Animus

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Animus

An unassuming mouse skitters down a castle corridor. It
seems to have a clear destination in mind: the castle's forbidden library. The guards pay it no mind as it scampers past. It squeezes underneath the door to the library. The lights are out; the library empty. The mouse begins to grow, its features shifting. Quickly, it takes the form of a young man. He smiles, looking around at his treasure. He chooses a tome on extinct creatures, and begins to read.

An older elf woman sits on a log, unperturbed by the family of apes cavorting around her. She smiles wistfully, experiencing behavior and interactions that have never been documented before. She makes sketches of the apes, noting their personalities, their likes and dislikes. Suddenly, one of the largest apes decides he doesn't like her presence. He rushes over, puffing his chest out in intimidation. Never losing her smile, the woman concentrates for a moment, and shifts her form into that of a small, unthreatening ape child. The silverback, satisfied, walks away.

A group of thugs are terrorizing a village. The village has no one to stand up to these villains. That is, until a young girl steps forward. She tells them to leave the village, and never return. The thugs look at one another, and then begin to laugh. In their revelry, they don't notice that the girl's skin has begun to turn into scales. Sharp teeth emerge from her gums; her head and jaws begin to grow. In no more than a moment, an extinct king of beasts stands before the interlopers. They hesitate for only a moment before they run screaming from the apparition, never to return.

An animus is a person solely dedicated to the practice of shapechanging magic. Many spells and abilities exist to change one's form, but the animus takes these abilities further, allowing them to access secrets unknown to other practitioners of magic. An animus studies living creatures like a wizard studies magic, dedicated to perfecting its art.

Biological Imperative

An animus is one who studies life and evolution, documenting nature and researching its change. To most animi, if one studies a creature's form, habits, and biological impulses, one can then tap into the shapechanging magic required to become that creature. An animus is a scientist first and foremost, a student of nature and researcher of animals and creatures of all kinds.

Call of the Wild

The impulse to study nature and fauna forces animi at some point to leave behind the dusty scrolls and forgotten tomes of those who have come before them, and add to the knowledge of the world. Animi seek to discover things about life that were previously unknown, using their power to study creatures well enough to walk among them, unnoticed. While animi constantly add to their notes and research, they mostly strive to uncover new discoveries, or disprove what was thought to be fact.

 

Warning!

For Players. Using this class will require a more-than-typical amount of bookkeeping. You need to be familiar with your animal forms, as well as their various speeds, senses, traits, and actions.

For DMs. Players of this class will need to have the statistics of their prepared animals. You should provide the animus player with statistic blocks for creatures which they have prepared. Prepared creatures represent a significant investment of the character's time and focused study, so allowing the player to know these details should be reasonable.

 

Animus
The Animus
Level Proficiency
Bonus
Features Animorphs Max
CR
Wild
Die
Edges
Known
1st +2 Animorph, Wild Attack 1 1/4 1d6
2nd +2 Primal Edges, Research 2 1/2 1d6 2
3rd +2 Discipline 2 1 1d6 2
4th +2 Ability Score Improvement 2 1 1d6 3
5th +3 Benign Transformation, Morph Dancing 2 2 1d8 3
6th +3 Brutal Strikes 2 2 1d8 3
7th +3 Discipline feature 2 3 1d8 4
8th +3 Ability Score Improvement 2 3 1d8 4
9th +4 2 4 1d8 5
10th +4 Ten Thousand Faces 2 4 1d8 5
11th +4 Discipline feature 3 5 1d10 5
12th +4 Ability Score Improvement 3 5 1d10 6
13th +5 Trap Form 3 6 1d10 6
14th +5 Forecast 3 6 1d10 6
15th +5 Discipline feature 3 7 1d10 7
16th +5 Ability Score Improvement 3 7 1d10 7
17th +6 4 8 1d12 7
18th +6 Moment of Lucidity 4 9 1d12 8
19th +6 Ability Score Improvement 4 10 1d12 8
20th +6 Clear Mind 4 10 1d12 8

 

Creating an Animus

As you make your animus character, think about the science you plan to conduct. Did you study under a master animus, looking to build on the foundations of their research? Are you from a small community, only finding the magic of shapechanging through experimentation of your own? Did you find its power through a particularly close association with certain creatures, discovering the ability accidentally?

Also think about the discipline of research you plan to conduct. Are you interested in insects and bugs, those creatures which others would find abhorrent? Will you research marine life, or oozes? Or will you venture into those creatures which have magical powers, such as monstrosities or even dragons?

