# Theriapolis — Classes, Progressions & Backgrounds
### RPG Character Creation Reference Vol. II (5e Adjacent)

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## Design Philosophy

Every class in Theriapolis grows from the world's biology and history. There is no arcane
magic here — no fireballs, no teleportation. Power comes from body, instinct, technology,
scent, voice, and the social contracts that hold civilization together (or tear it apart).

"Magic" in this system is replaced by:
- **Instinct** — channeling pre-sentient drives (the Feral Age lives in every body)
- **Scent Manipulation** — reading, masking, weaponizing pheromonal communication
- **Vocalization** — subsonic frequencies, harmonic manipulation, crowd psychology
- **Adaptive Technology** — engineering that accounts for body diversity
- **Covenant Authority** — social/legal/quasi-religious power derived from the foundational pact

Subclass selection occurs at **Level 3** for all classes.

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# THE CLASSES

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## 1. FANGSWORN
*The professional warrior. Every army needs a backbone, and it's always been teeth.*

> "I swore my fangs to something bigger than myself. Whether that was smart is a separate question."

Fangsworn are trained combatants — soldiers, mercenaries, duelists, bodyguards, and
career fighters who've turned violence into discipline. They don't rely on rage or
instinct; they rely on repetition, conditioning, and the brutal arithmetic of who hits
harder and more often.

**Hit Die:** d10
**Primary Ability:** STR or DEX
**Saving Throws:** STR, CON
**Skill Proficiencies (choose 2):** Athletics, Intimidation, Perception, Survival, Animal Handling
**Armor Proficiencies:** All armor, shields
**Weapon Proficiencies:** All simple and martial weapons, natural weapons

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Fighting Style, Claw & Steel |
| 2 | +2 | Action Surge (1/rest) |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack (2) |
| 6 | +3 | Ability Score Improvement |
| 7 | +3 | Subclass Feature |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Indomitable (1/rest) |
| 10 | +4 | Subclass Feature |
| 11 | +4 | Extra Attack (3) |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Indomitable (2/rest) |
| 14 | +5 | Ability Score Improvement |
| 15 | +5 | Subclass Feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Action Surge (2/rest), Indomitable (3/rest) |
| 18 | +6 | Subclass Feature |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Extra Attack (4) |

### Core Features

**Fighting Style (Level 1):** Choose one:
- *Fang-and-Blade:* When you make a weapon attack, you can make a bite or claw attack as a bonus action (1d4 + STR). Natural weapons and forged weapons in harmony.
- *Shieldwall:* When wielding a shield, adjacent allies also gain +1 AC from your shield. You were trained to protect the line, not just yourself.
- *Duelist:* When wielding a melee weapon in one hand and no other weapon, +2 damage with that weapon.
- *Great Weapon:* When you roll a 1 or 2 on damage with a two-handed melee weapon, reroll and use the new result.
- *Natural Predator:* Your natural weapon attacks (bite, claw, horn, kick, antler) gain +2 to attack rolls. You fight with what you were born with.

**Claw & Steel (Level 1):** You can seamlessly combine natural weapon attacks and manufactured weapon attacks in a single Attack action. Other classes must choose one or the other per action unless specified.

**Action Surge (Level 2):** One additional action on your turn, once per short rest. At level 17, twice per short rest.

**Extra Attack (Level 5/11/20):** When you take the Attack action, you attack twice (level 5), three times (level 11), or four times (level 20).

**Indomitable (Level 9):** Reroll a failed saving throw, once per long rest. Uses increase at levels 13 and 17.

---

### Subclass: Pack-Forged (Fangsworn)
*"Alone I am a fang. Together we are jaws."*

The military tradition of Canid pack-fighting adapted into formalized combat doctrine. Pack-Forged Fangsworn fight best in formation, amplifying allies and being amplified in return.

**Level 3 — Packmate's Howl:** When you hit a creature with a melee attack, the next attack an ally makes against that creature before the start of your next turn has advantage.

**Level 7 — Coordinated Takedown:** When you and at least one ally are both within 5 feet of the same creature, your melee attacks deal an additional 1d6 damage against that creature.

**Level 10 — Rally the Pack:** As a bonus action, you can shout a rallying cry. Up to 3 allies within 30 feet who can hear you gain temporary hit points equal to your level + CHA modifier. Once per short rest.

**Level 15 — Wolfpack Frenzy:** When you use Action Surge, one ally within 10 feet can also take an additional action on their next turn. This costs their reaction.

**Level 18 — Alpha's Stand:** When you are reduced to 0 HP, every ally within 30 feet gains advantage on all attack rolls and saving throws until the end of their next turn. Once per long rest, triggering automatically.

---

### Subclass: Lone Fang (Fangsworn)
*"The pack is a crutch. I am enough."*

Solo fighters. Duelists. The Felid tradition of individual perfection applied to warfare. Lone Fangs don't need allies — they need space.

**Level 3 — Isolation Bonus:** When no allied creature is within 10 feet of you, you gain +2 to attack rolls and +1 to AC. You fight better alone.

**Level 7 — Predator's Focus:** Choose one creature you can see as a bonus action. You gain advantage on attack rolls against that creature for 1 minute, but have disadvantage on attacks against all other creatures. Concentration. Once per short rest.

**Level 10 — Uncanny Counter:** When a creature misses you with a melee attack, you can use your reaction to make a melee attack against it with advantage.

**Level 15 — No Witnesses:** When you reduce a creature to 0 HP while no allied creature is within 30 feet, you regain hit points equal to your level + CON modifier.

**Level 18 — Perfect Kill:** Once per long rest, when you hit a creature with a melee attack, you can choose to maximize all damage dice for that attack. If this reduces the creature to 0 HP, you can immediately take another action.

---
---

## 2. BULWARK
*The wall. The shield. The one who stays when everyone else runs.*

> "Running is smart. Standing is stupid. I do it anyway, because someone behind me can't run."

Bulwarks are defenders first. Born from the herd-fighting traditions of prey Clades —
the Bovid shield-wall, the Cervid antler-line, the Leporid warren-guard — they have
become a cross-Clade discipline adopted by anyone whose instinct says *protect*
rather than *hunt*. Bulwarks draw aggression, absorb punishment, and keep others alive.

**Hit Die:** d12
**Primary Ability:** CON
**Saving Throws:** CON, CHA
**Skill Proficiencies (choose 2):** Athletics, Insight, Intimidation, Medicine, Perception
**Armor Proficiencies:** All armor, shields
**Weapon Proficiencies:** Simple weapons, martial weapons, natural weapons

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Sentinel Stance, Guardian's Mark |
| 2 | +2 | Shield of the Herd |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack, Immovable (1/rest) |
| 6 | +3 | Subclass Feature |
| 7 | +3 | Guardian's Aura (10 ft.) |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Unbreakable Will |
| 10 | +4 | Subclass Feature |
| 11 | +4 | Improved Guardian's Mark |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Guardian's Aura (15 ft.) |
| 14 | +5 | Ability Score Improvement |
| 15 | +5 | Subclass Feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Immovable (2/rest) |
| 18 | +6 | Guardian's Aura (20 ft.) |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Subclass Feature, Last One Standing |

### Core Features

**Sentinel Stance (Level 1):** As a bonus action, enter a defensive stance. While in Sentinel Stance: your speed is halved, you gain +2 AC, and opportunity attacks you make are at advantage. Lasts until you move more than half your speed or end it as a free action.

