Beastsoul From the dense forest emerges a lonely wandrer, clad in fur and hefting an axe. A man of the wild. Broad and tall as the mountains, breaking the clouds behind him, he walks toward the orcs threatening his territory, with great dedication and without fear; for he is the wildest beast in the valley. The orcs notice his presence and begin to charge toward him, with their spears and blades at the ready. The wandrer drops to his knees and lays beside him his axe and equipment. He lets out a thundering roar like a feral beast, echoing in the distance, as the skin on his back breaks open exposing the black fur underneath. His fingers turns into long claws, and his teeth into deadly canines. The orcs stop in their tracks, but it's already too late. Charging toward them, comes a large bear roaring with rage and froth dripping from the black lips. He knocks aside the spears, and breaks into the frey, fighting with a primal ferocity he deals strikes against the helpless orcs. When the dust settles he is barely harmed, although he is covered in blood and wounds. Before him lies several dead orcs, while the rest scatter in fear, running for their lives, back to the dreadful lands from which they came. He starts to wander, like he always does, back to his home in the mountains to rest. - Alexander Friborg The Beastsoul Level Proficiency Bonus Features Beast Points Beast Level 1st +2 Beast Shape, Unarmored Defense 2 1 2nd +2 Keen Senses, Feral Strike 2 1 3rd +2 Pathfinder 2 1 4th +2 Ability Score Improvement 2 1 5th +3 Soul Strike, Primal Strength 2 2 6th +3 Path Feature 2 2 7th +3 Land's Stride 2 2 8th +3 Ability Score Improvement 2 2 9th +4 Aggressive Presence 3 3 10th +4 Path Feature 3 3 11th +4 Enduring Beast 3 3 12th +4 Ability Score Improvement 3 3 13th +5 Stunning Strike 4 4 14th +5 Path Feature 4 4 15th +5 Relentless Beast 4 4 16th +5 Ability Score Improvement 4 4 17th +6 Brutal Strike 5 5 18th +6 Timeless Body 5 5 19th +6 Ability Score Improvement 5 5 20th +6 Immortal Beast 6 6 1

Power of the Beast Beastsouls are chosen by a deceased beast to host it's soul until death do them apart. The beast soul will then choose another host to carry them into battle, thus making them an extremely rare breed in the world. Beastsouls revere the beasts of the wild above all, gaining their own powers from their inner beast. Many Beastsouls pursue a mystic soul searching journey to make a powerful pact with their soul animal, rather than a devotion to a divine entity, while others serve gods of the wild nature. Some Beastsouls see their soul animal as a curse or evil possesion, while others embrace it to the point where they prefer their beast form to their natural form. Most Beastsouls tries to tame and balance their inner beast and remain in control, while others use their extreme ferocity to claim victories in gory battles. Beastsouls are often killed by their relatives or community the first time their beast emerges, usualy during the late teens, because they can't be recognised. Creating a Beastsoul When creating a beastsoul, think about where your character comes from and his or her place in the world. Talk to your DM about an appropriate origin for your beastsoul. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough frontier where beastsouls are more common? What led you to take the adventureing life? Were you exiled by your village or driven out bararely escaping alive? How did your character discover his inner beast and can your character control it yet? Quick Build You can make a beastsoul quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution and Dexterity. Seond, choose the outlander background. Class Features As a beastsoul, you gain the following class features. Hit Points Hit Dice: 1d10 per beastsoul level

1d10 per beastsoul level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per beastsoul level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Animal Handling, Nature, Intimidation, Survival and Athletics, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) a greataxe

(a) four javelins or (b) any simple melee weapon

(a) a dungeoneer's pack or (b) an explorer's pack Beast Shape Beginning at 1st level, you choose your soul animal, as described on page 6. You can choose between the soul of a Bear, Eagle and Wolf . You can spend one bonus action and one beast point to assume the beast shape, of your chosen soul animal. You can use this feature the number of times descriped in the beastsoul table on page 1 under beast points, as long as you have a beast point to spend. 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.

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 beast 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.

You automatically revert to your normal form, if you fall unconscious, drop to 0 hit points, or die.

You can stay in a controled beast shape for a number of hours equal to half your Beastsoul level (rounded down). You then revert to your normal form or become a uncontroled beast, unless you expend another beast point, to reinforce your beast shape. You can revert to your normal form earlier by using a bonus action.

