Enlightened Beast

Physical Description

From the majestic soaring owl to the strong bear, beasts have a grace and ability that few can rival. From time to time, a powerful druid will cast a powerful Enlightenment spell on a beast raising them to sentience.

History

An enlightened beast's journey starts when a Bard, Druid, or Ranger finds an animal and sees potential within it. They cast Enlightenment on the beast to raise its intelligence and personality and then use Talking Beast to craft a collar that allows them to speak.

Society

If an enlightened beast feels misused, it will retreat back into the wild. Sometimes they congregate with one another. Often times, few if any in these congregations have collars as such magical items fetch a pretty penny and poachers seek them out.

Names

An enlightened beast's name depends on its relationship with the druid who enlightened it. If the relationship is good, then it will often maintain the name that druid gave it. If its relationship is bad, especially if it has fled from the druid then it will take its own name.

Inherent Limitations

The enlightened beast concept is based on the Enlightenment spell. As such, it is lore based and has some cool back-story possibilities (such as the party druid having been the one who enlightened you).

The enlightened beast's inability to wield standard weapons makes them not viable for all classes.

Enlightened Beast Traits

Ability Score Increase

Your Strength score increases by 2.

Custom Armor

You may wear any armor allowed by your class, but your unusual beastly shape must be custom fit. A skilled tailor or smith can easily craft such pieces, for a price. (normally 10-50% extra)

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Enlightened Form

The magical nature of your Enlightenment has allowed magic to course in your veins and through your body. Although it does not give you spellcasting, it does allow you to use material components that are in contact with your body instead of needing to have them in hand. Oftentimes, spellcasting enlightened beasts have custom pouches made that hold key material components against their bodies.

Just a Beast

When not wearing armor, clothing, or weapons; you can be mistaken for just a normal beast. Only the most adept druids can see the spark of intelligence in your eyes. Of course, your wise and intelligent (or foolish) actions may still give you away.

Languages

You can speak, read, and write Common. This ability is based solely on your possession of the Collar of Talking Beast given to you under The Great Gift.

Subrace

The main subraces are: bear, dog, monkey, owl, and pony. If you want to be another subrace, pick the closest on this list and re-skin it to meet your needs.

The Great Gift

Your benefactor wished for you to be able to communicate with the world so they gave you a Legendary Collar of Talking Beast. You need to guard this precious treasure with your life, for if you loose it you cannot speak.

True Home

Having lived generations in the wild, Enlightened Beasts instinctively know their homes. You gain proficiency in the Nature and Survival skills.

Subraces

Bear

Who has the stomach to stand against a raging bear?

Ability Score Increase

Your Constitution score increases by 1.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Claws

You can use Dexterity instead of Strength for the attack and damage rolls of your claw attacks. Your claw attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Claws: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Size

You are a 300+ pound bear. Your size is Large.

Speed

Your base walking speed is 40 feet. Your base climbing speed of 30 feet.

Dog

Ability Score Increase

Your Dexterity score increases by 1.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Claws

You can use Dexterity instead of Strength for the attack and damage rolls of your claw attacks. Your claw attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Claws: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Size

Your size is Medium.

Speed

Your Base Walking Speed is 40 feet.

Monkey

Ability Score Increase

Your Intelligence score increases by 1.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet. Your base climbing speed of 30 feet.

Owl

Ability Score Increase

Your Wisdom score increases by 1.

Beak

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Beak: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your beak. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Flyby

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Size

Your size is Tiny.

Speed

Your base walking speed is 5 feet. Your base flying speed is 60 feet.

Talons

You can use Dexterity instead of Strength for the attack and damage rolls of your talon attacks. Your talon attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Talons: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your talons. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Pony

Ability Score Increase

Your Charisma score increases by 1.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Hooves

You can use Dexterity instead of Strength for the attack and damage rolls of your hoof attacks. Your hoof attack qualifies as an unarmed strike.

You may roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Hooves: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your hooves and teeth.

Size

Your size is Medium.

Speed

Your base walking speed is 40 feet.