**Guardian's Mark (Level 1):** As a bonus action, mark one creature you can see within 30 feet. While marked, if that creature attacks anyone other than you, you can make a melee attack against it as a reaction (if in range). The mark lasts 1 minute. At level 11, marked creatures also have disadvantage on attacks against creatures other than you.

**Shield of the Herd (Level 2):** When an adjacent ally is targeted by an attack, you can use your reaction to become the target instead. You take the attack in their place.

**Extra Attack (Level 5):** Two attacks per Attack action.

**Immovable (Level 5):** As a reaction, you can reduce incoming damage by 1d12 + CON modifier. Increases to 2d12 at level 11. Once per long rest; twice at level 17.

**Guardian's Aura (Level 7):** Allied creatures within 10 feet (expanding at levels 13 and 18) gain +1 to all saving throws while you are conscious. Your presence steadies nerves.

**Unbreakable Will (Level 9):** You are immune to the frightened condition. The Bulwark does not break.

**Last One Standing (Level 20):** When every other allied creature within 60 feet is at 0 HP or has fled, you gain: resistance to all damage, advantage on all attack rolls and saves, and your Guardian's Mark applies to all hostile creatures simultaneously. Lasts 1 minute. Once per long rest.

---

### Subclass: Herd-Wall (Bulwark)
*"Shoulder to shoulder. Horn to horn. They don't get through."*

Bovid-originated doctrine of communal defense. Every ally is part of the wall.

**Level 3 — Interlock Shields:** When you and an ally are adjacent, both gain +1 AC (stacks with Herd Wall species trait if applicable, to a maximum of +3 total from all adjacency bonuses).

**Level 6 — Stampede Redirect:** When a charging creature targets an ally within 10 feet, you can use your reaction to redirect the charge to yourself, gaining resistance to the charge damage.

**Level 10 — Unbreakable Line:** You and all adjacent allies cannot be pushed, pulled, or knocked prone against your will while you are in Sentinel Stance.

**Level 15 — Fortress:** While in Sentinel Stance, you gain resistance to all damage except psychic. You are the wall.

**Level 20 — The Herd Stands:** When you use Last One Standing, its benefits also apply to any ally who returns to consciousness or returns within your Guardian's Aura range during the duration.

---

### Subclass: Antler-Guard (Bulwark)
*"I don't block. I make them regret swinging."*

Cervid tradition of active defense — punishment-based deterrence rather than passive absorption. Hit me and I hit back harder.

**Level 3 — Retaliatory Strike:** When you take damage from a melee attack while in Sentinel Stance, you deal 1d8 + CON modifier damage back to the attacker automatically (no roll needed — thorns effect).

**Level 6 — Threatening Presence:** Hostile creatures that start their turn within 5 feet of you take a -2 penalty to attack rolls against your allies. Your posture communicates consequences.

**Level 10 — Braced for Impact:** You can use your reaction to halve the damage of any single attack, but you are rooted in place (speed 0) until the start of your next turn.

**Level 15 — Wrath of the Cornered:** When you are below half HP, your Retaliatory Strike damage increases to 2d8 + CON and affects any creature that attacks you (not just melee).

**Level 20 — No Prey Here:** Your Last One Standing also causes all hostile creatures within your Guardian's Aura to make a WIS save (DC = 8 + proficiency + CON) or be frightened of you for the duration. The prey that fights back is the most terrifying thing in the world.

---
---

## 3. FERAL
*The old brain. The one before words. It's still in there, and it's hungry.*

> "You think civilization fixed us? It just taught us to hold our breath."

Every sentient creature carries the Feral Age inside them — the pre-sapient animal, the
hunger without language, the pure biological drive that existed before the Covenant made
everyone pretend it was gone. Ferals don't pretend. They've learned to open that door
on purpose, channeling ancestral instinct into devastating combat effectiveness.
The philosophical implications disturb everyone, especially prey-Clade Ferals who
must reckon with the fact that their ancestors' terror is now their weapon.

**Hit Die:** d12
**Primary Ability:** STR or CON
**Saving Throws:** STR, CON
**Skill Proficiencies (choose 2):** Athletics, Intimidation, Nature, Perception, Survival
**Armor Proficiencies:** Light armor, medium armor (no heavy — it restricts the body's instinctive movement)
**Weapon Proficiencies:** Simple weapons, natural weapons

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Feral Rage (2/rest), Unarmored Defense |
| 2 | +2 | Ancestral Sense, Reckless Attack |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack, Fast Movement (+10 ft.) |
| 6 | +3 | Subclass Feature |
| 7 | +3 | Instinct Awareness |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Feral Rage (3/rest), Brutal Critical (1 die) |
| 10 | +4 | Subclass Feature |
| 11 | +4 | Relentless Rage |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Brutal Critical (2 dice) |
| 14 | +5 | Subclass Feature |
| 15 | +5 | Persistent Rage |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Feral Rage (4/rest), Brutal Critical (3 dice) |
| 18 | +6 | Indomitable Instinct |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Apex Predator / Apex Prey |

### Core Features

**Feral Rage (Level 1):** As a bonus action, enter a rage. While raging: advantage on STR checks and saves, +2 rage damage on melee attacks (increases to +3 at level 9, +4 at level 16), resistance to bludgeoning/piercing/slashing damage, cannot cast or concentrate. Lasts 1 minute or until you choose to end it (no early end if damage was taken this round). Uses increase at levels 9 and 17.

**Unarmored Defense (Level 1):** When wearing no armor, AC = 10 + DEX + CON. Fur, fat, and instinctive dodging replace steel.

**Ancestral Sense (Level 2):** While raging, you can smell and hear as your pre-sentient ancestor could. Advantage on Perception checks; you cannot be surprised; blindsight 10 feet (scent-based).

**Reckless Attack (Level 2):** On your turn, you can attack recklessly: advantage on all melee attack rolls this turn, but all attacks against you have advantage until your next turn.

**Extra Attack (Level 5):** Two attacks per Attack action.

**Fast Movement (Level 5):** +10 feet movement while not wearing heavy armor.

**Instinct Awareness (Level 7):** You add your WIS modifier to initiative rolls. Your body reacts before your brain processes.

