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Introduce Yourself / Yo.
« on: November 16, 2017, 07:13:34 PM »
So... long, embarassing story short, I kind of lost the recovery e-mail. I'm back!
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Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating o f 1/4 or lower that doesn’t have a flying or swimming speed.
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all o f your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has
any legendary or lair actions, you can't use them.- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal
form, you return to the number o f hit points you had before you transformed. However, if you revert as a result o f dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities o f your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you’ve already cast.- You retain the benefit o f any features from your class, race, or other source and can use them if the new form is physically capable o f doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece o f equipment, based on the creature’s
shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Level | Max CR | Restrictions |
2 | 1/4 | No Swimming or Fly Speed |
4 | 1/2 | No Fly Speed |
8 | 1 | No Restrictions |
Monstrous Decoy Spider (Tiny) | |
Size/Type: | Tiny Vermin |
Hit Dice: | 3d8 (13 hp) |
Initiative: | +3 |
Speed: | 20 ft (4 squares), Climb 10 ft (2 squares) |
Armor Class: | 18 (+2 Natural Armor, +4 Dexterity, +2 size), touch 16, flat-footed 14 |
Base Attack/Grapple: | +2/-7 |
Attack: | 1 Bite +6(d3-1 plus poison) |
Full Attack: | 1 Bite +6(d3-1 plus poison) |
Space/Reach: | 2.5/0 ft |
Special Attacks: | Poison, Web |
Special Qualities: | Decoy, Puppetry, Darkvision 60, Tremorsense 60, Vermin Traits |
Saves: | Fort +4 Wis +1 Ref +5 |
Abilities: | Str 8 Dex 18 Con 12 Int 1 Wis 10 Cha 2 |
Skills: | Craft (Puppetry) +11, Hide +15, Move Silently +7 |
Feats: | Weapon Finesse (B), Skill Focus (Craft: Puppetry), Stealthy |
Environment: | Temperate Forests |
Organization: | Single or Colony (3-5), Swarm (10-20) |
Challenge Rating: | ? |
Treasure: | None |
Alignment: | Neutral |
Advancement: | None |