Beastmancy

Elementalism - Animancy Ability The ability to control and manipulate Beasts and Huge Sized Animals.

Creature - Elementalism

XP Cost: 2   Prerequisites: Packmancy

Action Type(s) Motion, Action
ARP Cost 2 (Motions Excluded)
Range 20 Meters
Requirements 1 Free Hand
Sustain 2 ARP
Traits Visible, Audible

You have the ability to influence and control Herbivore, Omnivore, Predator, Beasts or Huge Sized Animals within range, but not, Monsters, Avian or Aquatic Species.

Using a Motion: You can communicate with and influence nearby Animals you can see and communicate messages such as; warnings of danger, calling them closer, informing them of food sources or requesting information on food sources.

Beast Call: You can cause a nearby Beast to use its Movement and Action as you instruct using its Reaction on your turn. Animals always use their own modifiers for any skill checks or attacks you have them make and can only perform complex tasks if they have the intellect required. An Animal’s Intellect Total must be a 7 or higher to perform Complex Tasks(a series of instructions or commands, rather than a single one) .

Sustaining: Animals you have caused to Act will remain within range and actively avoid harm until the end of your next turn, Sustaining Animancy will cause them to continue to do so. When wild or unowned domesticated animals are no longer under your control they continue behaving as normal for a member of that species.

Overpower: You can spend an additional Resource Pool Point to grant a controlled animal Advantage on a d20 Roll,

Or Increase the range of this ability by +10 Meters,

Or grant a controlled animal +2 to their Attack and Damage Rolls this Turn,

Or Cause an additional animal to use their Movement and Action via their Reaction,

Or grant a controlled animal +4 to their movement speed this Turn,

Or cause a controlled creature to regain 1d4+Caster Modifier HP,

Or grant a controlled animal an additional Attack Action.