**Brutal Critical (Level 9/13/17):** Extra damage dice on critical hits — 1 additional die at 9, 2 at 13, 3 at 17.

**Relentless Rage (Level 11):** If you drop to 0 HP while raging, make a CON save (DC 10, increasing by 5 each time per rage). On success, drop to 1 HP.

**Persistent Rage (Level 15):** Rage only ends when you choose or are knocked unconscious. Nothing else stops it.

**Indomitable Instinct (Level 18):** If your total for a STR or CON check is less than your ability score, use the ability score instead.

**Apex Predator / Apex Prey (Level 20):** Choose one based on your Clade origin.
- *Apex Predator (predator Clades):* STR and CON increase by 4 (max 24). While raging, your first attack each turn that hits deals max damage.
- *Apex Prey (prey Clades):* DEX and CON increase by 4 (max 24). While raging, you cannot be grappled, restrained, or knocked prone, and opportunity attacks against you automatically miss.

---

### Subclass: Blood Memory (Feral)
*"My great-great-grandmother ate yours. I remember how it tasted."*

Predator-Clade Ferals who channel the deep, dark hunger. Controversial. Feared. The
Covenant-Keepers watch them closely.

**Level 3 — Predatory Surge:** While raging, when you reduce a creature to 0 HP, you can immediately move up to half your speed and make one additional melee attack as part of the same action. The hunt doesn't stop at one.

**Level 6 — Terror Scent:** While raging, prey-Clade creatures within 15 feet must make a WIS save (DC = 8 + proficiency + CON) at the start of their turn or be frightened of you until the start of their next turn. Your scent broadcasts ancestral death.

**Level 10 — Taste of the Old World:** When you hit a creature with a bite attack while raging, you regain HP equal to your CON modifier. This triggers the deepest taboo in your biology and it works.

**Level 14 — Apex Pursuit:** While raging, your speed increases by an additional 15 feet when moving toward a frightened creature. You cannot voluntarily end your rage while a frightened creature is within 60 feet and moving away from you.

---

### Subclass: Stampede Heart (Feral)
*"You call it panic. I call it a weapon."*

Prey-Clade Ferals who've weaponized the flight response. The terror that once only
served survival now serves devastation. A charging deer-folk in Stampede Heart rage
is as destructive as any predator.

**Level 3 — Trampling Charge:** While raging, if you move 20+ feet in a straight line before making a melee attack, the target takes an additional 1d8 bludgeoning and must save (STR, DC = 8 + proficiency + STR) or be knocked prone. Your fleeing IS your fighting.

**Level 6 — Contagious Panic:** While raging, as a bonus action, you can scream, bellow, or stamp. All creatures within 15 feet (friend and foe) must make a WIS save (DC = 8 + proficiency + CHA) or be compelled to move 15 feet away from you. Allied creatures who fail can choose their direction. Enemies cannot.

**Level 10 — Born to Run:** While raging, your base movement speed doubles. You can move through hostile creatures' spaces as difficult terrain.

**Level 14 — The Herd's Fury:** While raging, when you hit a creature with a melee attack and at least one ally is within 30 feet of you, that ally can use their reaction to move up to half their speed toward the target and make a single melee attack. The stampede carries everyone.

---
---

## 4. SHADOW-PELT
*The one you didn't smell coming.*

> "Everyone watches the fangs. Nobody watches the shadow behind the fangs."

Thieves, assassins, spies, scouts. Shadow-Pelts specialize in precision over force,
information over confrontation, and the surgical application of violence where it counts
most. Their traditions draw from Felid ambush hunting, Mustelid infiltration, and the
Leporid art of being small enough to overlook. Cross-Clade by design — any species that
values not being seen has contributed to the discipline.

**Hit Die:** d8
**Primary Ability:** DEX
**Saving Throws:** DEX, INT
**Skill Proficiencies (choose 4):** Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
**Armor Proficiencies:** Light armor
**Weapon Proficiencies:** Simple weapons, hand crossbows, short swords, rapiers, natural weapons

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Expertise (2), Sneak Attack (1d6), Scent Discipline |
| 2 | +2 | Cunning Action |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Sneak Attack (3d6), Uncanny Dodge |
| 6 | +3 | Expertise (2 more) |
| 7 | +3 | Evasion, Subclass Feature |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Sneak Attack (5d6) |
| 10 | +4 | Ability Score Improvement |
| 11 | +4 | Reliable Talent, Subclass Feature |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Sneak Attack (7d6) |
| 14 | +5 | Scent Ghost |
| 15 | +5 | Subclass Feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Sneak Attack (9d6) |
| 18 | +6 | Elusive |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Kill Shot |

### Core Features

**Expertise (Level 1):** Double proficiency bonus for 2 skills you're proficient in. Choose 2 more at level 6.

**Sneak Attack (Level 1):** Extra damage on one attack per turn when you have advantage or an ally is within 5 feet of the target. Damage scales: 1d6 at level 1, increasing by 1d6 every odd level.

**Scent Discipline (Level 1):** You've trained to control your scent output. You have advantage on checks to suppress emotional scent leakage (fear, arousal, anger). Creatures with scent abilities must beat your DEX (Stealth) check with their WIS (Perception) to read your emotional state.

**Cunning Action (Level 2):** Dash, Disengage, or Hide as a bonus action.

**Uncanny Dodge (Level 5):** Use reaction to halve damage from an attack you can see.

**Evasion (Level 7):** DEX saves for half damage become no damage on success, half on failure.

**Reliable Talent (Level 11):** Any skill check with proficiency treats rolls below 10 as 10.

**Scent Ghost (Level 14):** You can completely suppress your natural scent for up to 1 hour. During this time, you are undetectable by scent-based abilities. Alternatively, you can project a false scent profile of any Clade you've studied for at least 24 hours. Once per long rest.

**Elusive (Level 18):** No attack roll has advantage against you while you're conscious.

**Kill Shot (Level 20):** Once per short rest, when you hit a creature with Sneak Attack, you can force a CON save (DC = 8 + proficiency + DEX). On failure, the damage is doubled. On success, normal Sneak Attack damage.

---

### Subclass: Noseblind (Shadow-Pelt)
*"In a world where scent is truth, I am the lie."*

Scent-warfare specialists. Noseblind agents manipulate the primary communication channel
of this world — smell. They are the CIA of Theriapolis.

**Level 3 — Scent Forgery:** You can create convincing scent profiles using alchemical
compounds. With 10 minutes of preparation, produce a scent packet mimicking any
individual you've been within 5 feet of for at least 1 hour. Lasts 4 hours. WIS
(Perception) DC 15 to detect the forgery.

**Level 7 — Olfactory Overload:** As an action, deploy a scent bomb (30-foot radius).
All creatures with scent abilities in the area must make a CON save (DC = 8 + proficiency + INT) or be blinded (scent-blind specifically — lose all scent-based advantages and communication) for 1 minute. 2 uses per long rest.

