Aspect Codex

Animal Mimicry

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.

Animal MimicryNon-spellcastingChargesSurvival

What This Aspect Does

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.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0PassiveAt-Will

Animal Enhancement

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.

Tier 0ActionAt-Will

Primal Savagery

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.

Tier 1PassiveAt-Will

Cat's Balance

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.

Tier 1PassiveAt-Will

Owl's Eyes

Gain darkvision out to 60 ft., or increase existing darkvision by 30 ft. You have advantage on Perception checks that rely on sight.

Tier 1ActionAt-Will

Bite

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.

Tier 1Bonus ActionAt-Will

Wolf's Howl

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.

Tier 2PassiveAt-Will

Natural Camo

You have advantage on Stealth checks while in natural terrain, foliage, caves, tall grass, shadowed undergrowth, or other beast-friendly cover.

Tier 2PassiveAt-Will

Bat's Echo

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.

Tier 2PassiveAt-Will

Monkey's Grip

Gain a climbing speed equal to your walking speed. While climbing, you have advantage on Athletics checks to climb, cling, swing, or hold on.

Tier 2PassiveAt-Will

Hungry Jaws

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.

Tier 3PassiveAt-Will

Speak with Beasts

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.

Tier 3Bonus ActionAt-Will

Rampage

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.

Tier 3ReactionAt-Will

Snake's Reflexes

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 3ActionAt-Will

Bestial Command

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.

Tier 4PassiveAt-Will

Eagle's Vigil

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 4ReactionAt-Will

Turtle Shell

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.

Tier 4PassiveAt-Will

Bear's Endurance

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.

Tier 4ActionAt-Will

Call of the Wild

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.

Tier 5PassiveAt-Will

Panther's Prowl

You move through difficult terrain without spending extra movement and have advantage on Stealth checks while moving at half speed or less.

Tier 5ActionAt-Will

Panther’s Pounce

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.

Tier 5Bonus ActionAt-Will

Predator’s Frenzy

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.

Tier 5ReactionAt-Will

Pack Flank

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.

Tier 6ActionAt-Will

Savage Onslaught

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.

Tier 6ReactionAt-Will

Thick Hide

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.

Tier 6Bonus ActionAt-Will

Hunter’s Marking

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.

Tier 6ActionAt-Will

Pack Rush

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.

Tier 7ActionAt-Will

Alpha Strike

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.

Tier 7PassiveAt-Will

Relentless Predator

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.

Tier 7ReactionAt-Will

Iron Hide Reflex

When hit by an attack, spend a charge to halve the damage and immediately move up to 20 ft. without provoking opportunity attacks.

Tier 7ActionAt-Will

Pack Coordination

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.

Tier 8Bonus ActionAt-Will

Apex Adaptation

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.

Tier 8ActionAt-Will

Predator’s Maul

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.

Tier 8Bonus ActionAt-Will

Prey Sense

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.

Tier 8PassiveAt-Will

Pack Alpha

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.

Tier 9ReactionAt-Will

Swarm Tactic

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.

Tier 9ReactionAt-Will

Legendary Hide

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 9ActionAt-Will

Apex Hunt

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.

Tier 9Action1/Long Rest

Beast Lord’s Cry

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.

Tier 10Bonus ActionAt-Will

Perfect Adaptation

Choose three advanced animal adaptations. For the duration, you gain all chosen adaptations and may replace one as a bonus action.

Tier 10Action1/Long Rest

Primal Apex

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.

Tier 10Reaction1/Long Rest

Primal Instinct

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.

Tier 10Action1/Ever

Call of the First Hunt

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.

Characters With This Aspect