Mantling: Cervine; Model: White Stag

The White Stag Arcanoclast is an Mythical Mantling fruit that gives the user grants the user the ability to transform into a Noble White Stag or a Stag-Humanoid Hybrid.
==Strengths and Weaknesses==
===Strengths===
The fruit's major strength it that it gives its user a greater awareness of the world around them, evocative of a stag vigilance against predators. This fruit grants the user the abilities of a Stag, such as in increase in size, durability, fast running speed, powerful legs and hooves, prominent Antlers and being a Mythical Mantling fruit also grants some supernatural Abilities.
===Weaknesses===
It can be noted that a unique weakness of this fruit is that the crown of Antlers that adorn the head of both the Hybrid and Animal form could be exploited by a potential enemy. While in animal form you are unable to cast spells the have the Somatic component. Other weakness can be attributed to the natural short comings that plague the stag. Other than that, this Arcanoclast is weak to the standard Arcanoclast weaknesses such as Dispel Magic, Antimagic
==Usage==
As mentioned, the Mantling, Model: White Stag is most basically used to transform into one of three forms:
===Human===
The human form is the default form of the fruit. While in the Human form, the consumer has certain enhanced abilities, including sight, and sense of smell. They keep their usual appearance without any physical changes.
===Animal===
The consumer has the ability to transform into a larger than usual Stag, which has intense strength, and dexterity. They have full use of abilities that most Stags possess, but with the mind and consciousness of a humanoid. This form is best for speed and quick movement.
===Hybrid===
The consumer transforms into a combination of human and Stag. Body covering with Pale White fur with large Ivory Antlers sprouting from their head, Legs Twist and contort into digitigrade hooved legs as the body becomes more lanky.
==Mantling: White Stag Progression Tree==
Arcanoclast Save DC = 8 + your proficiency bonus + your Wis modifier
===Level 1===
Gain the following Boons and Flaws
Boon 	Laird de a’ Choille 	Partial Cowling
Flaw:	Arcanoclast Weaknesses	Animalistic
Laird de a’ Choille: When you transform, you impart yourself with a noble Wisdom and a Cervine Quickness. When you gain this Attribute you gain the following traits:
*While in your Hybrid form your Wisdom score increases by 2 and your Dexterity increases by 1 to a maximum of 20.
*Proficiency in Perception, or expertise if you are already proficient.
*You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
*You can innately cast the following spells at will, requiring no components: Druidcraft, Animal Friendship
*
Partial Cowling: The traits of the White Stag mingle with your own. As a bonus action, you may transform into a You can transform into a hybrid: half-stag/half-humanoid for 1 min. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die. You regain all expended uses of this feature upon a short or long rest. The transformation lasts 1 minute and can be done a number of times equal to your Wisdom modifier. While in your hybrid form, you gain the following:
*Enhanced Physique: Temp Hit Points equal to 2 times you level + 15
*Prey Instincts: While in Hybrid Form you have Advantage on Wisdom (Perception) checks that relay on Sight and Smell.
*Charge: If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone..
*Ram: When making the attack action you may substitute one attack to make an unarmed ram attack. If the attack hits, you deal piercing damage equal to 1d6 + your STR modifier. If you make a ram attack, you cannot make another until the beginning of your next turn.
*Hooves: You let loose a swift Kick, or a hardy punch with your now hardened fingertips, You roll a 1d8 in place of the normal damage for your unarmed strikes. Attacks using your Hooves deal bludgeoning damage. If your unarmed attack damage dice are greater than 1d8 you may use that die instead.
Animalistic: You gain the Beast creature type in addition to your normal type, any spell or effect that would effect a Beast effects you regardless of Int score
Arcanoclast Weaknesses: the most prominent consequence of eating a Arcanoclast is a weakness to Antimagic. Theologians posit this is the result of the Gods of Magic punishing those that sought the power. Regardless Arcanoclast Users are vulnerable to the Following.
* Antimagic Spheres and similar areas of Antimagic render the consumer incapacitated with a movement speed of 0.
* If the spell Dispel magic is cast on the User they must succeed a Constitution saving throw or be stunned until there next turn.
* Material such as Residuum Stone/Glass and Blightstone can have similar effects on power users as antimagic.
===Level 2===
Along with this Attribute gain this Flaw and choose one Boon
Attribute:	Full Cowling 	 	
Boon: 	Crown of Antlers	What No Hunter May Claim	And the Trees Bowed
Flaw: 	Prey Animal 	 	
Full Cowling: You can transform into a Noble White Stag You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die. While you retain your ability to speak any action that requires hands is limited to the capabilities your Lion Form such as using weapons or shields. Activating Full Cowling doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source. You regain all expended uses of this feature upon a short or long rest. The transformation lasts 1 minute and can be done an equal amount of times equal to your Wisdom modifier. While in Noble White Stag form you gain the Following.
