Animal Mimicry
Animal Mimicry shapes a character's supernatural focus, training, and power set.
Power index
Animal Mimicry Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Choose one enhancement when you learn this power: Manta Glide, Nimble Climber, or Underwater Adaptation. You may learn this power more than once, choosing a different enhancement each time.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Animal / Adaptation

Sharpen teeth, claws, or nails for a savage strike. Make a melee power attack against one creature within 5 ft. On a hit, the target takes acid, piercing, or slashing damage.
- Action
- Action
- Use
- At-Will
- Range
- Self (5 ft.)
- Duration
- Instant
- Effect
- 1d10
- Type
- Acid / Piercing / Slashing
- Roll
- Attack
Tier 1
4
Grow fangs and make a melee power attack. On a hit, the target takes piercing damage. You may spend a charge to use this attack as a bonus action.
- Action
- Action
- Use
- At-Will
- Range
- 5 ft.
- Duration
- Instant
- Effect
- 1d4 + STR
- Type
- Piercing
- Roll
- Attack

You have advantage on Acrobatics checks made to balance, climb, tumble, or land safely. When you fall, reduce falling damage by twice your proficiency bonus.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Animal / Agility

Gain darkvision out to 60 ft., or increase existing darkvision by 30 ft. You have advantage on Perception checks that rely on sight.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
Tier 2
4
Gain blindsight out to 10 ft. If not deafened where sound can travel, you may extend it to 30 ft. until your next turn as a bonus action.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 10 / 30 ft.
- Type
- Animal / Senses

Whenever you hit with Bite or Primal Savagery, gain temporary hit points equal to your proficiency bonus. You can gain these temporary hit points only once per turn.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- PB temp HP
- Type
- Animal / Survival
- Roll
- Attack

Gain a climbing speed equal to your walking speed. While climbing, you have advantage on Athletics checks to climb, cling, swing, or hold on.
- Action
- Passive
- Use
Tier 3
4
Choose one Beast or willing ally within range. The target may use its reaction to move up to half speed and make one melee attack against a creature you can see.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- Reaction attack
- Type
- Animal / Command
- Roll
- Attack

When you reduce a creature to 0 hit points with a melee attack on your turn, move up to half speed without provoking and make one additional natural or melee attack.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- Extra attack
- Type
- Animal / Assault
- Roll
- Attack

When hit by an attack or forced to make a DEX save, spend a charge to react with serpent speed. Gain +2 AC against the trigger and advantage on DEX saves until your next turn.
Tier 4
4
You have advantage on death saving throws. When you spend a charge to gain advantage on a saving throw, gain temporary hit points after the roll resolves.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 2x PB temp HP
- Type
- Animal / Endurance

Unleash a primal howl that calls lesser creatures to your command. Beasts in the emanation make WIS saves or are charmed and follow commands for the duration.
- Action
- Action
- Use
- At-Will
- Range
- Self (100 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 100 ft.
- Type
- Animal / Command
- Save
- WIS

You have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures that have not taken a turn.
Tier 5
4
When an ally you can see hits a creature within range, spend a charge to move up to half speed without provoking and make one melee attack against that creature.
- Action
- Reaction
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- Reaction attack
- Type
- Animal / Pack
- Roll
- Attack

Move up to your speed in a straight line. If you move at least 20 ft. toward a creature and hit it with a melee attack this turn, it takes extra damage and may fall prone.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 4d6
- Type
- Varies
- Roll
- Attack
- Save
- STR

You move through difficult terrain without spending extra movement and have advantage on Stealth checks while moving at half speed or less.
Tier 6
4
Mark one creature as prey. Once per turn when you hit it, deal extra damage. If it drops to 0 hit points, you may move the mark to another creature as a bonus action.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 3d6
- Type
- Varies
- Roll
- Attack

Choose up to three allies within range. Each may use its reaction to move up to half speed toward a creature you can see; one may also make a melee attack.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 3 allies
- Type
- Animal / Pack

Make up to three melee attacks against one creature. If at least two hit, the target makes a CON save or is staggered until the end of its next turn.
- Action
Tier 7
4
Make one melee attack with advantage. On a hit, deal extra damage, and allies near the target have advantage on their next attack roll against it before your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 5 ft.
- Duration
- Instant
- Effect
- 6d8
- Type
- Varies
- Roll
- Attack

When hit by an attack, spend a charge to halve the damage and immediately move up to 20 ft. without provoking opportunity attacks.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- Half damage
- Type
- Animal / Defense

Allies of your choice in the emanation gain advantage on melee attacks against creatures near one of their allies. Once per turn, an ally may move 10 ft. after another ally hits.
- Action
Tier 8
4
Choose two adaptations from climb, swim and water breathing, flight, burrow, blindsight, poison resistance, cold resistance, or advantage on Stealth and Survival. Replace one as a bonus action.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Concentration, 1 Hour
- Effect
- 2 adaptations
- Type
- Animal / Adaptation

Allies of your choice in the emanation add your proficiency bonus to the first melee damage roll they make each turn while near one of their allies.
- Action
- Passive
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Permanent
- Effect
- PB damage
- Type
- Animal / Pack

Make one melee attack. On a hit, deal extra damage and force a STR save. On a failure, the target falls prone and is grappled by you if Large or smaller.
- Action
- Action
Tier 9
4
Move up to twice your speed without provoking. During the movement, make one melee attack against up to four different creatures you move within reach of; each hit deals extra damage.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 4d8
- Type
- Varies
- Roll
- Attack

Unleash a commanding primal cry. Beasts of your choice in the emanation are charmed and understand your commands; allies gain protection from fear and charm and temporary hit points.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 10 temp HP
- Type
- Animal / Command
- Save
- WIS

When you take damage, spend a charge to gain resistance to all damage until the start of your next turn, including against the triggering damage.
Tier 10
4
Declare a mythic act of animal mimicry tied to a hunt, migration, extinction, sacred beast, battlefield, wilderness, curse, or impossible survival. It can be opposed only by Tier 10 animal magic, divine intervention, primal law, or a story condition.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Animal Mimicry / Story
- Roll
- Varies
- Save
- Varies

Choose three advanced animal adaptations. For the duration, you gain all chosen adaptations and may replace one as a bonus action.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 3 adaptations
- Type
- Animal / Adaptation

Your body channels the killing patterns of apex beasts. Natural and melee attacks deal extra damage, count as magical, crit on 19–20, and can knock prone, grapple, or push once per turn.