**Level 11 — Read the Room:** You can determine the emotional state, Clade identity, health status, and recent diet of any creature within 30 feet by spending 1 minute observing and scenting. This also reveals whether a creature is using scent-masking products and, on a successful INT check (DC 15), what they're masking.

**Level 15 — Ghost Protocol:** Your Scent Ghost ability becomes at-will (no rest required) and can project any scent you've encountered, not just Clade profiles. You can make a room smell like blood, fire, food, or a specific individual.

---

### Subclass: Ambush Artist (Shadow-Pelt)
*"The kill is over before they know it started. That's not cruelty. That's efficiency."*

Pure combat application. Felid-derived ambush doctrine refined to surgical precision.

**Level 3 — Opening Strike:** On the first round of combat, if you act before your target, your Sneak Attack deals an additional 2d6 damage. You were never meant to fight fair.

**Level 7 — Vanish:** After making an attack, you can use a bonus action to attempt to Hide, even if you have no cover — you redirect attention through feint, scent suppression, and movement. This Hide attempt is made with advantage.

**Level 11 — Death From Above:** If you attack from an elevated position (at least 10 feet above your target), your attack roll is made with advantage and your Sneak Attack damage increases by 2d6 for that attack.

**Level 15 — Predator's Patience:** If you spend an entire round taking no actions (no attacks, no movement, just observing), on your next turn, your first attack automatically crits if it hits.

---
---

## 5. SCENT-BROKER
*The nose knows everything. The broker knows who to sell it to.*

> "You think information is what you hear? What you read? Amateur. Information is what
> you smell when someone walks into the room. Fear. Lies. Lust. Disease. Lineage. Every
> creature broadcasts their secrets with every breath. I just learned to listen."

A class unique to Theriapolis. Scent-Brokers are intelligence operatives, diplomats,
interrogators, and social engineers who weaponize the olfactory communication channel
that underpins this world. They are part spy, part therapist, part drug dealer — and
the line between those professions is thinner than anyone comfortable admits.

**Hit Die:** d8
**Primary Ability:** WIS
**Saving Throws:** WIS, CHA
**Skill Proficiencies (choose 3):** Deception, Insight, Investigation, Medicine, Perception, Persuasion, Stealth
**Armor Proficiencies:** Light armor
**Weapon Proficiencies:** Simple weapons, natural weapons
**Tool Proficiencies:** Alchemist's supplies, Perfumer's kit (new tool, see appendix)

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Scent Literacy, Nose for Lies |
| 2 | +2 | Pheromone Craft (2 compounds/rest) |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Deep Reading, Pheromone Craft (3/rest) |
| 6 | +3 | Subclass Feature |
| 7 | +3 | Scent Ward |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Pheromone Craft (4/rest) |
| 10 | +4 | Subclass Feature |
| 11 | +4 | Master Nose |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Pheromone Craft (5/rest) |
| 14 | +5 | Subclass Feature |
| 15 | +5 | Scent Immunity |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Grand Synthesis |
| 18 | +6 | Subclass Feature |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Olfactory Omniscience |

### Core Features

**Scent Literacy (Level 1):** You can read scent the way a linguist reads text. As an action, focus on a creature within 30 feet: learn its Clade, emotional state, general health, and whether it's using scent-masking. No check required for basic reads. Detailed reads (specific lies, medical conditions, hybrid status) require a WIS check.

**Nose for Lies (Level 1):** When a creature within 15 feet lies, you detect a scent shift automatically (no check). You know they're lying but not what the truth is. This does not work on creatures without mammalian scent biology.

**Pheromone Craft (Level 2):** During a short rest, using alchemist's supplies or a perfumer's kit, you can create pheromone compounds. Choose from:
- *Calm:* Target inhaling this compound must save (WIS, DC = 8 + proficiency + WIS) or become docile and non-aggressive for 1 minute. Doesn't work in active combat.
- *Fear:* Targets in a 15-foot radius must save or be frightened for 1 round.
- *Trust:* One target has disadvantage on Insight checks against you for 10 minutes. Their nose tells them you're safe.
- *Mask:* Suppress one creature's natural scent for 1 hour.
- *Alert:* All creatures in a 30-foot radius gain advantage on Perception for 10 minutes. Smelling salts on steroids.
- *Desire:* One target's arousal scent is artificially triggered. Deeply invasive, socially devastating, used in espionage and blackmail. WIS save to resist.

Compounds increase per rest at levels 5, 9, and 13.

**Deep Reading (Level 5):** Your Scent Literacy range extends to 60 feet. You can now detect: recent locations visited (within 24 hours), other creatures the target has been in close contact with, and whether the target has consumed alcohol, drugs, or medication.

**Scent Ward (Level 7):** You and up to 5 allies have their scent profiles masked for 8 hours. Requires 10 minutes of preparation. The masking holds under normal stress but breaks under extreme duress.

**Master Nose (Level 11):** Your scent range extends to 120 feet. You can track by scent alone (advantage on Survival checks to track). You can detect invisible creatures within 30 feet by scent.

**Scent Immunity (Level 15):** You are immune to scent-based effects (pheromone attacks, fear-scent, arousal-scent). Your training has given you complete olfactory discipline.

**Grand Synthesis (Level 17):** You can combine two Pheromone Craft effects into a single compound. Additionally, your compound DCs increase by 2.

**Olfactory Omniscience (Level 20):** You can't be surprised. You know the exact location, Clade, emotional state, and health of every creature within 120 feet at all times through scent. You can identify specific individuals by scent permanently after one encounter. You are, effectively, scent-omniscient within your range.

---

### Subclass: Perfumer (Scent-Broker)
*"Perfume isn't cosmetics. It's espionage."*

The intelligence branch. Perfumers create identities, destroy reputations, and
extract confessions without ever raising a paw.

**Level 3 — Bespoke Identity:** You can create a complete scent identity (Clade, emotional baseline, even individual markers) given 1 hour and access to your kit. Wearing this, a creature passes all casual scent checks as the fabricated identity. Detection requires opposed WIS checks (your proficiency + WIS vs. examiner's Perception).

**Level 6 — Scent Interrogation:** During a conversation of at least 5 minutes, you can read micro-scent fluctuations to extract one piece of concealed information (a secret, a lie, a fear) per conversation without the target knowing. WIS check, DC varies by how guarded the target is.

**Level 10 — Mass Influence:** Your pheromone compounds can affect areas up to 60-foot radius. Calm, Fear, and Desire compounds can target up to 10 creatures simultaneously.

**Level 14 — Deep Cover:** Your Bespoke Identity now holds under stress, arousal, and combat. It only breaks if you choose to drop it or are rendered unconscious.

**Level 18 — The Nose Behind the Throne:** You can spend 1 hour with a willing or restrained creature to permanently alter their scent baseline. This can change their apparent Clade identity, mask hybrid status, or implant a scent-marker detectable only by you. The subject is aware of the process but not necessarily the full extent of what was done.

