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Blessings of the Fauna

Long ago a shaman who was close to nature described a method of harnessing the power of the animals of a streak of tropical islands. She designed a number of engravings that could be tattooed on the body of a creature. These tattoos would allow someone to invoke the power of one such animal. Through a special ink and using carefully crafted needles that incorporated part of the animal, the shaman bestowed this power upon a scarce few and taught it to even less. It is said that a demi-god of the water had once persuaded her to teach him this art, but whoever else she taught the method is unknown.
By using special ink and needles, a creature may engrave one or more of the special tattoos into the skin of another or themselves. The effects of the tattoos can be invoked a number of times per long rest equal to your Charisma modifier or your Animal Handling modifier -2, whichever one is higher. There are a total of four patterns that have been passed on by the shaman:
  • Turtle: A turtle shell covering on the back; As a reaction upon getting hit, you may invoke the shield of the turtle to temporarily raise your AC by 5 in an attempt to block the attack, it is restored to its previous value right after. At 10th level this ability evolves, causing the effect to partly linger until the start of your next turn. While the effect lingers your AC is increased by +2. This effect does not stack. It evolves again at 14th level, making it so that whenever you still get hit after activating your tattoos, you will regain your reaction and one use of the ability. This only applies to the attack you reacted to.  

  • Shark: The jaw of a shark around the mouth to the back of the ears and/or A row of shark teeth along both arms; You may use a bonus action to conjure up a spectral shark. The shark will jump out of a space within 30 ft. of you as if diving out of an invisible pool of water. You may pick a single target for the shark that it will attack. The target cannot be at full health and must be able to bleed. The targeted creature must make a Dexterity saving throw equal to 10 + your Charisma modifier + your PB. On a failed save the target takes 3d8 +2 Piercing damage, otherwise, it takes half damage. If the target is a tiny creature and its CR is at most half your level, whenever it fails the save it will get swallowed whole by the shark, killing it outright. The shark disappears right away after this attack. On 10th level this ability evolves, increasing the damage to 4d8 +4 Piercing damage and allowing the secondary effect to apply to both tiny and small creatures. It evolves again on 14th level, enabling the shark to remain until you exit combat or fall unconscious. The shark has the stats and abilities of a Hunter Shark, but its type is elemental. You may spend a bonus action to command it to attack any creature previously damaged by you. It shares your initiative, taking its turn right after you. It remains in the invisible pool of water whenever it is not attacking, only its fin poking out. In this state, it is immune to all damage except Thunder, Psychic, and Force. If you do not command it, the shark does nothing. The initial bonus action taken to summon the shark does not count as a command.

  • Gecko: Print of gecko skin across the lower arms and neck; As a bonus action, you may activate this ability. It lasts for an hour and while it is active you gain the effects of Spider Climb. Additionally, you may activate this ability as a reaction when your hp falls below half. The first time you are below half hp while this ability is active, for the next minute you regain hp equal to 1d6 + your Charisma modifier at the start of your turn. At 10th level this ability evolves, increasing the amount of healing at the start of your turn to 1d8 + your Charisma modifier, and your speed is increased by 10 ft. When in a humid environment, you heal an aditional amount equal t your PB and your climbing speed is increased by an extra 10 ft. At 14th level this ability evolves again, allowing you to end the effect of your regeneration early. When doing so you may roll a number of d8 equal to half the remaining turns of regeneration. Additionally, the first time you are below half hp while this ability is active you gain an amount of temporary hit points equal to one roll of your hit die + your Charisma modifier.

  • Dolphin: Two fins on the lower arms, with each a line coming from them trailing to the shoulders, back of the neck, connecting around the forehead like a helmet; This ability can be used a number of times equal to your Inteligence modifier +1, instead of your Charisma or Animal Handling modifier. Whenever an ally that you can see fails a roll, you can spend your reaction to add your Intelligence bonus to their roll. Add 10th level this ability evolves. Whenever you use your reaction as described previously, you may select up to two additional allies. They may add your Intelligence score to one roll of their choosing within the next minute. At 14th level, this ability evolves again. All allies effected by this ability will be able to use the unevolved version of this ability once during the next 12 seconds.

  • ʻIʻiwi: A pattern of feathers covering the shoulders and part of the chest; As a bonus action, you conjure up a phantasmal cape of bright, red feathers. You may choose one creature that you can see within 60 ft. and can see you as well. You make a Performance roll contested by an Insight roll of the creature. If it rolls lower, it sees you as an important figure and is taunted by you for a number of turns equal to half the difference between your rolls, with a minimum of 1 and a maximum of 3. The conjured image of the cape disappears when the creature is no longer taunted by you. Creatures that are immune to being charmed cannot be effected by this ability. At 10th level this ability evolves, allowing you to select a second creature. Additionally, creature that are immune to being charmed may now be target by this abilty, however, they have advantage on their Insight roll. At 14th level, this ability evolves again. Whenever you activate this ability, any creature with a CR at most a fifth of your level, that can see you, and is within 30 ft. of you must make a Wisdom saving throw with advantage against 10 + your performance modifier. If they fail, they will become enthralled by you for 1 turn plus an additional turn for every multiple of 3 they are below the DC to a maximum total of 3 turns. During your turn, you may spend a bonus action to command any enthralled creature to attack another creature. You can command multiple creatures at once. An enthralled creature will follow your command on its turn. If you have not commanded it, it will do nothing. You cannot order enthralled creatures to harm themselves or make them flee or otherwise leave your side, neither will they listen to any complex command or one tht goes against their nature. Creatures that are immune to being charmed will automatically succeed this saving throw. If a creature that you successfully taunted also becomes enthralled, the effects of the taunt will be applied after it enthralment ends. A creature can spend an action to try to release another creature from you enthralment. To achieve this, it must succeed on a Charisma skill check of its choice against the enthralment DC.

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