Quick Build

You can make an animus quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the following forms for your field journal: boar, cat, elk, giant wolf spider, panther, and rat.

 

Class Features

As an animus, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per animus level
  • Hit Points at 1st Level: 6 plus your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per animus level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, or Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a light crossbow and 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armor, any simple weapon, and two daggers
  • A field journal

Alternately, you can purchase your own starting equipment. At 1st level, an animus begins with 3d4 x 10 gp.

Animus

 

Animorph

Your dedicated research into the biology of living creatures allows you to alter your form and walk among them.

Field Journal

At 1st level, you have a field journal containing information on six beasts of your choice that have a challenge rating of 1/4 or lower. Your journal is the repository of beast forms you know.

Preparing Animorphs

You prepare the list of creatures that are available for you to morph into. To do so, choose a number of creatures from your field journal equal to your Intelligence modifier + your animus level (minimum of one creature). The creatures must be of a challenge rating no higher than the challenge rating of beasts you can morph into, as shown in the Max CR column of the Animus table. You are also subject to the limitations as shown on the Animal Shapes table.

Animal Shapes
Level Limitations Example
2nd No flying or swimming speed Warhorse
4th No flying speed Giant octopus
8th Giant Eagle

For example, if you're a 3rd-level animus, you have two uses of Animorph. With an Intelligence of 16, your list of prepared beasts can include six creatures with a maximum challenge rating of 1, in any combination, chosen from your field journal. If you prepare the lion, you can assume its form with one use of Animorph. Becoming this creature does not remove it from your list of prepared forms.

You can change your list of prepared forms when you finish a long rest. Preparing a new list of beast forms requires time spent studying your journal and memorizing the creature's form and biology: at least 1 minute per challenge rating for each beast on your list (minimum 1 minute per beast).

Learning Creatures of Higher CR

Each time you gain an animus level, you can add two creatures of your choice to your field journal. Each of these creatures must be of a challenge rating which you can transform into, as shown on the Animus table. On your adventures, you might find more creatures that you can add to your field journal (see the "Your Field Journal" sidebar).

Morphing

At 1st level, you can use a bonus action to assume the shape of a beast that you have prepared. The Animus table shows how many uses of Animorph you have. You regain all uses of this feature when you finish a short or long rest.

You can stay morphed for a number of hours equal to half your animus level (rounded down, minimum of 1 hour). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

 

  • 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 of 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.
  • If any of the creature's traits or actions require a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier if that is higher than the normal DC of the creature.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • 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 of hit points you had before you transformed. However, if you revert as a result of 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.
  • Your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
  • 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 GM decides whether it is practical for the new form to wear a piece of 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 wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Attack

At 1st level, your study of shapechanging magic allows you to channel the raw ferocity of beasts to attack. You gain the following benefits while you are unarmed.

  • You can use Dexterity or Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain animus levels, as shown in the Wild Die column of the Animus table.
  • When you make an unarmed strike, you can choose for it to deal bludgeoning, piercing, or slashing damage.
  • You can continue to use your wild attack while morphed.
Animus

Primal Edges

In your study of biology, you have begun to unlock the ability to channel the powers of animals even when not morphed.

Gaining Edges

At 2nd level, you gain two primal edges of your choice. Your primal edge options are detailed at the end of the class description. When you gain certain animus levels, you gain additional edges of your choice, as shown in the Edges Known column of the Animus table.

Additionally, when you gain a level in this class, you can choose one of the edges you know and replace it with another edge that you could learn at that level.

Edge Actions

Primal edges apply to your normal form, as well as when you morph. These edges may need to alter your form in some way. For example, if you choose the Horns of the Ram edge, you might grow large curled horns from your head.

You may wish to hide these features in certain situations. You can express or suppress any number of your edges as an action. While suppressed, you do not gain the benefit of a primal edge, and there is no outward manifestation of its existence on your person.

Edge Ability

Intelligence is your ability for primal edges. You use your Intelligence when setting the saving throw DC for an edge.

Edge Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Research

As an animus, you have the ability to quickly learn things based on your observations. Beginning at 2nd level, you can spend time doing research about a specific subject you wish to know about. This research can be direct study of a creature or object, or indirect study such as pouring over tomes or scrolls related to the knowledge you seek. If you have information about a subject in your field journal, your journal can be used as a source for your research.

If you spend at least 1 hour researching the subject (which can be done over the course of a short or long rest), you have advantage on any Intelligence ability checks you make in regards to that subject for the next 24 hours.

The kinds of checks your research will apply to is subject to your DM's discretion. If your topic is suitably broad (for example, surviving in the jungle), you may have advantage to learn about the types of creatures that inhabit the jungle or particularly dangerous or poisonous plants there. On the other hand, if your research topic is more narrow (such as a specific culture), you might have advantage on the history of the people, local customs, and other cultural knowledge.

Discipline

At 3rd level, you begin to focus your studies on a particular branch of science. Choose Botany, Dragonology, Entomology, Monstrology, Oceanography, Oozology, or Zoology. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.

 

Your Field Journal

The beasts you study and add to your field journal as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the the interconnectedness of life and evolution. You can spend time studying creatures in the wild to add to your journal, as well as copying accounts of beasts you've never seen before found in ancient tomes.

Copying a Form into the Journal. When you come across a creature you want to add to your journal, it is easiest to spend time studying it directly. You must be able to observe the creature for enough time to take detailed notes and observations about the beast's behavior. You can copy any creature into your field journal, not just those you can morph into.

The process takes 1 hour, and costs 10 gp per challenge rating of the creature (minimum 1 hour and 10 gp). The cost represents enough parchment and ink to record multiple drawings and sketches of the creature, as well as the fine inks you need to record it permanently. Once you have spent this time and money, you can prepare the creature's form just like other forms you know (if it is of a suitable CR).

You can also record a creature's form into your journal so long as you have seen it for any amount of time within the last 24 hours, or not seen it directly (such as in a book illustrated by someone else). To record a creature in this way, the process takes 2 hours, and costs 50 gp per challenge rating of the creature (minimum 2 hours and 50 gp).

Replacing the Journal. You can copy a creature's form from your own journal into another book. This is just like copying a new creature into your journal without directly observing it.

If you lose your field journal, you can use the same procedure to transcribe the beasts that you have prepared into a new journal. Filling out the remainder of your field journal requires you to study new beasts as normal.

The Journal's Appearance. Your field journal is a unique compilation of drawings, observations, and margin notes. It might be a finely bound tome of creatures you discovered in a forgotten library and added to, or even just a loose collection of sheets of parchment barely held together with frayed strapping.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Benign Transformation

Beginning at 5th level, you gain the ability to turn into small and unassuming creatures at will. You can undergo a transformation into a beast you have prepared of challenge rating 0 by taking 1 minute to concentrate, taking no actions. At the end of this minute, you become the creature. This ability acts as Animorph, except you do not expend a use of it.

Animus

 

Morph Dancing

Starting at 5th level, you have the ability to quickly shift between forms. When you would be reduced to 0 hit points while morphed, you can use your reaction to instantly morph again if you have any uses remaining. Any excess damage carries over to the new morph.

Brutal Strikes

Beginning at 6th level, your attacks in morphed form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ten Thousand Faces

Starting at 10th level, you gain the ability to vary your morphs even further. You can begin to prepare specific humanoid creatures in your field journal for morphing. When you use Animorph to morph into that humanoid. Your hit points and Hit Dice remain the same, and you gain no powers or abilities the humanoid has learned over the course of their life. You do gain access to any racial traits of the creature.

While morphed in this way, you add your proficiency bonus to any ability check made to pass as the creature whose form you take. You are an exact physical duplicate of the creature, and a successful Intelligence (Investigation) or Wisdom (Insight) check (DC equal to your Charisma (Deception) check) is needed in order to see through the ruse.

Trap Form

Beginning at 13th level, you can subject other creatures to the body of an animal. This functions as polymorph, except as noted here. Choose one creature which you can touch and expend one use of Animorph. That creature must succeed on a Constitution saving throw. On a failure, the target is morphed into a creature which you currently have prepared. You must maintain concentration to keep the target trapped in that form. The creature remains in that form for the duration of your Animorph, until you lose concentration, or until the target drops to 0 hit points or dies.

Natural Analysis

Starting at 14th level, you learn to be calm, clear your mind, and trust your instincts. You can focus on the natural world around you to cast the commune with nature spell, but only as a ritual.

Moment of Lucidity

Beginning at 16th level, you can take 10 minutes of study with your field journal to change any or all creatures you currently have prepared. Once you use this feature, you can't use it again until you finish a long rest.

Clear Mind

At 20th level, you can draw upon the fortitude of your mind to pull on the powers that allow you to change form. You can spend 1 minute in silence, taking no actions or movement, to regain all of your expended Animorph uses. Once you regain uses of Animorph with this feature, you must finish a long rest before you can do so again.

Discipline

Each animus specializes in the study of certain types of creatures. The discipline you choose will help to define the types of creatures you research and become.

