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  1. Notes

Hybrid

Power Manifestation

While druids serve the land voluntarily, nature has singled you out to be its champion. Your powers have turned you into something wild, untamed, and dangerous.

Nature's Chosen

When you choose this manifestation at 3rd level, you count as a beast as well as your normal creature type, and your fingernails sharpen into claws or talons that allow your unarmed strikes to deal slashing damage.

Additionally, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on hearing or smell.

Pounce

Also at 3rd level, you can attempt to tackle a creature like a beast of prey by moving 20 feet in a straight line toward them. If you successfully grapple the creature on the same turn after doing so, you can knock them prone as well.

Prehensile Tail

At 7th level, you grow a tail that you can use to grasp creatures and objects. This tail has the following properties:

  • It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score.
  • You can use it to lift, drop, hold, push, or pull an object; open or close a door or a container; grapple or shove a creature; or make an unarmed strike.
  • Creatures grappled by your tail have disadvantage on Strength and Dexterity saving throws.

Your tail cannot wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

If your race already has a tail, you can apply these benefits to your existing tail and can alter your tail's appearance to that of a different creature if you wish.

Saber Tooth

At 14th level, you grow razor-sharp fangs that you can use to grapple creatures or make unarmed strikes that deal piercing damage. Once per turn when you successfully hit a creature with an unarmed strike using your fangs, you can attempt to grapple the creature with your fangs as part of the attack. While you are using your fangs to grapple a creature, they have disadvantage on Strength and Dexterity saving throws.

Venom

At 18th level, once per turn when you grapple a creature, you can force them to make a Constitution saving throw against your Power Save DC.

On a failed save, you inject a powerful venom into the creature, causing them to become poisoned for 1 minute. So long as the creature is poisoned this way, they take an extra 1d12 poison damage whenever you hit them with an unarmed strike using Strength. If the creature rolls a 1 on the d20 for saving throw and does not succeed against it they also become paralyzed until the end of your next turn.

Once you successfully use this feature to poison a creature, you complete a short or long rest to use it again.