Lithe
Your Instinct save DC now uses your Dexterity modifier instead of your Strength modifier.
Size: Huge
Prerequisite: Size Large
Your size is increased from the size of Large to Huge.
Size: Tiny
Prerequisite: Size Small
Your size is reduced from the base size of Small to Tiny.
Ambusher
You have advantage on attack rolls against any creature you have surprised when you also expend an Instinct Point.
Amorphous
Prerequisite: Size Tiny
You can move through a space as narrow as 1 inch wide without squeezing.
Armored
You increase your Armor Class by 1.
Avoidance
Prerequisite: Lithe
Choose one ability score. If you are subjected to a spell or effect that allows you to make a saving throw with that ability score to take only half damage, you can expend 1 Instinct Point and you instead take no damage if it succeeds on the saving throw, and only half damage if you fail.
Charger
You gain the
Charger feat.
Constrict
You can crush creatures you grapple. As a bonus action, when you have a creature grappled and expend an Instinct Point, you can deal 1d8+Strength modifier damage to the grappled creature.
Damage Transfer
While grappling a creature, when you take damage from a weapon attack and expend an Instinct Point, you take only half damage dealt to you (rounded down), and the grappled creature takes the other half.
Devil's Sight
Prerequisite: Darkvision
Magical darkness doesn't impede your darkvision.
Hemorrhaging
Your attacks cause deep internal or external bleeding on creatures struck by your basic attack when you expend an Instinct Point. When a struck creature starts their turn, the target loses 4 (1d8) hit points due to blood loss. At the end of each of the creature's turns it can attempt a Constitution saving throw with a DC equal Instinct Save DC to end this effect. Magical healing or regeneration also end this effect.
Improved Difficulty
You are more skilled in the use of your abilities. Increase the DC of Instinct Save DC by 1.
Limited Pack Tactics
You have advantage on attack rolls against a creature if you expend 1 Instinct Point and at least one of your allies are within 5 feet of the target and the ally isn't incapacitated.
Petrifying Attack
One of your weapon attacks can petrify creatures struck by it. Choose one of your weapon attacks. Creatures hit by this attack, when you expend 1 Instinct Point, must succeed on a Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is ptrified for 24 hours.
Rampage
When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action and expend 1 Instinct Point to move up to half your speed and make a basic attack.
Siege Monster
Prerequisite: Large Size or greater
You deal double damage to objects and structures.
Tunneler
Prerequisite: Burrow Speed
You can burrow through solid rock at half your burrow speed and leave a tunnel equal to half your Size in your wake.
Venemous
Your basic attack is venemous. When you expend 1 Instinct Point and hit a creature with this attack the target must make a DC 14 Constitution saving throw. On a failed save, the target is poisoned until the end of its turn.
Wounded Fury
While your companion or you have 10% of your hit points or fewer, you have advantage on attack rolls. In addition, you deal an extra 7 (2d6) damage to any target you hit with a melee attack.
Relentless
If you take an extra (6+your Beast Level) damage or less that would reduce you to 0 hit points, you can spend 1 instinct point. You are reduced to 1 hit point instead. Once you use this feature you cannot benefit from it again until you have complete a long rest.
Last Stand
If you take damage that would reduce you to 0 hit points, you can spend 1 instinct point. You remain conscious but make death saving throws as normal. When you fail your first saving throw you slip into unconsciousness and continue making death saving throws.
Flyby
Prerequisite: Flight Speed
You don't provoke an opportunity attack when you fly out of an enemy’s reach.
Pounce
If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, you can spend 1 instinct point and cause the target to make a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Swarm
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny creature. The swarm can only regain hit points by spending 1 or more instinct points to replenish its numbers as a bonus action on its turn; each instinct point equates to 2 expended hit dice of healing. Swarms cannot benefit from temporary hit points.
Trampling Charge
Prerequisite: Size Large or greater
If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, you can expend 1 instinct point to force the target to make a Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack against it as a bonus action.
Improved Natural Camouflage
Prerequisite: Natural Camouflage
The creature has advantage on Dexterity (Stealth) checks.
Ink Cloud
Prerequisite: Swim Speed
You can expend 1 Instinct Point to create a 20 foot-radius cloud of ink extends all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.
Diseased Attack
When you hit with your basic attack you can expend 1 Instinct Point. If the target is a creature, it must succeed on a Constitution saving throw against your Instinct Save DC or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Lunging Attack
You can expend 1 Instinct Point when hit a creature with a basic attack and force them to make a Strength saving throw against your Instinct Save DC or be knocked prone.
Natural Power
Prerequisite: Hooves, Stomp, or Tail Attack, Size Large
You may double the damage dice of attacks made with your Hooves, Stomp, or Tail Attacks.