You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the beast shape is physically capable of doing so. You can use many of your special senses or traits, such as darkvision, even though your beast shape doesn't originaly have that sense.

Worn equipment functions as normal, but the DM decides whether it is practical for the beast shape to wear a piece of equipment, based on the beast's shape and size. Any equipment that the beast shape can't wear must fall to the ground. Items such as medium or heavy armor breaks unless it's taken off before transforming.

Your beast shape will return to full strength only through a reinforcement or after finishing a short rest. 2

Beast Points. You spend your available Beast Points when you transform into your beast shape or when you choose to reinforce it. You regain all of your expended Beast Points when you finish a long rest. Once per Long Rest you can regain a single Beast Point by finishing a Short Rest. Reinforcement. You can reinforce your beast shape and prolong your time spend in beast shape, as a bonus action or reaction, before you are forced to revert to your normal form. While in the shape of your beast you can spend one Beast Point, and by doing so, you regenerate to the full power of your beast shape. If you choose to reinforce your beast shape, you will immediately suffer one level of exhaustion per reinforcement. Uncontroled Beast. As a part of your beast shape you can spend one bonus action to enter a uncontroled beast shape. You can only use this feature if you have spend all your beast points or have overspend your time in a controled beast shape. While in the form of a uncontroled beast, you will attack the closest friend or foe. The DM decides how to spend half of your available movement. The attack must be made to the closest target, friend or foe. If there is more than one possible target, the DM chooses the target. If you choose to reinforce your uncontroled beast shape, all the effects ends imediately and you gain control again. To exit your uncontroled beast shape, and revert to your normal shape, you have to succeed on a constituion saving throw with a DC equal to 8 + your proficiency bonus + beast level. When the uncontroled beast shape ends, you suffer one exhaustion level (as described in appendix A of the Players Handbook or the exhaustion table). Unarmored Defense Wearing armor isn't very practical when changing into the form of an agile wolf. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit, since the shield will simply drop to the ground in case you enter your beast shape. Keen Senses At 2nd level, your keen senses increase your awareness when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Feral Strike Starting at 2nd level, you gain a special attack while in beast shape, based upon your choice of soul animal: Charging Strike, Restraining Strike or Cunning Strike each detailed along with the statistics of your chosen soul animal, starting on page 6. Exhaustion It's extremely taxing on the beastsouls physique to transform into the beast shape. It is also taxing to be in the shape over longer periods of time leading to, potentially deadly, exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. All exhaustion levels caused by beast shape, will only take effect, once you revert to your normal shape. All exhaustion levels caused by other effects, such as starvation, freezing or scorching temperatures, takes effect immediately. If such exhaustion levels are gained while in beast shape, they will stack and carry to your normal shape. Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death If an already exhausted creature suffers another exhaustion level, it's current level of exhaustion increases by the amount specified in the effects description. The creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a beastsoul suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below one. Finishing a long rest reduces a creature's exhaustion level by one, provided that the creature has also ingested some food and drink. 3

Pathfinder At 3rd level, you choose the Path of the Beast or Path of the Soul, all detailed at the end of class description. Your choice grant you features at 3rd level and again at 6th, 10th and 14th level depending on your choice. 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. Soul Strike Starting at 5th level, your attacks in beast shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Primal Strength Starting at 5th level, you discover how to harness the strength of your inner beast. As a bonus action, you gain resistance to bludgeoning, piercing and slashing damage for one minute. At the end of that minute you gain a level of exhaustion. Land's Stride Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Aggressive Presence Beginning at 9th level, you can use your action to awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to this effect. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Relentless Beast Starting at 11th level, when your beast shape is reduced to 0 hit points, but you are not killed outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Once you use this feature, you must finish a short or long rest before you can use it again. Stunning Strike Starting at 13th level, your strikes become powerful enough to cause a concussion. You can use your action to attempt a stunning strike. When you hit another creature with a melee attack, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity Modifier). On a failed save, the creature is stunned until the end of your next turn. Enduring Beast Starting at 15th level, your beast shape is slowly becoming an extension of your own self. You no longer need to spend a beast point, to assume the shape of your soul animal. Brutal Strike Starting at 17th level, you learn to exploit your advantage over your enemy, to make a brutal strike instead. If you have advantage on an attack against a target on your turn, you can forgo that advantage to immediately make an additional attack against the same target. Timeless Body Beginning at 18th level, your soul animal has taken liking to you, and uses its presence to sustain you, so that you suffer none of the frailty of old age. For every 10 years that pass, you age only 1 year. Immortal Beast At 20th level, you embody the power of your soul animal, and no longer loose control over it, even after spending long periods of time in your beast shape. When you roll for initiative and have no beast points remaining, you regain 3 beast points. In addition, reinforcing your beast shape no longer exhaust you. 4

