on your body mimic your surroundings, turning you invisible until you take a non-movement action.
In combat, enemies lose sight of you if you succeed a stealth check against their perceptions or investigation.
After you make a succesful claw attack your next move action this turn cost 0. This cannot happen more than once per turn.
When making a claw attack on a creature that has not seen you, you can spend 4 Willpower to have the attack rend the creature, making it bleed for 4 turns.
Bleeding creatures lose 2d6 + your Power in sharp damage. A bleed effect is removed if the creature is healed.
You learn the following ability:
Action Point: 1 // Willpower Point: 6
Your next successful Bite or Claw attack inflicts the creature with Paralyzing Venom. For 5 turns, at the start of each of its turns, the creature makes a Strength check against your Attackpower. On a fail, they only regain half their maximum Action Points.
Your avian wild spirit bestows upon you the grace and agility of a bird. Your steps become lighter, and your movement speed increases by 1 meter (3 feet). In addition to your enhanced mobility, your ability to jump is greatly improved. Your jump distance and height are both doubled, allowing you to soar through the air with ease.
Your Avian full shift sports a pair of wings. While fully shifted, you have a fly speed equal to your movement speed.
Your learn to mimic any voice or sound you hear. Creatures can make Intelligence or Wits checks with disadvantage against your Attackpower to attempt to discern whether it is an illusion or not.
In either form, you can make instinct checks on creatures you can see. To do this, make a skill check with your power against the creature's level + Strength.
On a success, you choose 3 stats of your choice and learn whether the creatures are higher or lower than yours, and you discover 1 resistance and weakness if they have any.
Performing this action in combat takes 2 action points.
As an avian, you gain the following ability that you can use when in a shift:
Action Point: 2 // Willpower Point: 4
You make a powerful wing flap, launching razor-sharp quills at creatures standing within 6 meters (20 feet) in front of you. These creatures must make a strength check against your power. On a failure, they take 2d6 + power in sharp damage and are pushed back 6 meters (20 feet). On a success, they take half as much damage and are not pushed back.
Your aquatic Wild Spirit grants you the ability to maintain your normal movement speed even when underwater, showcasing your affinity with aquatic environments.
Additionally, your claws and bite attacks are imbued with a potent toxin. When you successfully hit a creature with these attacks, the afflicted creature must make a Strength check against your Attack Power. If they fail, they are afflicted with Tetrodotoxin until your next turn, suffering 1d4 decay damage for every action point they take.
As an aquatic Therianthrope you become able to breath underwater and, you gain the following ability that you can use when in a full shift:
Action Point: 1 // Willpower Point: 2
Your body emits electricity for the next 5 turns. Creatures that are hit by your attacks or hit you with a melee attack are struck by an electric shock, taking 1d6 Lightning damage.
In either form, you gain resistance to poison, toxins, and diseases, giving you advantage when trying to resist their effects and halving damage from necrotic types.
Your toxin and Electrophorus damage are increased by 1 die category.
Additionaly, your movement speed in water is doubled, your defense increased by 2 and you have advantage to all your actions.
While shifted you can use the following ability:
Action Point: 2 // Willpower Point: 8
Your spirits empower you to swim through any type of material for 3 turns. While Land Shark is active, you can move through the ground as if it were water, gaining all the benefits of being in water.
However, you cannot fully submerge, as this ability doesn't allow you to swim deep into the ground, always leaving part of your body exposed to the air.
When this effect ends, you are violently expelled from the ground.
Your mammalian wild spirit enhances your constitution, granting you increased resilience. This enhancement boosts your base defense by 1, making it harder for opponents to strike you in combat.
When you make a bite attack, you can choose to spend 2 Willpower points to instantly ingest the flesh of your foe. This act allows you to regain hit points equal to your Power.
As a mammalian, you gain the following ability that you can use when in a full shift:
Action Point: 2 // Willpower Point: 5
You let out a bestial roar, and all enemy creatures within 15 meters (50 feet) that have less health than you must succeed at a wits saving throw or spend their next turn using all their action points to move as far away from you as possible.
In either form, you learn to scent track. If you hold an item that carries the scent of a creature, you can attempt to make a Scent Tracking skill check using your attack power.
The difficulty of this check is set by the Dungeon Master based on how long it has been since the creature has been in the area and the type of environment it has traveled through.
Your Claw and Bite attacks use twice the amount of indicated dice.
Your spirit beast empowers you to lead your allies in the fray of battle, granting you and an ally within 15 meters (50 feet) pack tactics.
Pack Tactics: If at least one ally creature is present within 3 meters (10 feet), your power increase by 1.