Animal Pacts Myth in Imarand: The Twin Worlds | World Anvil
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Animal Pacts

These pacts are made with might spirit of the animal kingdom, who often each protect their own kind and domain wherein they dwell.

 

Bird

Lord of the skies, king of the avian realm, protector of freedom.
Mark: A mark of 2 wings on your back.
Vow: Fight oppression and slavery wherever you go, protect freedom.
Spirit Zephyr: Until the end of the encounter, you and your allies within 20 ft. of you get a +2 bonus ranged attack rolls and damage rolls.
Tornado: You surround yourself within a torrent of wind. The tornado is occupying a 5 ft. radius around you. Arrows and bolts are deflected upwards and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the roaring winds. The tornado lasts for 3 rounds.
Hover: As the spell Levitate, 1 minute per level. You can divide the duration however you want over the course of a day.
 

Winged Serpent

The empire of the winged serpents is eternal.
Mark: Three colorful feathers appear in your hair.
Vow: Protect the emperor of the couatls and destroy the forces of evil.
Mind Thrust: You deal 1d10 points of damage to a creature within 25 ft. of you. Will save to negate. DC is 10 + your primary ability modifier + half your level. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Danger Sense: You gain a +4 bonus to detect traps and a +4 bonus to saving throws against traps for 10 minutes per level.
Telepathy: You can communicate telepathically with any creature within 90 feet that has an intelligence of 3 or higher.
 

Wolf

You run with the pack, the pack is life, the pack is your family.
Mark: You bear the head of a wolf on your shoulder.
Vow: Each full moon you must hunt with your pack.
Trip: You can make trip attacks as if you had the improved trip feat.
Pack Tactics: You grant each ally within 10 ft. of you a +2 bonus to melee attacks and damage rolls until the end of the encounter.
Sensitive Nose: You gain the scent ability.

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