Pathfinder The soul of the beast thrives in every Beastsoul, driving their bloodlust and adrenalin in battle. Many Beastsouls succumb to this bloodlust, and seeks to deploy their bestial ferocity in combat. Others choose to make pacts with their soul animal, to gain it's feature, and keep it in balance. Path of the Beast For some Beastsouls, the beast, and the bloodlust that drives it, means they must obey the soul animal, longing for combat. The Path of the Beast is a path of untammed ferocity, slick with the blood of your enemies. As you accept the bloodlust of the beast, you excel in the art of chaos and destruction, heedless of your own mortality. Berserk Yours is a path that seeks the death and destruction of your enemies. At 3rd level when you adopt this path, you can spend an additional beast point to go berserk, when you change to your beast shape. If you do so, for the duration of your beast shape, you can take an additional Attack action, on each of your turns after this one. When the beastshape ends, you immediately suffer one exhaustion level. Raging Beast Starting at 3rd level, when a creature hits you with an attack, you gain a +2 bonus to your AC against against all subsequent attacks made by that creature during its turn. Mindless Beast Beginning at 6th level, you can’t be charmed or frightened while in beast shape. If you are charmed or frightened when you enter your beast shape, the effect is suspended for the duration of the your beast shape. Savage Beast Starting at 10th level, your attacks score a critical hit on a roll of 19 or 20. Frenzying Beast At 14th level, you can, once per turn, engage in combat with such frenzy, that you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Path of the Soul The Path of the Soul is a soul searching journey, as the soulbeast accepts the presence of his soul animal as a guide, protector and inspiration. Through powerful pacts made with your soul animal you become filled with power as you embrace your beast shape. Beast Kinship Yours is a path that seeks attunement with your inner beast, giving you a kinship with beasts of the natural world. At 3rd level when you adopt this path, you gain the ability to converse with beasts. Beasts can understand your visual signals and postural gestures and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts. Soul Searcher At 3rd level, when you adopt this path, you follow the path of your soul animal and gain it's feature through pacts. Bear. While in beast shape, you can use your reaction to deflect the weapon when you are hit by an attacker, that you can see. When you do so, the damage you take from the attack is reduced by 1d10 + your Proficiency modifier + your Constitution modifier. Eagle. While in beast shape, other creatures have disadvantage on opportunity attack rolls against you. In addition, you can use the dash action as a bonus action on your turn, while airborne. The soul of the eagle makes you able to elegantly glide through the fray. Wolf. While in beast shape, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the dodge, disengage, or hide action. Pact with the Beast At 6th level, you make a pact with your soul animal to gain it's feature. Bear. While in beast shape you gain the might of a bear. Your carrying capacity is doubled, and you have advantage on strength checks made to grapple, throw, shove, push, pull, lift, or break objects and creatures. Eagle. While in beast shape, you can sweep through the battlefield and strike multiple creatures. Once on each of your turns when you make an attack, you can make another attack as a bonus action, against a different creature that is within 10 feet of the original target and within range of your available flying speed. Wolf. While in beast shape, you are at your deadliest when you sneak up on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, whenever you hit a creature that is surprised, you score a critical hit. Courageous Beast At 10th level, while in beast shape, you can use your action to let out a thundering roar. You and friendly creatures within 30 feet of you, that can see or hear you, can't be frightened while you are conscious. If you or your allies are frightened when you use this abilty, the effect is suspended. Soul Attunement At 14th level, you make another pact with your soul animal that brings you closer to your inner beast. Bear. While in beast shape, whenever you take damage from a creature that is within 5 feet of you, you can make a melee attack against that creature as an reaction. Eagle. While in beast shape, you are so evasive, that attacks rarely are superior to your deceptive maneuvers. Whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. Wolf. While in beast shape, you can use a bonus action to choose a creature you can see within 60 feet and mark it as your prey. You deal an extra 1d6 damage to your prey whenever you hit it with an attack. You have advantage on any Wisdom (Perception or Survival) check you make to find it. 5