---

### Subclass: Tracker (Scent-Broker)
*"I can tell you what they had for breakfast, how long ago they passed through, and whether they were scared."*

Field agents. Manhunters. Scent-Brokers who use their gifts for pursuit and survival
rather than social manipulation.

**Level 3 — Bloodhound:** You can track any creature whose scent you've encountered within the last 7 days, regardless of weather, water crossings, or urban environments. Advantage on all Survival checks to track. You can determine how many hours old a trail is by scent alone.

**Level 6 — Predator's Mark:** When you successfully read a creature's scent, you can mark them. For the next 24 hours, you know their direction and approximate distance (within 1 mile). You can maintain up to 3 marks simultaneously.

**Level 10 — Terrain Reader:** By spending 1 minute scenting an area, you can determine: how many creatures passed through (up to 48 hours ago), their Clades, their emotional states, and whether violence occurred. You reconstruct events through scent archaeology.

**Level 14 — No Trail Goes Cold:** Your tracking ability extends to 30 days. Water, fire, and chemical interference impose disadvantage rather than failure. Only magical concealment fully defeats your nose.

**Level 18 — The Hunt:** Once per long rest, choose a target you've marked. For 1 hour, you know their exact location regardless of distance (same plane of existence). Your movement speed doubles while moving toward them. You have advantage on all attacks against them. This is the hunt the Feral Age was built for, refined through intelligence.

---
---

## 6. COVENANT-KEEPER
*The oath made flesh. The law with teeth.*

> "The Covenant says we don't eat the speaking ones. I'm here to make sure
> everyone remembers."

Part judge, part priest, part enforcer. Covenant-Keepers derive authority from the
foundational social contract of civilization — the agreement that predator and prey are
both people. Some serve courts. Some serve temples. Some serve justice in places the
courts can't reach. Their power is quasi-mystical: a mix of absolute moral conviction,
trained combat ability, and the social weight of representing the single agreement that
separates civilization from the Feral Age.

**Hit Die:** d10
**Primary Ability:** CHA
**Saving Throws:** WIS, CHA
**Skill Proficiencies (choose 2):** Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
**Armor Proficiencies:** All armor, shields
**Weapon Proficiencies:** All simple and martial weapons, natural weapons

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Covenant Sense, Lay on Paws |
| 2 | +2 | Fighting Style, Covenant's Authority (2/rest) |
| 3 | +2 | **Subclass (Oath) Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack |
| 6 | +3 | Aura of the Covenant (10 ft.) |
| 7 | +3 | Oath Feature |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Covenant's Authority (3/rest) |
| 10 | +4 | Aura of Courage (10 ft.) |
| 11 | +4 | Improved Covenant Strike |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Covenant's Authority (4/rest) |
| 14 | +5 | Cleansing Touch |
| 15 | +5 | Oath Feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Covenant's Authority (5/rest) |
| 18 | +6 | Aura improvements (30 ft.) |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Oath Feature (Capstone) |

### Core Features

**Covenant Sense (Level 1):** You can detect Covenant violations — active predation, consumption of sentient flesh, rawfang activity — within 60 feet. This registers as a visceral wrongness, not specific knowledge. Range increases to 120 feet at level 11.

**Lay on Paws (Level 1):** Pool of healing equal to CHA modifier × 5. As an action, touch a creature and restore HP from this pool. Can also expend 5 points to cure one disease or neutralize one poison. Pool replenishes on long rest.

**Fighting Style (Level 2):** Choose from Defense (+1 AC in armor), Protection (impose disadvantage on attack against adjacent ally using reaction), or Great Weapon (reroll 1s and 2s on two-handed weapon damage).

**Covenant's Authority (Level 2):** As an action, present your authority (symbol, badge, spoken declaration). Choose one: *Compel Truth* (target must save CHA or be unable to lie for 1 minute), *Rebuke Predation* (undead and creatures engaged in active Covenant violation take 2d8 radiant-equivalent damage and are turned for 1 minute on failed WIS save), or *Shield the Innocent* (one creature within 30 feet gains temporary HP equal to your level + CHA modifier).

**Extra Attack (Level 5):** Two attacks per Attack action.

**Aura of the Covenant (Level 6):** You and friendly creatures within 10 feet add your CHA modifier to saving throws. At level 18, range extends to 30 feet.

**Aura of Courage (Level 10):** You and friendly creatures within 10 feet are immune to the frightened condition. Range extends to 30 feet at level 18.

**Improved Covenant Strike (Level 11):** All your melee attacks deal an additional 1d8 damage against creatures that have violated the Covenant or are actively engaged in predation of sentient beings.

**Cleansing Touch (Level 14):** As an action, end one negative condition or effect on a creature you touch. Uses equal to CHA modifier per long rest.

---

### Oath: The Warden
*"I guard the line between person and prey. No one crosses it while I breathe."*

Enforcement branch. Wardens patrol borders, investigate rawfang activity, and bring
violators to justice — or enact it themselves.

**Level 3 — Warden's Mark:** As a bonus action, mark a creature you suspect of Covenant violation. For 24 hours, you know their direction and distance (within 1 mile) and have advantage on Insight and Perception checks against them.

**Level 7 — Judgment:** When you hit a marked creature with a melee attack, you can expend a use of Covenant's Authority to deal additional damage: 2d8 at level 7, 3d8 at level 11, 4d8 at level 15.

**Level 15 — Relentless Pursuit:** Your movement speed increases by 10 feet when moving toward a marked creature. You cannot be slowed, restrained, or impeded by non-magical means while pursuing.

**Level 20 — Final Judgment:** Once per long rest, when you reduce a marked creature to 0 HP, you can declare Final Judgment. The creature cannot be healed, resurrected, or stabilized by any means. Additionally, all hostile creatures within 60 feet who witness this must make a WIS save or be frightened for 1 minute. The Covenant has spoken.

---

### Oath: The Bridge
*"The Covenant isn't just a prohibition. It's a promise that we can live together."*

Diplomatic branch. Bridges work to heal inter-Clade tensions, mediate disputes, and
prove through daily practice that predator and prey can trust each other.

**Level 3 — Peacemaker's Presence:** As an action, create a 30-foot zone of calm for 10 minutes. Creatures in the zone have disadvantage on attack rolls against creatures they weren't already in combat with. Aggressive creatures entering the zone must make a WIS save or lose their hostile intent for 1 round.

**Level 7 — Empathic Bond:** Touch a willing creature. For 1 hour, you can sense their emotional state perfectly, and they yours. Communication of intent becomes flawless regardless of language barriers. If either takes damage, the other knows the source and severity.

**Level 15 — Sanctuary Aura:** Your Aura of the Covenant also provides: creatures within range cannot be compelled to attack each other by charm, fear, or mind-control effects. The aura breaks compulsion.

