
Opening the archive

Opening the archive
Aspect Codex
Animal Mimicry is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Animal Mimicry has 42 powers ready for character sheets, including 29 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
29 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Animal Mimicry has 42 powers ready for character sheets, including 29 with VTT hooks.
Animal Mimicry defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
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.
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.
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.
Gain darkvision out to 60 ft., or increase existing darkvision by 30 ft. You have advantage on Perception checks that rely on sight.
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.
Let out a wolflike howl that rallies allies. Until your next turn, chosen allies in the emanation gain a bonus to melee attack rolls while near an ally.
You have advantage on Stealth checks while in natural terrain, foliage, caves, tall grass, shadowed undergrowth, or other beast-friendly cover.
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.
Gain a climbing speed equal to your walking speed. While climbing, you have advantage on Athletics checks to climb, cling, swing, or hold on.
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.
You can communicate simple ideas with Beasts as though you shared a language. Beasts are not automatically friendly, but you have advantage to influence or understand them.
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.
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.
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.
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.
When hit by an attack, spend a charge to harden your body like a shell. Gain +5 AC against the trigger and advantage on STR and CON saves until your next turn.
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.
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.
You move through difficult terrain without spending extra movement and have advantage on Stealth checks while moving at half speed or less.
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.
Spend a charge to enter a hunting frenzy. Until the end of your turn, you may make one additional Bite, Primal Savagery, or melee weapon attack when you take the Attack action.
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.
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.
When you take damage, spend a charge to reduce the damage and gain resistance to that damage type until the start of your next turn.
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.
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.
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.
When you reduce a creature to 0 hit points, regain 1 expended charge. You ignore difficult terrain and cannot have speed reduced while moving toward a hostile creature.
When hit by an attack, spend a charge to halve the damage and immediately move up to 20 ft. without provoking opportunity attacks.
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.
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.
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.
Choose one creature you can see or whose tracks, scent, blood, or sound you perceive. You know its direction within 1 mile, track it with advantage, and your first attack against it each turn has advantage.
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.
When you hit with a melee attack, spend up to 3 charges. For each charge, choose one ally within range; each chosen ally may move toward the target and make one melee attack as a reaction.
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.
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.
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.
Choose three advanced animal adaptations. For the duration, you gain all chosen adaptations and may replace one as a bonus action.
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.
When you roll initiative, fail a save, are hit, or are surprised, awaken perfect instinct. You cannot be surprised, gain advantage on saves, attacks against you have disadvantage, and you avoid opportunity attacks. If the trigger would drop you to 0, drop to 1 instead.
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.
Boho - Cynthiana of the Wilds
Von Queef University / Animal Mimicry
Cynthiana of the Wilds, known as Boho, is an elven druid who serves as a bridge between Von Queef University and the untamed territories of the Wilds. Her Witchborn animal mimicry lets her borrow senses, instincts, and behaviors from the natural world, making her a subtle but vigilant guardian of ecological balance.
Stanislaus Glenny
Frogfolk / Animal Mimicry
Profile details are still being written.
Tundra - Dorric Flintchest
New Students / Animal Mimicry
Profile details are still being written.
Wildpaw - Fang
Von Queef University / Animal Mimicry
Wildpaw — Fang is a former VQU student and adventurer remembered as a quiet guardian figure around early campus unrest, with animal mimicry that makes instinct and protection part of his identity.