Botany

Botanists study not only those living plants that grow across the world's surface, but also those plants which have taken on moving shapes. Plants which can think, plants which can make decisions, and plants which can act on their own.

Phytological Research

Beginning at 3rd level when you choose this discipline, you gain an affinity with plant creatures. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

Additionally, you can prepare and morph into plant creatures.

Plant Form

Also at 3rd level, you have the ability to turn your animal morphs into plants. When you morph into a beast, you can choose to become a plant creature in the shape of that beast instead. While in your Plant Form, the following rules apply:

  • The creature's type is changed to plant.
  • You have vulnerability to fire damage.
  • You have resistance to piercing damage.
  • While you remain motionless, you are indistinguishable from a normal plant.

Wooly Thistles

Beginning at 7th level, you can weave a comfortable bed out of leaves, grasses, and underbrush which ensures a peaceful night's rest. You can spend up to 10 minutes creating such a bed, which is big enough for a Medium or smaller creature. A creature which finishes a long rest in the nest recovers two levels of exhaustion, and gains temporary hit points equal to your Intelligence modifier.

Photosynthetic

Starting at 11th level, your form becomes empowered by light. You can take an action to spend one Hit Die so long as you are in direct sunlight or very bright light.

Additionally, while morphed into a plant creature, you regain the maximum number of hit points possible from any healing while in direct sunlight or very bright light.

Seed

Beginning at 15th level, your study of plants allows you to save yourself from death. If you are killed, your body germinates a spherical seed which can fit easily into a Medium creature's hand, even if your body is disintegrated or destroyed. The seed has an AC of 10 and a number of hit points equal to your animus level.

Over the course of 1d6 + 8 days, the seed begins to grow, eventually reaching the size of your body. At the end of that time, the seed parts, and your body emerges. Any attempt to retrieve your body from the seed before its time fails, and the seed is destroyed. You are not aware of anything that happens while in your seed, and are not aware of the passage of time.

Animus

 

Dragonology

Dragons are known as some of the most fearsome, powerful, and magical creatures in existence. Their incredible intelligence, awesome strength, and terrible power inspires some of the most dangerous research in an effort to understand these monsters.

Draconic Research

Beginning at 3rd level when you choose this discipline, you gain an affinity with dragons. Whenever you make an Intelligence (Arcana) or Intelligence (Nature) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

Additionally, you can prepare and morph into dragons. As dragons are powerful magical creatures, it requires more of your focus and attention to realize these forms to their true potential. You must expend two uses of Animorph to assume the form of a dragon of up to CR 4, and three uses of Animorph to assume the form of a dragon of a higher CR than that (you are still subject to the Max CR column of the Animus table). The draconic forms you take do not have fly or swim speeds until you reach the appropriate level of the Animal Shapes table.

Magical Presence

Also at 3rd level, your senses are more focused, finding creatures which attempt to stay hidden from you. You gain blindsight to a range of 15 feet.

Chromatic Defenses

Beginning at 7th level, your skin takes on a colorful sheen in accordance with a dragon of your choice. Choose one damage immunity from a dragon which you currently have prepared for morphing. You gain resistance to that type of damage. This resistance persists until you choose to change it, which can be done when you prepare new morphs.

Legendary Reptile

Starting at 11th level, you channel the true power and awe of dragons. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. You regain your legendary actions at the start of your turn.

Detect. You can make a Wisdom (Perception) check.

Move. You can move up to half your speed without provoking opportunity attacks.

Attack (Costs 2 Actions). You can make a single attack.

Awe-Inspiring

Beginning at 15th level, you have the ability to channel true draconic power. You can expend three uses of Animorph at the same time to morph into a dragon of a maximum challenge rating equal to your animus level for 1 minute. You can't use any legendary actions or lair actions of your new form (although you do retain your Legendary Reptile actions).

 

Animus

Entomology

An entomologist is an animus which studies bugs and insects. While others might feel these creatures are creepy or strange, an entomologist knows that they are animals just like any other, worthy of study and research.

Vermin Research

Beginning at 3rd level when you choose this discipline, you gain an affinity with insects, bugs, and arachnids. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

Additionally, you can morph into a swarm of insects (see below), a form which is always prepared for you.

Skittering

Also at 3rd level, you gain the ability to move around other creatures without issue. You can move through any other creature's space, no matter its size. You can occupy the space of another creature if the other creature is at least one size larger than you to gain half cover.

Coccoon

Starting at 7th level, you can take 10 minutes to weave a coccoon, which completely covers your body. If you spend the entirity of a long rest within your cocoon, you recover all expended Hit Dice, and recover from any blindness, deafness, or poison affecting you.

 


Swarm of Insects

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

 

Swarm Form

Beginning at 11th level, you can expend two uses of Animorph to make your swarm of insects form more potent than a normal swarm, raising the form's challenge rating to the maximum challenge rating of creatures you can morph into, according to the Insect Swarm table below. The damage given on the table below is the normal amount of damage the swarm deals. When the form has half of its hit points or fewer, it deals half the amount of damage given on the table.

Insect Swarm
CR AC Hit
Points
Speeds Bonus
to Hit
Damage
5 15 72 (16d8) +5 ft. +6 10d4
6 15 81 (18d8) +10 ft. +6 12d4
7 15 90 (20d8) +10 ft. +6 14d4
8 16 99 (22d8) +15 ft. +7 16d4
9 16 108 (24d8) +15 ft. +7 18d4
10 17 117 (26d8) +20 ft. +7 20d4

Hive Mind

Starting at 15th level, you can spread your consciousness further among bugs and insects. When you use this feature, choose one insect, bug, or arachnid of CR 1 or lower. You can use Animorph to become a number of that creature equal to your Intelligence modifier (minimum 1).

When you morph in this way, the beasts appear in your space and unoccupied spaces adjacent to you of your choice (if there isn't room, they share space with adjacent creatures). You control all of the creatures on your turn. While in your Hive Mind, the creatures must remain within 120 feet of one another (any creature which is separated by that distance disappears instantly). You can remain in this form for Animorph's normal duration, unless all creatures in your Hive Mind are reduced to 0 hit points. You do not revert to your base form until the last creature is reduced to 0 hit points.

 

Variant: Insect Swarms

Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 ft.

Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

Swarm of Spiders. A swarm of spiders has the following additional traits.

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.

Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

Animus

 

Monstrology

Monstrologists go outside of the natural world in their research, studying creatures which many would classify as unnatural horrors. While animi pursuing this study might be seen as eccentric at best, their research is invaluable in studying those creatures which exist outside the norm.

Alien Research

Beginning at 3rd level when you choose this discipline, you gain an affinity with monstrosities. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

Additionally, you can prepare and morph into monstrosities. As monstrosities are strange magical creatures, it requires more of your power in order to transform into them. Your must expend two uses of Animorph to assume the form of a monstrosity of up to CR 4, and three uses of Animorph to assume the form of a monstrosity of a higher CR than that (you are still subject ot the Max CR column of the Animus table). The forms you take do not have fly or swim speeds until you reach the appropriate level of the Animal Shapes table. You do not gain the equipment or items of any creature you morph into. For example, if you morphed into a centaur, you would not gain access to the centaur's pike or longbow attack unless you already have those items.

Everchanging

Also at 3rd level, you can change your form almost at will. Any time you are morphed, you can take a bonus action to become any other creature you currently have prepared. If your new form has more hit points than your current one, your hit points remain at their current value. If your new form has fewer hit points than your current form, your hit points revert to the lower value.

Shifting Mind

Starting at 7th level, your mind becomes moving and strange to those creatures which would seek to control it. You cannot be charmed.

Mutation

By 11th level, you can mutate the forms of other creatures, granting them power. Once per day when you finish a short rest, choose a number of willing creatures which have spent the entire length of the rest within 30 feet of you equal to your Intelligence modifier (minimum 1 other creature).

Choose two of your primal edges. Each creature affected by Mutation gains the benefits of both edges as though they were an animus of your level. These edges last for 8 hours, unless you choose to end them (no action required).

Moving Form

Beginning at 15th level, you can spend 1 hour focusing on your primal abilities, which can be done over the course of a short or long rest. At the end of this hour, you can change any or all of the primal edges you currently know into different edges. You must meet all qualifications for the edges you take.

 

Oceanography

Oceanographers study the most mysterious creatures of all, beasts of the sea. Marine life encompasses a multitude of different animals, and marine biologists travel to some of the most inhospitable locations in order to study and observe these creatures.

Aquatic Research

Beginning at 3rd level when you choose this discipline, you gain an affinity with beasts which can breathe water or which have a swimming speed. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

You ignore the swimming speed limitation of the Animal Shapes table, but must abide by the other limitations there.

Water Acclimation

Also at 3rd level, you feel more at home in the water than on land. You gain the Waterborne primal edge (ignoring its prerequisite). This edge cannot be changed when you gain a level in this class.

In addition, you have advantage on Strength and Dexterity ability checks made while underwater.

Slumber of the Deep

Beginning at 7th level, if you spend the entirity of a long rest submerged underwater, you gain a Rested d10 die. You can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use this die, but must decide before the DM says whether the roll succeeds or fails. Once the Rested die is rolled, or if you finish a short or long rest, it is lost. You can only have one Rested die at a time.

Liquid Form

Starting at 11th level, you gain the ability to turn into a creature made entirely of water. You can expend an additional use of Animorph to become a water elemental creature in the shape of a creature you are morphing. While in your Liquid Form, the following rules apply:

  • The creature's type is changed to elemental.
  • You have vulnerability to lightning damage.
  • You have resistance to acid damage.
  • You have immunity to poison damage or being poisoned, as well as to being grappled, prone, or restrained.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • Your speed while underwater is doubled.

Master of Waves

Beginning at 15th level, you can become a magical being of the sea. You can expend three uses of Animorph at the same time to transform into a marid (p. 146 of the Monster Manual), a form which is always prepared for you.

Animus

 

Oozology

Some researchers seek to understand the strangest of life-forms: oozes. There is serious debate among animi as to whether oozes are even truly alive in the traditional sense, or whether they are simply magically animated collections of cells which work towards a collective purpose.

Slimy Research

Beginning at 3rd level when you choose this discipline, you gain an affinity for oozes. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

Additionally, you can prepare and morph into oozes.

Ooze Form

Also at 3rd level, you have the ability to turn your animal morphs into oozes. When you morph into a beast, you can choose to become an ooze in the shape of that beast. While in your Ooze Form, the following rules apply:

  • The creature's type is changed to ooze.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • You can eat through 2-inch-thick, nonmagical metal in 1 round.
  • While you remain motionless, you are indistinguishable from an inanimate object such as a statue or a rock, depending on your form.

Engulf

Starting at 7th level, you gain the ability to engulf creatures while you are an ooze. You can move up to your speed, and enter a creature's space that is of your size or smaller. Whenever you enter a creature's space, the creature must make a Dexterity saving throw (DC equal to your edge save DC). On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, you enter the creature's space, and the creature takes an amount of acid damage equal to your Wild Die and is engulfed. The engulfed creature can't breathe, is restrained, and takes acid damage equal to your Wild Die at the start of each of your turns. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by taking an action to make a Strength saving throw. On a success, the creature escapes and enters a space of its choice within 5 feet of you.

Duplicate

Beginning at 11th level, you can expend an additional use of Animorph when you morph into an ooze to gain the Split ability (see below). You do not revert to your normal form until the final piece of ooze has been reduced to 0 hit points.

  • Split. When you are Medium or larger and are subjected to lightning or slashing damage, you split into two new oozes if your form has at least 10 hit points. Each new ooze has hit points equal to half of the original ooze it split from, rounded down. New oozes are one size smaller than the original.

 

 

Ooze Morphology

Starting at 15th level, your practice in transforming into oozes starts to apply their strange and unique properties to your form at all times. You have resistance to acid damage. You are immune to being blinded, charmed, deafened, or frightened.

You also begin to secrete an ooze which allows you to stick to things. You gain a climb speed equal to your movement speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Zoology

While other animi study fantastical and rare creatures, zoologists know the value of beasts and their many incredible forms. Zoologists come to know beasts both great and small, and even those creatures which no longer exist.

Ancient Research

Beginning at 3rd level when you choose this discipline, you gain an affinity for beasts. Whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check related to these creatures, you add your proficiency bonus to that check if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.

You can spend time observing fossils and other relics of beasts in order to copy those creatures into your field journal from their bones alone, as though you were directly studying a living creature.

Animal Assistant

Also at 3rd level, you can cast the find familiar spell, but only as a ritual. Your familiar can take the form of any creature you have prepared which is of challenge rating 1/2 or lower.

Natural Talents

At 7th level, you channel the power of ancient creatures. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.

Unlock Potential

Starting at 11th level, you gain two additional primal edges of your choice.

King of Beasts

Beginning at 15th level, you can expend two uses of Animorph at the same time to alter your form, becoming even more powerful. This raises the challenge rating of the creature you are morphing into by 2, which must still be of a challenge rating which you can morph into. While morphed in this way, you gain the following benefits:

  • Strength. You have advantage on Strength checks and Strength saving throws, and you add your proficiency bonus to the damage of all attacks you make.
  • Damage Resistance. You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Condition Immunities. You can't be charmed or frightened. You also do not suffer from exhaustion.
Animus
Reflavoring Edges

While these abilities represent the mechanical effects you can take on as edges, don't hesitate to change the animals they are associated with or how they are worded to suit your own character better. For example, an oceanographer could take the "Lightning Bug" edge but call it "Angler's Lure," saying that the glow comes from an antenna on their head.