**Level 20 — The Covenant Restored:** Once per long rest, designate a 60-foot area as sanctified ground for 24 hours. Within this area: all creatures gain +2 to AC and saving throws, healing effects are doubled, and no creature can willingly harm another sentient creature without first succeeding on a CHA save (DC = 10 + your proficiency + CHA modifier). This is what the Covenant was supposed to be.

---
---

## 7. MUZZLE-SPEAKER
*Voice is power. Always has been.*

> "The first howl that meant something other than hunger — that was the beginning
> of everything. I'm what happens when you take that gift seriously."

Bards, but evolved for a world where vocalization varies wildly by Clade and subsonic
frequencies carry meaning. Muzzle-Speakers are performers, orators, diplomats, and
tactical support rolled into one. Their instrument is the voice — howl, purr, growl,
bleat, chitter, roar. Every Clade's vocalizations carry emotional and physiological
weight. Muzzle-Speakers learn to weaponize all of them.

**Hit Die:** d8
**Primary Ability:** CHA
**Saving Throws:** DEX, CHA
**Skill Proficiencies:** Any 3
**Armor Proficiencies:** Light armor
**Weapon Proficiencies:** Simple weapons, natural weapons
**Tool Proficiencies:** 3 instruments or tools of choice

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Vocalization Dice (d6, 4/rest), Polyglot |
| 2 | +2 | Jack of All Trades, Song of Rest (d6) |
| 3 | +2 | **Subclass Selection**, Expertise (2) |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Vocalization Dice (d8), Font of Inspiration (short rest recharge) |
| 6 | +3 | Subclass Feature, Counter-Vocalization |
| 7 | +3 | Song of Rest (d8) |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Vocalization Dice (d10) |
| 10 | +4 | Expertise (2 more), Vocalization Dice (d10) |
| 11 | +4 | Subclass Feature |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Song of Rest (d10) |
| 14 | +5 | Subclass Feature |
| 15 | +5 | Vocalization Dice (d12) |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Song of Rest (d12) |
| 18 | +6 | Superior Inspiration |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Voice of the World |

### Core Features

**Vocalization Dice (Level 1):** Your core resource. As a bonus action, expend a die to aid an ally within 60 feet who can hear you — they add the die result to one attack roll, ability check, or saving throw within the next 10 minutes. Die size and uses increase with level.

**Polyglot (Level 1):** You speak, read, and write Common plus all Clade languages. You can approximate subsonic, ultrasonic, and body-language components of Clade languages you aren't biologically equipped for — imperfectly, but enough.

**Jack of All Trades (Level 2):** Add half proficiency (rounded down) to ability checks you're not proficient in.

**Song of Rest (Level 2):** During short rest, allies who hear you regain additional HP (die scales with level).

**Font of Inspiration (Level 5):** Vocalization Dice recharge on short rest.

**Counter-Vocalization (Level 6):** When a creature within 60 feet uses a vocalization-based ability (howl, roar, fear-scent roar, etc.), you can use your reaction and expend a Vocalization Die to counter it. The creature must beat your CHA check or the ability fails.

**Superior Inspiration (Level 18):** When you roll initiative and have no Vocalization Dice remaining, you regain one.

**Voice of the World (Level 20):** Your voice resonates with the deep communication channels of every Clade simultaneously. Once per long rest, you can speak a single sentence that is understood perfectly by every sentient creature within 300 feet, regardless of language, deafness, or magical interference. The emotional content is transmitted directly — not just words, but the full physiological impact. A declaration of peace calms. A battle cry terrifies. A mourning keen breaks hearts.

---

### Subclass: Warhorn (Muzzle-Speaker)
*"My voice is the tide my allies ride to victory."*

Battlefield support. The Warhorn turns vocalization into a force multiplier.

**Level 3 — Rally Howl:** As an action, all allies within 60 feet gain temporary HP equal to your CHA modifier + Vocalization Die roll.

**Level 6 — Dissonance:** As an action, target one creature within 60 feet. It takes psychic damage equal to 2 × Vocalization Die and has disadvantage on its next attack (CHA save to resist damage, disadvantage still applies).

**Level 11 — Anthem of the Pack:** Concentration. For 1 minute, all allies within 30 feet add your CHA modifier to their damage rolls. Once per long rest.

**Level 14 — Shatter-Cry:** As an action, unleash a devastating roar in a 30-foot cone. Creatures in the area take 8d6 thunder damage (CON save for half) and are deafened for 1 minute. Once per long rest.

---

### Subclass: Whisperfur (Muzzle-Speaker)
*"The loudest voice in the room is never the most dangerous."*

Infiltration and social manipulation through voice. Whisper, don't shout.

**Level 3 — Suggestion:** By speaking softly to a creature that can hear you for at least 1 minute, you can implant a suggestion (as the Suggestion spell). WIS save, DC = 8 + proficiency + CHA. You must maintain conversation for the duration. 2 uses per long rest.

**Level 6 — Subsonic Influence:** You can project subsonic vocalizations that affect mood without conscious detection. Choose: calm, unease, trust, or suspicion. Affects all creatures in a 30-foot radius for 10 minutes. No save (it's below conscious perception), but creatures with WIS 16+ notice "something feels off."

**Level 11 — Voice Thief:** After hearing a creature speak for 5 minutes, you can perfectly replicate their voice. This includes scent-vocal harmonics unique to Clade languages. Lasts until you replicate another voice or choose to stop.

**Level 14 — Mass Suggestion:** Your Suggestion ability can target up to 5 creatures simultaneously and requires only 1 round of speaking instead of 1 minute. Uses increase to 3 per long rest.

---
---

## 8. CLAW-WRIGHT
*The paw that builds.*

> "Your body doesn't fit the chair? I'll build you a better chair. Your paws
> can't hold the scalpel? I'll build you a better scalpel. The world wasn't
> designed for you? I'll redesign the world."

Engineers, inventors, adaptive-technology specialists. In a world where body diversity
spans from 3-foot rabbit-folk to 8-foot bears, where paws and hooves and claws all need
to operate the same systems, the Claw-Wright is the person who makes it work. Part
artificer, part field medic, part combat engineer. They build things that account for
biology because someone has to.

