Summoner Subclass: Feral

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**Feral Spells:**

* *You always have certain spells prepared after you reach particular levels in this class, as shown in the Feral Spells table. These spells count as Summoner spells for you, but they don't count against the number of summoner spells you prepare.*

 1st
 2nd
 3rd
 4th
 5th

*(Level 2)* **Frenzy**

* *As a bonus action on your turn you can go into a wild Frenzy and develop animal like features. Choose one feature from the list below and you gain that following benefit for the next minute. You can activate frenzy a number of times equal to your proficiency modifier +1 and get all your uses back on a long rest.*

* ***Claws-** 1d6+Spellcasting Mod, melee weapon attack, two handed. At 4th level you can attack twice in the same turn, at 9th you can attack three times. All attacks must be with claws.*
* ***Bite-** 1d6+Spellcasting Mod melee weapon attack. This attack can be an action or/and a bonus action. You also heal half the damage you did.*
* ***Tail-** 1d8+Spellcasting Mod Reach 10 feet melee weapon attack.  When you make an opportunity attack, the creature's speed becomes 0 for the rest of your turn. Creatures provoke opportunity attacks when they take the disengage action. If a creature makes an attack against a target other than you within your range you can use your reaction to make a tail attack against that creature. Also opportunity attacks are triggered when they enter your range. To gain these features the attacks of opportunity must be made with your tail.*
* ***Ram Horns-** 1d12+Spellcasting Mod, Melee weapon attack. If you move 15 feet in a straight line then you can ram an opponent as a bonus action. And they must roll a Strength save versus your spellcasting DC or be knocked prone.*
* ***Hind Legs-** You gain a +15 to your movement speed, and you can take the dash or disengage actions as a bonus action.*

*(Level 2)* **Feral Minion**

* *You gain a Feral Minion that you can summon at anytime using your Writ. Once per short rest you can summon a maximum of 2 Feral Minions and it doesn't take a capture slot. When you choose to summon your Feral minion you can choose for it to be a Beast or Plant. Also when you capture a Beast or Plant Creature it costs less to summon it, -2 Writ cost to a minimum of 1.*

***Hit Points** 1+ your spellcasting modifier + two times your summoner level*
 **STR**
15 (+2)
14 (+2)
12 (+1)
10 (+0)
14 (+2)
 ***Saving Throws STR 2+PB***
***Skills  Survival + 2 times PB***
***Senses** passive Perception 12*
***Languages** All languages you know*
 ***Keen Smell (beast Form Only)**. The Creature has advantage on Wisdom (Perception) checks that rely on smell.*
***False Appearance (plant Form Only)**. While the creeper remains motionless, it is indistinguishable from an ordinary plant of your choice.*

*(Level 5)* **Feral Beast**

* *You and your summons have advantage on an attack rolls against a creature if at least one of your summons is within 5 feet of the creature. This benefit can only be active while in Frenzy.*

*(Level 9)* **Beast Shape**

* *You can cast the polymorph spell for free. If you are polymorphed you can use your frenzy ability along side the ability's from the polymorph.*

*(Level 14)* **Hybrid Form**

* *Can have 2 Frenzied bonuses at once and can switch them out as a bonus action.*

*(Level 14)* **Form Master**

* When casting a spell you can make one attack using one of your Frenzy ability's.

*(Level 20)* **Pack of Beasts**

* *You can cast the Animal Shapes spell once per long rest.*