Primal Edges

If a primal edge has prerequisites, you must meet them to learn it. You can learn the edge at the same time that you meet its prerequisites.

Edges are presented by the level at which you can learn them, and then alphabetically.

No Prerequisites

Armordillo

When you aren't wearing armor, your AC equals 12 + your Dexterity modifier.

Bear's Fury

At the start of your turn, you can gain advantage on all attack rolls you make during that turn, but attack rolls against you have advantage until the start of your next turn.

Bestial Power

Choose one of the following skills: Athletics, Acrobatics, Deception, Intimidation, Perception, or Stealth. You gain proficiency with the chosen skill.

You can select this edge multiple times. Each time you do so, you must choose a different skill.

Eyes of the Night

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 grade.

Keen Senses

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Lightning Bug

You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

Shark Aggression

When an enemy which is within 5 feet of you moves away, you can use your reaction and move up to your speed, so long as you remain within 5 feet of the target. You do not provoke opportunity attacks during this movement.

Web Walker

While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing.

Whale Blubber

Your hit point maximum increases by an amount equal to your animus level, and increases by 1 again whenever you gain a level in this class.

 

5th Level

Cougar's Ambush

Prerequisite: 5th level
You have advantage on attack rolls against creatures which are surprised.

Cowering Prey

Prerequisite: 5th level
After you are hit with an attack, you can use your reaction to Disengage and move up to half your speed.

Dark Skittering

Prerequisite: 5th level
While you are in dim light or darkness, you can take a bonus action to Hide.

Horns of the Ram

Prerequisite: 5th level
If you move at least half your speed toward a creature and hit it with an attack, you can headbutt it as a bonus action. The target takes an amount of bludgeoning damage equal to your Wild Die + your Strength modifier, and must succeed on a Strength saving throw or be hurled 10 feet away from you.

Poison Stinger

Prerequisite: 5th level
You can take a bonus action to attack a creature within reach with a poison stinger. The target must succeed on a Constitution saving throw or take an amount of poison damage equal to your Wild Die. A creature poisoned by you cannot take reactions until the beginning of your next turn.

Spider Silk

Prerequisite: 5th level
As an action, you can attempt to cover a creature within 15 feet of you in webbing. The target must succeed on a Dexterity saving throw or be restrained by webbing. As an action, a restrained target can make a Strength check (DC equal to your edge save DC), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Tiger Pounce

Prerequisite: 5th level
If you move at least half your speed toward a creature and hit it with an attack, you can attempt to pounce on the target, which must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make a Wild Attack against it as a bonus action.

Waterborne

Prerequisite: 5th level
You can breathe both air and water, and gain a swim speed equal to your movement speed.

Animus

7th Level

Ape's Strength

Prerequisite: 7th level
You have advantage on ability checks made to grapple or shove other creatures.

Chameleon

Prerequisite: 7th level
You have advantage on Stealth checks made to hide. If you remain motionless for 1 minute, you are invisible until you move.

Constrictor

Prerequisite: 7th level
When you successfully grapple a creature, the target is restrained until the grapple ends. You cannot constrict more than one target at once.

Elephant Stance

Prerequisite: 7th level
You can use your reaction whenever you would be pushed from your space or knocked prone to negate the effect, remaining in place.

Frog Slime

Prerequisite: 7th level
You have advantage on ability checks and saving throws made to resist becoming grappled or restrained.

Kestral Swiftness

Prerequisite: 7th level
Your speed increases by 10 feet. This applies to all forms of movement.

 

9th Level

Earthborne

Prerequisite: 9th level
You gain a burrow speed equal to your movement speed. You can burrow through sand, earth, mud, or ice, but not through solid rock. You leave a hole with a 5-foot diameter in your wake, which increases by 5 feet for each size larger than Medium you are. If you are Small or smaller you do not leave a hole as you burrow.

Additionally, you gain tremorsense to a range of 20 feet.

Echolocation

Prerequisite: 9th level
You can take a bonus action to focus your senses. Until the beginning of your next turn, you have blindsight to a range of 60 feet. You cannot use this edge if you are deafened.

Spider Climb

Prerequisite: 9th level
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

12th Level

Defensive Curl

Prerequisite: 12th level
When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Wings of the Falcon

Prerequisite: 12th level
You gain a fly speed equal to your movement speed, and you can hover.