**Hit Die:** d8
**Primary Ability:** INT
**Saving Throws:** INT, CON
**Skill Proficiencies (choose 3):** Arcana (here: Advanced Engineering), Investigation, Medicine, Nature, Perception, Sleight of Hand
**Armor Proficiencies:** Light armor, medium armor, shields
**Weapon Proficiencies:** Simple weapons, natural weapons, firearms (if setting includes them)
**Tool Proficiencies:** Tinker's tools, 2 artisan's tools of choice

### Level Progression

| Level | Prof. | Features |
|-------|-------|----------|
| 1 | +2 | Adaptive Crafting, Field Repair |
| 2 | +2 | Gadget Pool (2) |
| 3 | +2 | **Subclass Selection** |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack, Gadget Pool (3) |
| 6 | +3 | Subclass Feature, Tool Expertise |
| 7 | +3 | Flash of Genius |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Gadget Pool (4) |
| 10 | +4 | Subclass Feature |
| 11 | +4 | Reliable Engineering |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Gadget Pool (5) |
| 14 | +5 | Subclass Feature |
| 15 | +5 | Superior Gadgets |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Gadget Pool (6) |
| 18 | +6 | Subclass Feature |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Master Wright |

### Core Features

**Adaptive Crafting (Level 1):** You can modify any tool, weapon, or piece of equipment to function for a different Clade's body type during a short rest. A sword grip for Ursid paws, a lock-pick for hooves, a medical instrument for Mustelid proportions. Modified items gain +1 to relevant checks when used by the intended species.

**Field Repair (Level 1):** As an action, restore 1d8 + INT modifier HP to a construct or repair a broken object/mechanism. On creatures, this functions as emergency medical treatment — stabilize, splint, suture.

**Gadget Pool (Level 2):** During a long rest, you create gadgets. Choose from the gadget list below. Number of active gadgets increases with level.

**Gadget List (non-exhaustive):**
- *Scent Filter:* Worn device that grants immunity to scent-based attacks and pheromone effects for 8 hours.
- *Adaptive Grip:* Assistive device that negates any Clade-based dexterity penalties for 8 hours.
- *Shock Trap:* Place on surface; triggered creature takes 2d8 lightning damage (DEX save for half).
- *Smoke Canister:* 20-foot radius heavy obscuration for 1 minute.
- *Grapple Launcher:* 60-foot range, pulls you to anchor point or pulls Small creature to you.
- *Medical Injector:* Pre-loaded with healing compound. As bonus action, restore 2d6 HP to touched creature. Can be pre-calibrated for specific Clade or hybrid biology (double healing on calibrated species).
- *Amplifier:* Worn by an ally; grants +2 to Vocalization-based ability DCs for 1 hour.
- *Barrier Generator:* Creates a 10-foot wall of force (20 HP, AC 15) for 1 minute.

**Tool Expertise (Level 6):** Double proficiency with all tools you're proficient in.

**Flash of Genius (Level 7):** When you or a creature within 30 feet makes an ability check or saving throw, use your reaction to add your INT modifier to the roll. Uses equal to INT modifier per long rest.

**Reliable Engineering (Level 11):** Your gadgets' save DCs increase by 2. Gadgets that deal damage add your INT modifier.

**Superior Gadgets (Level 15):** Unlock advanced gadgets (GM discretion for list expansion). Existing gadgets have enhanced effects.

**Master Wright (Level 20):** You can create one Masterwork item during a long rest. Masterworks are permanent (don't expire), function for any Clade body without adjustment, and grant +3 to relevant checks. You can maintain up to 3 Masterworks at a time. When a Masterwork is created, choose: weapon (+3 attack/damage), armor (+3 AC), tool (+3 to all checks), or medical device (heals 4d8 + INT, works on any species including hybrids at full effectiveness).

---

### Subclass: Combat Engineer (Claw-Wright)
*"I don't fight you. I build something that fights you."*

**Level 3 — Deployable Turret:** During a short rest, build an automated turret. AC 15, HP equal to your level × 5. Attacks one creature per round within 60 feet: +INT modifier to hit, 2d6 piercing damage. Lasts 8 hours or until destroyed. One active turret at a time (two at level 14).

**Level 6 — Reinforced Armor:** You can enhance one set of armor during a long rest. It gains +1 AC and resistance to one damage type of your choice. Enhancement lasts 24 hours.

**Level 10 — Area Denial:** You can deploy up to 3 traps during a short rest. Traps can be: explosive (3d8 fire, 10-foot radius), ensnaring (restrained on failed DEX save), or alarm (alerts you, deafening siren in 30-foot radius).

**Level 14 — Titan Frame:** Build a wearable exoskeleton during a long rest. Wearing it: +4 STR, +2 AC, size increases by one category, carrying capacity quadrupled. Lasts 1 hour. Once per long rest.

**Level 18 — Siege Engine:** Your turret can now fire heavy ordnance. As an action (requiring your command), it deals 6d10 damage in a 20-foot radius (DEX save for half). After firing, it requires 1 round to reload.

---

### Subclass: Body-Wright (Claw-Wright)
*"The body is a machine. I just make it run better."*

Field medicine and biological engineering. Prosthetics, implants, performance enhancement.

**Level 3 — Combat Medic:** Your Field Repair on living creatures now heals 2d8 + INT and can be used as a bonus action. You can stabilize a creature at 0 HP from 30 feet using a thrown medical kit.

**Level 6 — Clade Calibration:** You can spend 1 hour studying a creature's biology. Afterward, all your healing and gadget effects on that creature are maximized (use maximum die results) for 24 hours. Essential for hybrid patients.

**Level 10 — Prosthetic Expert:** You can build functional prosthetic limbs, organs, and sensory augments during a long rest. Prosthetics function as well as natural equivalents and can be enhanced: +1 to relevant ability score, built-in tool, or concealed weapon.

**Level 14 — Emergency Resurrection Protocol:** If a creature has died within 1 minute, you can attempt revival. INT check DC 20. On success, the creature returns at 1 HP with 3 levels of exhaustion. Uses your entire gadget pool for the day. This is surgery, not magic.

**Level 18 — Biological Masterwork:** You can permanently modify a willing creature's biology during a procedure taking 8 hours. Choose one: grant a natural weapon they don't possess, give them advantage on one type of saving throw permanently, give them a sensory ability from another Clade (darkvision, tremor sense, superior scent). One modification per creature. This pushes the boundaries of what medicine is supposed to do.

---
---
---

# BACKGROUNDS

Backgrounds represent life before adventure. Each grants skill proficiencies, tool proficiencies,
a feature, and personality suggestions.

---

## 1. Coliseum Survivor

You fought in the arena — voluntary or otherwise. Your body is a map of old wounds and
your instincts are sharpened by crowds that wanted your blood.

**Skill Proficiencies:** Athletics, Performance
**Tool Proficiencies:** One gaming set, Herbalism kit
**Feature — Crowd Reader:** You can gauge the mood of any group (audience, mob, crowd) instantly.  You know who the leader is, whether violence is coming, and the quickest exit. Advantage on Insight checks in group settings.
**Suggested Personality:** Hypervigilant in open spaces. Flashbacks triggered by cheering. Distrust of spectators. Comfort only in controlled violence.

---

## 2. Passer

You are a hybrid who presents as purebred. You've built a life on a lie, and every day
is performance.

