Astonishing Disciplines Beastly-Powers Innate Magic Mystic Wielding Super-Powers Tech-Wonders

Your inhuman abilities are drawn from your unusual physiology. You might be a covered in poisonous barbs, have the features of a human-spider, or you may be a werewolf.

See the list of powers in the Powers section for the general rules of using powers.

Beastly-Powers by Level

Level Knacks Known Powers Known 1st* 2nd* 3rd* 4th* 5th* 6th* 7th* 8th* 9th*
1st 2 4 2
2nd 2 5 3
3rd 2 6 4 2
4th 3 7 4 3
5th 3 8 4 3 2
6th 3 9 4 3 3
7th 3 10 4 3 3 1
8th 3 11 4 3 3 2
9th 3 12 4 3 3 3 1
10th 4 14 4 3 3 3 2

*Power Slots per Power Level

Using Beastly-Powers

You have enhanced abilities drawn from your unusual physiology. You can select a Beastly-Powers power-suite at 1st level, but you can only include powers which can be explained by your anatomy. Every character level that you gain expands these powers.

These powers are not magic but a result of years of training and natural aptitude. Therefore, they are not treated as magical attacks. However, you can add your ability modifier to your damage rolls.

When using an attack power you can add either your Strength, Dexterity, or Wisdom to the attack roll. These powers can be treated as weapon attacks, allowing you to apply the benefits such as the Rogue's Sneak Attack or the Fighter's Archery fighting style feature. However, unless stated in its description, you cannot make multiple attacks with a power.

Your ranged attack powers have a short and long range, as detailed in the power's description. Attacks at long range have disadvantage.

Power Ability

Select Constitution or Wisdom as your power ability. You use your power ability whenever a power refers to one and when setting the saving throw DC for a power you activate. When making an attack roll with a power you may also use this ability modifier, or your Strength or Dexterity.

Power Save DC = 8 + your proficiency bonus + your power ability modifier
Power Attack Modifier = your proficiency bonus + your power ability modifier
Power Check = d20 roll + your proficiency bonus + your power ability modifier


You know two knacks of your choice from the powers list. You learn additional knacks of your choice at higher levels, as shown in the Knacks Known column of Beastly-Powers by Level table.

Preparing and Activating Powers

The Beastly-Powers by Level table shows how many power slots you have to activate your powers of 1st level and higher. To activate one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

For example, if you know the 1st-level power great-strength and have a 1st-level and a 2nd-level power slot available, you can activate great-strength using either slot.

You don't need to prepare a select number of powers from your Power Suite. Your entire Power Suite is prepared.

Powers Known of 1st Level and Higher

You know two 1st-level powers of your choice from the power list.

The Powers Known column of the Beastly-Powers by Level table shows when you learn more powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

When you gain a level, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you have power slots.

Utility Activation

You can activate any power you know as a utility power if that power has the utility tag and you have the power in your power suite. You don't need to have the power prepared.

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