Health Die. 1d10 Hit Points at 1st level. 10 + Constitution Ability Score Hit Points at Higher levels. 1d10 (or average roll, 6) + Con Mod per level after 1st. Mana Die.1d6 Mana Points at 1st level.6 + Intelligence Ability Score Mana Points at Higher levels.1d6 (or average roll, 4) + Int Mod per level after 1st.
Proficiency
Skill Groups. MysticismMysticismArcana (Wis), Detect Magic (Wis), Decipher Magic (Int), History (Int), and Spellcraft (Wis), SlynessSlynessAcrobatics (Dex), Deception (Cha), Disguise (Cha), Sleight of Hand (Dex) and Stealth (Dex), and WildernessWildernessGeography (Int), Handle Animal (Wis), Nature (Int), Medicine (Int), and Survival (Wis). Primary Defense.WillWill DefenseUsed to resist mental attacks and spells. Determined by 10 + Wisdom or Charisma Modifier + Class Bonus. Offense. One Weapon Type Spell Focus.Orbs, Staves, Wands Armor.Light, Shields
Spellcasting
The Animist learns 2 + Intelligence Modifier (minimum +1) spells at 1st level and learns an additional spell from the Animist Spell List every 4th Animist level gained.
Animist Rage
At 1st level the Animist calls upon the spirits of living nature. Once per encounter the Animist may use a Minor Action to transmogrify aspects of themselves for 1 minute, granting the Animist the forces of nature from the spirits they become attuned with. The Animist starts with two Rages and learns a new Rage ability as well as gaining an additional use of Animist Rage at 7th and 14th level;
Aspect of the Bear. The Animist increases in size, gains AdvantageSkill AdvantageCharacters with Advantage gain an additional die in their dice pool for the skill check. on Climbing skill checks, and gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Slashing, Piercing, and Bludgeoning damage. The Animist is able to make a melee Claw attack dealing 1d10 + Wisdom Modifier Slashing damage.
Aspect of the Wolf. The Animist increases in size, the Animist’s critical range is increased by 1 when FlankingFlanked ConditionThe creature has at least one enemy on the opposite side of each other, yielding a Disadvantage to their attack rolls and the creature may not take a Full Defense. an enemy, and gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Bludgeoning, Piercing, and Slashing damage. The Animist is able to make a Bite attack with their transmogrified wolf characteristics, dealing 1d6 + Wisdom Modifier Piercing damage and the opponent is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple..
Aspect of the Eagle. The Animist gains a 20 ft Flying speed, AdvantageSkill AdvantageCharacters with Advantage gain an additional die in their dice pool for the skill check. on Awareness skill checks, and attacks of opportunity against the Animist yield DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls.. The Animist is able to make a Swooping Attack with their talons while airborne, dealing 1d6 + Wisdom Modifier Piercing damage and RendingRend ConditionThe target’s armor has been temporarily compromised, dropping the AC bonus to the armor. armor if the target is wearing armor.
Aspect of the Elk. The Animist’s movement speed increases by 10 ft. When the Animist moves 15 ft or more they may choose to Charge with their antlers, dealing an additional 1d4 Piercing damage with their next melee weapon attack. On a hit the target is Pushed a number of ft equal to 5 * Strength Modifier and is knocked ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple..
Aspect of the Serpent. The Animist becomes Large in size and is able to make a Bite attack, dealing 1d6 + Wisdom Modifier Piercing damage and the target is PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison. until the end of their next turn. The Animist gains the Coil creature property.
Aspect of the Kelpie. The Animist gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Water damage, the FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. condition, and creates a 5 ft Aura around them. All creatures within the Aura are caught in a whirlpool that Slows them while inside the Aura and until the end of their next turn once they leave the Aura.
Aspect of the Salamander. The Animist gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Fire damage, the BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. condition, and enchants their weapon, allowing them to add 1d4 Fire damage to their attacks.
Aspect of the Golem. The Animist gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Earth damage, the MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. condition, and once per round you may apply MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. to the target upon a hit with a melee attack. You may call to apply this condition after the hit has been confirmed.
Aspect of the Hala. The Animist gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Wind damage, the WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. condition, and may use their Minor Action to teleport to a place anywhere they can see within a 15 ft radius from their original space.
Ingrain
At 2nd level the Animist may use their Move Action in order to recover their Hit Points and Mana Points. For every 5 ft of movement the Animist has they can convert 1 point to their Hit Points or Mana Points.
At 10th level the Animist adds ½ their level to the amount of Hit Points and Mana Points they may convert through Ingrain.
At 18th level the Animist may use their Ingrain to heal Hit Points and Mana Points to any creature they can see within 30 ft of them.
Terrain Touched
At 3rd level the Animist carries a spirit of the land within them, granting them additional benefits. The Animist learns another ability at 9th and 15th level.
Canyons. Once per round the Animist may use a free Reaction to move into an adjacent space of an opponent who ended their Move Action or Shifted away from them.
Deserts. The Animist gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to being BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight. and gains a Tremorsense of 15 ft.
Islands. If the Animist is FlankedFlanked ConditionThe creature has at least one enemy on the opposite side of each other, yielding a Disadvantage to their attack rolls and the creature may not take a Full Defense. with no allies adjacent to them the Animist also has Advantage on any enemy who is FlankingFlanked ConditionThe creature has at least one enemy on the opposite side of each other, yielding a Disadvantage to their attack rolls and the creature may not take a Full Defense. the Animist.
Jungles. The Animist ignores ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to being SlowedSlowed ConditionThe target’s maximum movement is cut in half and they may not benefit from bonuses to movement or take actions that grant additional movement. and all Area of Effect spells they cast that create difficult terrain are extended by an additional 5 ft.
Marshes. The Animist movement in difficult terrain is only affected for every other 5 ft of movement starting with the first movement in the terrain.
Mountains. Actions that attempt to push, pull, or otherwise force the Animist to move yield DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. to hit whether martial or magical.
Oceans. You can breathe underwater, granting ImmunityImmunityThe creature cannot be affected by these Conditions/Damage under any circumstances with the exception of skills that would ignore Immunity. to DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet..
Plains. While enemies are within difficult terrain created by the Animist they are DeafenedDeafenedThe creature cannot hear, losing all bonuses that require verbal components. The target automatically fails checks that rely on hearing. by a howling wind.
Rivers. Abilities that Push, Pull, or Slide the target are extended by an additional 5 ft.
Tundras. The Animist only needs half the amount of food and water to survive.
Volcanoes. When the Animist reaches 0 HP, they create a burst of fire in a 5 ft radius around them, targeting the creatures’ Reflex. On a hit the burst deals 1d12 Fire damage and leaves the target BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. the target, on a miss the target takes half damage and is not BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source..
Additional Attack
At 5th level Animist is able to attack multiple times in one turn. At 11th level they gain a third attack and at 17th level they gain a fourth attack.
Nature’s Alliance
At 6th level the Animist always has Voice of Nature active and their Area of Effects don’t negatively affect allies.
At 13th level, if the Animist casts an Area of Effect spell with an ally in it, they may choose to affect an opponent that they can see that is not within the Area of Effect.
At 20th level the Animist may choose to affect a number of opponents who are not within Area of Effects equal to the Animist’s Wisdom modifier, whether there are allies within the cast Area of Effect or not.
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