TIER 2 BEASTFORM OPTIONS
(Armadillo, Pangolin, Turtle, etc.)
Strength +1 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: dig, locate, protect
Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armor Slot to retract into your shell. While in your shell, physical damage is reduced by a number equal to your Armor Score (after applying resistance), but you can’t perform other actions without leaving this form.
Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d12+2 physical damage using the thrower’s Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.
(Bear, Bull, Moose, etc.)
Strength +3 | Evasion +1
Melee Strength d10+4 phy
Gain advantage on: navigate, protect, scare
Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack.
Thick Hide: You gain a +2 bonus to your damage thresholds.
(Camel, Horse, Zebra, etc.)
Agility +1 | Evasion +2
Melee Agility d8+1 phy
Gain advantage on: leap, navigate, sprint
Carrier: You can carry up to two willing allies with you when you move.
Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.
(Cobra, Rattlesnake, Viper, etc.)
Finesse +1 | Evasion +2
Very Close Finesse d8+4 phy
Gain advantage on: climb, deceive, sprint
Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.
(Cheetah, Lion, Panther, etc.)
Instinct +1 | Evasion +3
Melee Instinct d8+6 phy
Gain advantage on: attack, climb, sneak
Fleet: Spend a Hope to move up to Far range without rolling.
Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.
(Hawk, Owl, Raven, etc.)
Finesse +1 | Evasion +3
Melee Finesse d4+2 phy
Gain advantage on: deceive, locate, scare
Bird’s-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll. Hollow
Bones: You gain a −2 penalty to your damage thresholds.