Soul Animals Choosing your soul animal, determines your beast shape. If your soul animal is that of a bear, you take the form of a bear. Similarly if you choose a wolf, you will take the form of a wolf, when you enter your beast shape. Choose wisely, you can't alter your choice later and you will be stuck with the beast you choose to be your soul animal. Soul of the Bear Bears are considered more aggressive compared to other soul animals, and are known for their extreme durability, menacing charges and deadly claws. Their canines are known for extreme puncture wounds and the ability to bite through steel plates. Bears are bulky and robust with short tails. Relying as they do on strength rather than speed, bears have thick bones to support their bulk. Charging Strike Begining at 2nd level while you are in beast shape, when you use your action to Dash, you can use a bonus action to make a melee attack or shove a creature, either to knock it prone or push it 10 feet away. If you move at least 20 feet in a straight line immediately before taking this bonus action, you gain advantage on your attack roll. If you choose to attampt to shove the target and hit, the creature must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier. If failed, the creature will be shoved. 1st level. Soul of the Bear Medium beast, 1st level Armor Class 10 (Natural Armor)

10 (Natural Armor) Hit Points 37

37 Speed 40ft., climb 30ft. STR DEX CON 16 (+3) 11 (+0) 11 (+0) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d8 + 3) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (2d6 + 3) slashing damage Beast table This table presents the stats of each soul animal in regards to maximum potential damage, hit point maximum, and the armor class of each beast shape. Features and abilities are not taken into consideration in this table. Level Eagle Wolf Bear 1st 12/19/13 20/28/11 26/37/10 2nd 20/28/14 26/37/12 32/48/11 3rd 24/37/15 30/48/13 40/72/12 4th 30/48/16 38/63/14 46/86/13 5th 38/63/17 48/86/15 60/100/14 6th 48/74/18 58/100/16 70/126/15

5th level. Soul of the Bear Large beast, 2nd level Armor Class 11 (Natural Armor)

11 (Natural Armor) Hit Points 48

48 Speed 40ft., climb 30ft. STR DEX CON 19 (+4) 10 (+0) 12 (+1) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. Once per turn you can make two attacks: one with your Bite and one with Claws. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d12 + 4) piercing damage Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d6 + 4) slashing damage 6

9th level. Soul of the Bear Large beast, 3rd level Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 72

72 Speed 40ft., climb 30ft. STR DEX CON 20 (+5) 10 (+0) 14 (+2) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. Once per turn you can make two attacks: one with your Bite and one with Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d12 + 5) piercing damage Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (3d6 + 5) slashing damage 13th level Soul of the Bear Large beast, 4th level Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points 86

86 Speed 50ft., climb 30ft. STR DEX CON 20 (+5) 9 (-1) 19 (+4) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. Once per turn you can make two attacks: one with your Bite and one with Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d8 + 5) piercing damage Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d10 + 5) slashing damage 17th level Soul of the Bear Large beast, 5th level Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 100

100 Speed 40ft., climb 30ft. STR DEX CON 22 (+6) 7 (-2) 22 (+6) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. Once per turn you can make two attacks: one with your Bite and one with Claws. Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d12 + 6) piercing damage Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (3d8 + 6) slashing damage 20th level Soul of the Bear Huge beast, 6th level Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 126

126 Speed 40ft., climb 30ft. STR DEX CON 24 (+7) 7 (-2) 24 (+7) Skills Perception +3

Perception +3 Senses Passive Perception 13 Keen Smell. You have has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. Once per turn you can make two attacks: one with your Bite and one with Claws. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (3d8 + 7) piercing damage Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (4d8 + 7) slashing damage 7

Soul of the Eagle Eagles are considered to be the most agile of the soul animals. They are equipped with broad, long wings with somewhat finger-like indentations on the tips of the wing. When they need to flap, Eagles appear at their most laboured. While soaring, the wings and tail are held in one plane with the primary tips often spread. When hunting the eagle can glide very fast and when diving in the direction of prey the eagle holds its legs up against its tail, and holds its wings tight against its body, ready to strike. Restraining Strike Beginning at 2nd level, while in beast shape, you can use your bonus action to restrain a creature you have hit with your talons attack. The target must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier or become restrained by your sharp talons. You can release the creature by using a bonus action. A target restrained by you can use an action to make a strength or dexterity check (target’s choice). On a success, the creature is no longer restrained. You are able to carry a creature with a maximum weight less than, or equal to, your Strength score multiplied by 15. Starting at 2nd beast level you multiply by 30, instead. While restraining a creature, your fly speed is reduced to 15ft. 1st level. Soul of the Eagle Medium beast, 1st level Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points 19

19 Speed 10ft., fly 60ft. STR DEX CON 11 (+0) 15 (+2) 12 (+1) Skills Perception +4, Stealth +2

Perception +4, Stealth +2 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Beak Melee Weapon Attack: 0+ to hit, reach 5ft., one target. Hit (1d4) Talons. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit (1d8) slashing damage.

5th level. Soul of the Eagle Large beast, 2nd level Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 28

28 Speed 10ft., fly 60ft. STR DEX CON 13 (+1) 16 (+3) 13 (+1) Skills Perception +4

Perception +4 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Multiattack. Once per turn you can make two attacks: one with your Beak and one with Talons. Beak. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit (1d6 + 1) piercing damage. Talons. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit (2d6 + 1) slashing damage. 8

9th level. Soul of the Eagle Large beast, 3rd level Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 37

37 Speed 10ft., fly 60ft. STR DEX CON 14 (+2) 17 (+3) 14 (+2) Skills Perception +4

Perception +4 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Multiattack. Once per turn you can make two attacks: one with your Beak and one with Talons. Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (1d8 + 2) piercing damage. Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (2d6 + 2) slashing damage. 13th level Soul of the Eagle Large beast, 4th level Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 48

48 Speed 10ft., fly 60ft. STR DEX CON 15 (+2) 18 (+4) 15 (+2) Skills Perception +4

Perception +4 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Multiattack. Once per turn you can make two attacks: one with your beak and one with talons. Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (1d10 + 2) piercing damage. Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (2d8 + 2) slashing damage. 17th level Soul of the Eagle Large beast, 5th level Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 63

63 Speed 10ft., fly 60ft. STR DEX CON 17 (+3) 19 (+4) 16 (+3) Skills Perception +4

Perception +4 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Multiattack. Once per turn you can make two attacks: one with your Beak and one with Talons. Beak. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d12 + 3) piercing damage. Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (2d10 + 3) slashing damage. 20th level Soul of the Eagle Large beast, 6th level Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 74

74 Speed 10ft., fly 60ft. STR DEX CON 18 (+4) 20 (+5) 17 (+3) Skills Perception +4

Perception +4 Senses Passive Perception 14 Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Feather Fall. You can reduce any falling damage taken, by an amount equal to five times your Beastsoul level. Actions Multiattack. Once per turn you can make two attacks: one with your Beak and one with Talons. Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d8 + 4) piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d12 + 4) slashing damage. 9

Soul of the Wolf Wolves are considered to be the most cunning of the soul animals. It's a large and heavy beast, with a broad snout, short triangular ears, a wide torso and long tail. It is a slender, powerfully built beast with a large, deeply descending ribcage, a sloping back and a heavily muscled neck. The wolf's legs are moderately longer than those of other canids, which enables the animal to move swiftly. The wolf usually carries its head at the same level as the back, raising it only when it's keen senses alert it. Cunning Strike Beginning at 2nd level, while in beast shape, you know how to strike subtly and exploit a foe's distraction. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. 1st level. Soul of the Wolf Medium beast, 1st level Armor Class 11 (Natural Armor)

11 (Natural Armor) Hit Points 28

28 Speed 50ft. STR DEX CON 14 (+2) 13 (+1) 10 (+0) Skills Perception +3, Stealth +3

Perception +3, Stealth +3 Senses Passive Perception 13 Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (1d8 + 2) piercing damage.

5th level. Soul of the Wolf Medium beast, 2nd level Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 37

37 Speed 60ft. STR DEX CON 16 (+3) 14 (+2) 11 (+0) Skills Perception +3, Stealth +4

Perception +3, Stealth +4 Senses Passive Perception 13 Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. Once per turn you can attack twice with your Bite. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d10 + 3) piercing damage. 10