*Greater Enhanced Physique: Temp Hit Points equal to 3 times you level + 15
*Mighty Beast: Your swell in size becoming a Large Creature
*Prey Instincts: While in Stag Form you have Advantage on Wisdom (Perception) checks that relay on hearing and smell.
*Fleet Footed: Your movement speed increase by 20
*Charge: If you move at least 10 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone..
*Ram: When making the attack action you may substitute one attack to make an unarmed bite attack. If the attack hits, you deal piercing damage equal to 1d6 + your Str modifier. If you make a bite attack, you cannot make another until the beginning of your next turn.
*Hooves: You let loose a swift Kick, You roll a 2d4 in place of the normal damage for your unarmed strikes. Attacks using your Hooves deal bludgeoning damage. If your unarmed attack damage dice are greater than 2d4 you may use that die instead.
Crown of Antlers: Your antlers grow more intense, and numerous. As a result while in Hybrid or Beast form your ram attack gains the following properties:
* Your Ram Attack does an Additional Damage die of damage
* Once per turn, when you hit a creature with an Attack using your Antlers, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a Constitution saving throw, Ending the Effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, Ending the Effect of such wounds on it on a success.
What No Hunter May Claim: While in your hybrid or beast form, you can use a bonus action to become fleet of foot, Gaining the Following traits: 
* For 1 minute, the User's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed.
* The user can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.
Once you use this feature, you must finish a Short rest before you can use it again.
And the Trees Bowed: You develop a otherworldly Attunement to the natural world. While in Beast form, You gain the following trait/s:
* You gain the ability to enter a living tree and move from inside it to inside another tree of he same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. 
* 
Once you use this feature, you must finish a Short rest before you can use it again.
Prey Animal: Carnivorous beasts and creatures that see you in your beast or hybrid form may become instantly hostile to you, unless the GM decides otherwise.
*
===Level 3===
Along with this Attribute gain this Flaw and choose one Boon
Attribute:	Laird de a’ Choille Advancement	 	
Boon: 	Let no weapon mar thy Hide 	Bounding Gait	Keener than any Hunter
Flaw: 	Blight Vulnerability 	 	
Laird de a’ Choille Advancement: Your master of your transformations grants you even greater Insight and Speed. When you gain this Attribute you gain the following traits:
*While in your Hybrid or Beast form Your Wisdom score increases again by 2 and your Dexterity increases by 1 for a total bonus of +4 and +2 to a maximum of 20.
*You gain Proficiency in Acrobatics, or expertise if you are already proficient.
Let no Arrow mar thy Hide: While in your Hybrid or Beast. When you are hit by an attack, you can use your reaction to gain your Wisdom modifier as a bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again.
Bounding Gait: You have master your new Cervine dexterity, as a result you can bound nimbly across the battlefield, leaping without pause, never pinned down. While in Beast or Hybrid Form you gain the following benefits:
* You can perform a standing long jump as if it were a running long jump.
* You have advantage on an Strength (Athletics) or Dexterity (Acrobatics) checks you make when long jumping to clear low obstacles or avoid falling prone when landing in difficult terrain.
Keener then Any Hunter: Your instincts have becomes so in tune with your surroundings. While in Beast or Hybrid Form you gain the following benefits:
* As a bonus action, you gain the ability to see auras of invisible or hidden creatures. For 1 minute, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
* You have advantage on insight (Wisdom) checks
Once you use this feature, you must finish a Short rest before you can use it again.
Blight Susceptibility: As you grow in power, the sight and scent of blight weaken you. You make saves against necrotic damage at disadvantage and when you are dealt necrotic damage you take an additional 1d6 of necrotic damage for each level you have in this transformation tree.
===Level 4===
Along with this Attribute gain this Flaw and choose one Boon
Attribute:	8-point Saint	 	
Boon: 	Placeholder 	Placeholder	Placeholder
Flaw: 	Placeholder 	 	
8-point Saint: you have mastered your Transformations, and in doing so gain the following traits:
* Your Stat Improvements from Laird de a’ Choille became permanent bonuses, and Your maximum for those scores is now 24.
* You can use your Transformations an unlimited number of times
* While in Hybrid or Beast form your have resistance to Piercing, Bludgeoning, and Slashing from Non-magical Weapons.
* While in Hybrid or Beast form your natural weapon attacks count as magical.
* In addition to Druidcraft, Animal Friendship, You can innately cast the following spells at will, requiring no components: Pass without trace , Fog Cloud
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None can escape the hunt: