These Feats are available for an Animorph’s Natural Form. Unless specified everything is based upon your Natural Form’s skills/stats/etc.

Affinity: Min level four. For every morph above level four that you have morphed more than once and have morphed with two successful rolls (the initial morph roll and the roll to keep your mind)—you now have Affinity. This means for these morphs you will now only have to roll one Concentration roll to morph and control the mind. This will apply to all applicable morphs.

 

Amphibian Affinity: Must have Affinity and at least two amphibian morphs Affinity applies to. When using an Amphibian morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Ape Affinity: Must have Affinity and at least two ape morphs Affinity applies to. When using an Ape morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Arachnid Affinity: Must have Affinity and at least two arachnid morphs Affinity applies to. When using an Arachnid morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Bear Affinity: Must have Affinity and at least two bear morphs Affinity applies to. When using a Bear morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Bird Affinity: Must have Affinity and at least two bird morphs Affinity applies to. When using a Bird morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Canine Affinity: Must have Affinity and at least two canine morphs Affinity applies to. When using a canine morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Dolphin Affinity: Must have Affinity and at least two dolphin morphs Affinity applies to. When using a Dolphin morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Feline Affinity: Must have Affinity and at least two feline morphs Affinity applies to. When using a feline morph for which you have Affinity you may add 1D6 to any roll. Useable one per long rest.

 

Fish Affinity: Must have Affinity and at least two fish morphs Affinity applies to. When using a fish morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Herp Affinity: Must have Affinity and at least two herp morphs Affinity applies to. When using a herp morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Insect Affinity: Must have Affinity and at least two insect morphs Affinity applies to. When using an Insect morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Marsupial Affinity: Must have Affinity and at least two marsupial morphs Affinity applies to. When using a Marsupial morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Monkey Affinity: Must have Affinity and at least two monkey morphs Affinity applies to. When using a Monkey morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Reptile Affinity: Must have Affinity and at least two reptile morphs Affinity applies to. When using a Reptile morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Rodent Affinity: Must have Affinity and at least two rodent morphs Affinity applies to. When using a Rodent morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Ungulate Affinity: Must have Affinity and at least two ungulate morphs Affinity applies to. When using an Ungulate morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

 

Weasel Affinity: Must have Affinity and at least two weasel morphs Affinity applies to. When using a Weasel morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Whale Affinity: Must have Affinity and at least two whale morphs Affinity applies to. When using a whale morph for which you have Affinity you may add 1D6 to any roll. Useable once per long rest.

Alien Diplomacy: You gain a +2 bonus on all social based checks on any alien race with whom you have had at least one positive exchange. This can be used in morph.

Alternate Advantage: You may pick one morph, roll 1d4 and level that morph a number of levels equal to the roll. You may do this as many times as you’d like. You may repeat this on a single morph or chose different morphs. The morph cannot exceed your base level, any extra are lost if you roll over.

Amazing Dexterity: You may re-roll one DEX roll a day in your natural form. This can apply to any roll but damage.

Coax: Must have Estreen. You may now add 1D6 to another player’s morphing based rolls (such as a concentration check or WIS roll). You can do this a number of times a day equal to your CHA MOD. You cannot apply this to yourself. In combat you may use this once per round, once per ally in an instance of combat.

 

Compass: Animal DNA has given you a heightened sense of direction. You may add +2 on all applicable rolls.

 

Controlled: Min 4 CHA MOD. You gain a +2 on all Bluffs or like rolls when trying to pass as a Controller. This can be used in morphs with Affinity.

Coordinated Attack: You now gain Advantage to attacks against any enemy an ally of yours has hit in that instance of combat.

 

Endure Elements: Must have Affinity. You now gain Advantage against harsh environments as long as you have Affinity with a climate suitable morph.

 

Estreen: Must be at least level 4. You can now make the morphing process almost beautiful.

 

Expert Estreen: Must have Moderate Estreen. When you use a morph you have Affinity with it does not count against your daily limit.

 

Expert Strategist: Must have Strategist. You may now grant a bonus attack to an ally without losing your attack. You may do this a number of times per day equal to your INT MOD.

 

Extra Tough: Must have Tough. Temporary HP is now increased to 1D12 + CON MOD.

 

Frolis Maneuver: Must have Master Estreen. You are now able to create a genetically unique morph from two or more of your existing morphs. You must have acquired the morphs you wish to use and they must be completely healed and available to you at the time of the combination. The morphs must be genetically compatible—just as if you were breeding them. You must have Affinity in at least one of your selected components. Completing the Frolis Maneuver will absorb all the component morphs. The unique morph will be immediately available. It will be an average level of the components used and may have one bonus feat upon creation selected from feats known by the components.

Heroic Surge: Min CON MOD of +4. Once per long rest you may make an extra attack. This can apply to any morph.

Lick Your Wounds: Take a round to heal and gain 1D4 HP. You must make a Concentration check if attacked. No healing occurs if the check is failed. May be used once per long rest. This can apply to any morph. This increases to 1D6 at 5th level, 1D8 at 10th level, and max 1D12 at 20th level.

 

Lucky Rank 1: Once per day you may re-roll any D20.

Lucky Rank 2: Must have Lucky Rank 1, minimum level 5. You may now re-roll three times per day.

 

Lucky Rank 3: Must have Lucky Rank 2, minimum level 10. You may now re-roll five times per day.

 

Master Estreen: Must have Expert Estreen. Morphing with Affinity now acts as an action.

 

Moderate Estreen: Must have Estreen. You are now in control of the morphing process for any morph you have Affinity with.

 

Naturalist: Minimum level 5. You may pick one attack in your natural form and increase that attack’s hit die by one to a maximum of 1d12. Each time you take this feat you may increase the die again or chose a different attack.

 

Necessary Sacrifice: Minimum level 15. Once per day you may use an action to absorb a morph and heal yourself. The morph must be at least level 8. You will immediately heal an amount equal to that morph’s current HP—any excess HP is simply lost. Doing this completely absorbs the morph.

 

Strategist: You may grant an ally an attack, even if they have already acted, at the cost of your own attack that round.

 

Thought Speak Master: Your range has doubled. You may send a message double the standard range. You can only receive a response back from the person(s) you contacted.

 

Time Keeper: Minimum level 10. You can now accurately guess the passage of time while in morph with a 5 minute leeway.

 

Tough: Minimum level 13. Once per day you may add 1 HP die as temporary HP. Once it is used you are at exhaustion level 1. You may use this once per long rest.

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