Wolf Pack

Prerequisite: 12th level
You have advantage on an attack roll against a creature if at least one of your allies are within 5 feet of the creature and the ally isn't incapacitated.

15th Level

Blood Frenzy

Prerequisite: 15th level
You deal an additional Wild Die of damage on attacks to any creature which has fewer hit points than half its hit point maximum.

Furious Roar

Prerequisite: 7th level
You can take an action to target each creature of your choice that is within 60 feet of you and aware of you, letting loose a bestial howl. Targeted creatures must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Furious Roar for the next 24 hours.

Animus

Customization

The following options allow you to customize your animus further with additional ideas and suggestions.

Trinkets

The following table functions as an addition to the Trinkets table on page 160 of the Player's Handbook. You can roll for a trinket on the following table (or just choose your favorite) when you make your animus character.

Animus Trinkets
  d20   Trinket
1 A preserved butterfly wing.
2 A page out of an explorer's journal describing a creature you've never heard of.
3 A perfectly spherical but otherwise ordinary stone.
4 A fossil of a long-extinct bug, encased in amber.
5 A single colorful feather from an unidentified animal.
6 A map which indicates there is land where there now exists only water.
7 A piece of wood which has been carved to look like a copper piece.
8 A seashell which is silent when held to your ear.
9 A small plush doll of a bear.
10 A signet ring with a symbol no one can identify.
11 A clover with seven leafs.
12 Two perfectly identical scallop shells.
13 A small statue of a snake which seems to change its position when no one is looking.
14 A pair of tongs that make a humming noise when rubbed together.
15 A chain that always feels warmer than it should.
16 The tip of a blade that is said to have been used to kill a powerful beast.
17 A trio of embroidered badges that show symbols of survival (building a fire, building a crude shelter, etc.).
18 A small glass orb containing water and what appears to be a living fish. The orb has no opening and is abnormally strong, but the fish never seems to get sick or die.
19 A map with no key and no landmarks, simply red circles connected by black lines.
20 A vial of sap from a rare tree.
 

Quirks

Roll on the following table or just choose your favorite(s) to add a bit of extra flavor to your animus character. This might be a trait that gives your animus just a bit more personality.

Animus Quirks
  d20   Quirk
1 You have a weakness for rescuing animals in need.
2 You are an excellent whistler.
3 You constantly quote your favorite books and stories.
4 You have very black and white views of right and wrong.
5 You are overly honest at all times.
6 You have an extreme phobia of a certain kind of creature.
7 You always keep berries, nuts, and other small treats available to feed to animals.
8 You take longer than normal to respond to direct questions, weighing your words carefully.
9 You count things one at a time, for accuracy.
10 You draw in your journal constantly.
11 You don't mind being wet or rained on.
12 You study bones and bodies with a morbid curiosity.
13 You seem aloof and unfocused because you are often paying attention to things others don't notice.
14 You don't have much of a sense of humor; you tend to take things literally.
15 You have an animal trait that isn't immediately noticeable, such as a single fang that grows long and sharp.
16 You have a strong distaste for alcohol.
17 You compulsively draw graffiti and other art on buildings, trees, and other objects.
18 You feel compelled to clean your boots or keep your feet clean at all times.
19 You feel closer to animals than humanoids.
20 Insects and other bugs seem to be drawn to you.

 

Multiclassing

Animi follow all the normal rules for multiclassing. The following tables function as additions to the multiclassing tables on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Animus Intelligence 13
Multiclassing Proficiencies
Class Proficiencies Gained
Animus
Animus

Credits

&

Thanks

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Alex Tanner and published under the Community Content Agreement for Dungeon Masters Guild.

This supplement was produced, written by, and created by Alex Tanner. If you find it listed anywhere not authorized by the creator, please contact:

alexctanner@gmail.com

 

 

Balance and Feedback

All work I post goes through Reddit's r/UnearthedArcana community for balance and suggestions. I would like thank everyone who took the time to read through the document and comment with balance fixes, suggestions, and critiques, which helped to mold the class into a better direction.

New changes and suggestions for the class also came from the wonderful players on the Discord of Many Things.

Cover Image & Body Art

As always, Ctreuse109 knocked it out of the park with the cover image! Honored to be able to run his beautiful art along with my work!

Additional Art

Special Shoutouts

I would especially like to give a huge shout-out to Geoman362 who was able to put this class through a playtest. Also a huge thank you to layhnet, FallenWyvern, NASA, and Paranoid who helped tremendously with the formatting of this document.

GM Binder

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