Animal Hybrid: At Lvl one you gain: Primal Senses (+2 strength, +2 dexterity, +2 to intelligence, double proficiency in investigation, survival, stealth, perception, acrobatics and athletics checks. Increased movement by 20 ft, difficult terrain does not affect you and you are immune to exposure to the elements.
Mammalian Injection
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Quadruped (Runs on all 4s, doubles movement speed)
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Grows horns, antlers, tusks: When you move 10 ft or more to engage an enemy you can attempt to gore them. On hit the target is now grappled. On your next turn as a bonus action you can toss them in the air and do 3d10 bludgeoning damage when they hit the ground. They fly 10 ft away from you.
Quills: You grow spikes that can be shot from your body. Each quill does 1d4 damage. You can shoot the quills out in a 10 ft radius. The number of quills equals to the number of mammalian injections you have taken.
Fangs: 1d6+ strength, Bite as a bonus action
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Dino Injection
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Multi-attack (2)
Grow a tail: As a bonus action you can swipe your tail at your opponent. Within a 10 ft radius, you can hit an opponent and on hit the target is pushed outside the 10 ft radius. (Does 1d8 bludgeoning damage)
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Insect Injection
Carapace exterior: +2 AC and gain camouflage (As a bonus action you can become invisible up to 5 minutes
Beetle strength: +3 to strength (Max 20), can lift 1000xs body weight
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Tiger beetle speed: Movement speed x10, only on ground (Does not stack with flying or swimming speed
Spider silk: Can shoot webs up to 30 ft. On hit the enemy is now restrained. On a successful strength check, the enemy can break out on its turn.
Poisonous bite Gain of the following poisons base upon your bite: Paralytic, Necrotic, Pain. Paralytic: the target is now stunned
Necrotic: The target takes 2d8 damage each turn unless healed
Pain; The target gains disadvantage on attacks, ability checks and saving throws.
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Infection: On touch you infect the target with larvae. These larvae have various effects. They cause 1d6 damage each turned. To expel the larvae, the target must success on medicine check equal to
Mind controlling parasites: The larvae travel to the mind of the host. After 1 turn in which the target has not succeeded a medicine check, you not control their mind. You control their action. Upon a successful medicine check, the mind control can end.
Necrotic Parasites: The damage increases each turn by a d6 for every turn the target fails a medicine check
Zombie parasites: Upon a successful medicine check the larvae become dormant until the target dies. In which you gain control over the target. The host gains temporary hit points equal to half their total hit points.
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Scorpion Claws and stinger: You grow claws and a stinger. You gain a multi attack where you attack with both claws doing 2d6 slashing damage and 3d8 poison damage with your sting.