Those who walk the path of the skinchanger are those almost entirely given to their animal mind. They can enter the mind of an animal companion, controlling them both as one body. They call this process "wearing" an animal. Skinchangers might be guardians of humanoid tribes, or powerful champions of the wilds, able to wreak violent havoc on their enemies. The greatest among them can wear the skin of nearly any beast that walks or bird that flies, making them incredibly dangerous as spies and warriors.
Speak with Animals From 3rd level, when you select this path, you can cast Speak with animals a number of times equal to your proficiency bonus. All expende uses are restore when you finish a short or long rest. Beast Companion From 3rd level, when you choose this path, you gain a beast companion that accompanies you along your adventures and can fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. You and the beast can communicate telepathically while within 1 mile. The beast obeys your commands as well as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can telepathically command the beast where to move (no action required). As a bonus action, you can command the beast to take the Dash, Disengage, Dodge, or Help actions. As an action, you can command the beast to make the Attack action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to make the Attack action, or it can take one weapon attack when you take the Attack action. If the beast dies, you can obain another one by spending a long rest magically bonding with another beast that isn't hostile to you, either the same type of beast as before, or a different one. Your beast companion can add your proficiency bonus to its AC, attack rolls, damage rolls, as well as to any saving throws or skills it is proficient in. Its hit point maximum equals its normal maximum, or 4 times your barbarian level, whichever is higher. When you reach 6th level, you can select an animal companion of up to challenge rating 1. When you reach 10th level, you can select an animal companion of up to challenge rating 2, and it may be no larger than Large. When you reach 14th level, you can select an animal companion of up to challenge rating 3, and it may be no larger than Huge. Beast's Sight From 6th level, as an action, you can telepathically perceive through your beast companion's senses if it is within a mile of you. You can see through your beast companion's eyes and hear what it hears until the start of your turn, gaining the benefits of any special senses that the beast companion has. During this time, you are deaf and blind with regards to your own senses. Wild Mind From 10th level, when you enter a rage, you can spend one additional use of your rage to have your beast companion also gain the same benefits. If rage ends early for one of you, it ends for both of you. In addition, any time that you regain hit points while you are touching your beast companion, the beast companion is healed by the same amount. One Mind From 14th level, when your beast companion hits a target with a melee weapon attack, you can spend your reaction to make a melee weapon attack against that target, with advantage. When you hit a target with a melee weapon attack, you can spend your reaction to have your beast companion make a melee weapon attack against that target, with advantage. Also posted on Game Masters Stash on 5 August 2021. Comments are closed.
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