![]() You gain darkvision out to a range of 60ft. You may speak to other beasts as if you were under the effects of the Speak With Animals spell. An ability score of your choice increases by 2, to a maximum of 20. You may choose one of the following options: Ability Score Increase, Voice of the Wild, Eyes of the Beast, Druidic Companion, or Natural Magic.Ībility Score Increase. In addition, whenever you cast a spell, you are always considered to be using a spellcasting focus. claws, tentacles) to perform somatic components. You regain all uses of this ability when you finish a long rest. Wisdom is your spellcasting ability for this spell. You may cast it, without material components, up to a number of times equal to your proficiency bonus. In addition, choose a 1st level spell from the Druid spell list. If you already have darkvision, the range of your darkvision increases by 60ft. ![]() ![]() You may choose two of the following options: Ability Score Increase, Voice of the Wild, Eyes of the Beast, Druidic Companion, or Natural Magic.Ībility Score Increase. If you are CR 0 or 1/4, you gain additional abilities, detailed below. You may choose any Beast of Challenge Rating 1/2 or below. You can speak, read, and write Common and one other language of your choice - usually one spoken by the creature who Awakened you. You may wear armor, but it is treated as Barding. At your DM's discretion you might be able to use your mouth, claws, or other appendages to accomplish tasks requiring manual dexterity. Most beasts do not have hands capable of wielding a weapon, a shield, or similar items. A shield's benefits apply as normal while you use your natural armor. When you aren't wearing armor, you may use the natural armor of a typical beast of your kind, if any. You have a number of hit points determined as normal for your class and level, or that of a typical beast of your kind, whichever is higher. For example, if you are a Black Bear, you gain Keen Smell, Multiattack, Bite, and Claws if you take the Attack action, you might replace each of your attacks with either your Bite or your Claws attack. When you take the Attack action or an opportunity attack, you may replace those attacks with an attack granted to you by one of your available actions. You have all the traits and attacks of a typical beast of your kind. You gain the speeds of a typical beast of your kind. ![]() Your size is that of a typical beast of your kind. Many tend towards the alignment of the creature who Awakened them, unless they were treated poorly. Most Awakened Beasts take their outlook on life from their formative experiences. Awakened Beasts typically reach maturity after only a few years, but live much longer than their typical animal counterparts - for as long as 80 years. You gain the ability scores of a typical beast of your kind. You may choose any beast with a challenge rating of 1/2 or less a DM might allow you to play a CR 1 creature at their discretion.Ībility Score Increase. They are typically less powerful than most other player options and might face significant challenges interacting with the world. For those who successfully adjust to their newfound intelligence they may go on to do great deeds and go down in myth and legend.Īlmost any beast (and indeed, most plants) may become awakened through magic, including many powerful ones these rules present an option for playing various beasts of the kind that might accompany an adventuring party. Many face significant challenges adapting to their new awareness - and in particular with activities that many humanoid creatures take for granted, such as socialising, living in urban spaces, or even simply using tools that require hands. These awakened beasts are rarities usually accompanying the powerful spellcasters who created them, or otherwise becoming lost in a world they were not meant to inhabit. Powerful magic, the intervention of gods, or simply the vagaries of fate may on occasion elevate a beast to human-like sentience. ![]()
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