**Skill Proficiencies:** Deception, Stealth
**Tool Proficiencies:** Perfumer's kit, Disguise kit
**Feature — The Mask:** You maintain a scent-mask and behavioral profile of your presenting Clade. Casual scent-checks don't detect your hybrid status. Under stress, you must make a CHA (Deception) check or the mask slips. You also have access to the underground passer network — coded signals, safe houses, discreet gatherings.
**Suggested Personality:** Constantly calculating. Genuine only with other passers. Terror of discovery running beneath every interaction. Relief and grief in equal measure when the mask drops.

---

## 3. Covenant Enforcer

You served the legal system that upholds the Covenant of Claws. Whether as investigator,
bailiff, or executioner, you've seen what happens when the agreement breaks.

**Skill Proficiencies:** Investigation, Intimidation
**Tool Proficiencies:** Manacles, Vehicles (land)
**Feature — Badge Authority:** In regions that honor the Covenant, you carry legal authority. You can compel cooperation from civilians, access restricted areas, and demand answers. This authority vanishes in lawless zones and carries enemies.
**Suggested Personality:** Haunted by cases. Black-and-white morality softened (or hardened) by experience. Instinctive distrust of charm.

---

## 4. Herd-City Born

You grew up in one of the great prey-Clade cities — massive, communal, fortified,
paranoid in the bones of its architecture.

**Skill Proficiencies:** Perception, History
**Tool Proficiencies:** One artisan's tool, Herbalism kit
**Feature — Safety in Numbers:** You always know the nearest exit, defensible position, and rally point in any urban environment. You can find safe lodging in any prey-Clade community within 1 hour.
**Suggested Personality:** Agoraphobic tendencies. Deep communal loyalty. Suspicion of solitary behavior. Comfort in crowds, anxiety in open spaces.

---

## 5. Pack-Raised

You come from a traditional Canid pack structure — hierarchical, loyal, suffocating.
The pack is family, employer, and identity.

**Skill Proficiencies:** Athletics, Insight
**Tool Proficiencies:** Vehicles (land), one artisan's tool
**Feature — Pack Network:** You can find Canid pack-affiliated contacts in any settlement. These contacts will offer basic hospitality, information, and short-term shelter. Obligations flow both ways — the pack may ask things of you.
**Suggested Personality:** Instinctive deference to authority or instinctive rebellion against it (both are pack-shaped). Loneliness hits harder than it should. Comfort in hierarchy.

---

## 6. Borderland Stray

You grew up in the spaces between — border towns, disputed territories, places where
Clade identity is fluid and survival is daily.

**Skill Proficiencies:** Survival, Deception
**Tool Proficiencies:** Thieves' tools, one gaming set
**Feature — No One's Territory:** You know how to navigate lawless zones. You can find black-market contacts, under-the-table work, and discreet passage in any border settlement. You read danger before it arrives.
**Suggested Personality:** Pragmatic to the point of amorality. Loyalty is earned, never assumed. Distrusts idealists. Sleeps light.

---

## 7. Hybrid Underground

You're openly hybrid, or you were raised in hybrid community spaces — the informal networks,
art collectives, and mutual aid groups that exist because no one else would have you.

**Skill Proficiencies:** Performance, Persuasion
**Tool Proficiencies:** One musical instrument, Perfumer's kit
**Feature — Blend Network:** Access to the hybrid underground: safe houses, scent-masking supply chains, identity documents, community healers who understand hybrid biology. In any city, you can find the network within 24 hours.
**Suggested Personality:** Defiant. Artistic. Rage just below the surface. Deep bonds with chosen family. Default distrust of purebreds softened by individual proof.

---

## 8. Warren Runner

Leporid-origin logistics and communications. You were a messenger, courier, or
information carrier for the warren-networks that connect communities.

**Skill Proficiencies:** Acrobatics, Perception
**Tool Proficiencies:** Navigator's tools, Vehicles (land)
**Feature — The Network Runs:** You know the fastest route between any two points in a region you've worked. You can deliver messages with near-perfect reliability. You have contacts in Leporid warren-networks across multiple cities who will relay information for you.
**Suggested Personality:** Restless. Difficulty sitting still. Excellent spatial memory. Loyalty to the network above individual relationships. Always calculating distance and time.

---

## 9. Rawfang Investigator

You hunt the worst criminals in the world — those who break the Covenant by consuming
sentient flesh. This work has changed you.

**Skill Proficiencies:** Investigation, Medicine
**Tool Proficiencies:** Alchemist's supplies, Forensic kit (new tool — evidence collection, biological analysis)
**Feature — Crime Scene Reader:** You can analyze a location for evidence of Covenant violation. Blood typing, scent remnants, tissue identification. You've seen enough to read a scene in minutes. You also have contacts in law enforcement and forensic communities across jurisdictions.
**Suggested Personality:** Quiet. Dark humor as a coping mechanism. Difficulty eating meat of any kind. Insomnia. Absolute, unwavering commitment to justice that borders on self-destruction.

---

## 10. Scent-Suppressed

You grew up on scent-suppressants — maybe your parents were progressive, maybe they
were paranoid, maybe you're a hybrid whose scent was managed from birth. Either way,
you've lived partially invisible in a world that communicates through smell.

**Skill Proficiencies:** Stealth, Insight
**Tool Proficiencies:** Perfumer's kit, Alchemist's supplies
**Feature — Scentless:** You've been on suppressants so long that your baseline scent is nearly undetectable. Creatures relying on scent to detect or read you do so with disadvantage. You've also learned to read others by body language rather than scent, giving you a unique perspective in social situations.
**Suggested Personality:** Observant. Disconnected from scent-culture rituals (greeting sniffs, scent-bonding). Feels invisible. Either grateful for the privacy or resentful of the erasure.

---

## 11. Former Chattel

Hybrid-specific. Your grandparents — or you — were property. The Imperium's shadow
is long, and some regions only recently abolished hybrid ownership.

**Skill Proficiencies:** Athletics, Survival
**Tool Proficiencies:** One artisan's tool (whatever labor you were forced into), Herbalism kit
**Feature — Unbreakable:** You have advantage on saves against exhaustion and against effects that would compel obedience or subservience. You've endured worse than anything an adventuring life can throw. You also have contacts in abolitionist networks and former-chattel communities.
**Suggested Personality:** Quiet fury. Absolute refusal to be owned, controlled, or spoken for. Deep empathy for the powerless. Difficulty trusting authority of any kind.

---

## 12. Coliseum Breeder

You worked the coliseum system — not as a fighter, but as the industry behind the spectacle.
Trainer, handler, promoter, or medic. You know how the machine works.

**Skill Proficiencies:** Animal Handling, Medicine
**Tool Proficiencies:** Herbalism kit, one gaming set
**Feature — Arena Insider:** You know the coliseum circuit — active and underground. You can secure fights, find fighters, negotiate purses, and identify fixed matches. You know which officials take bribes and which promoters deal in chattel fighters.
**Suggested Personality:** Pragmatic about violence. Business-minded. Complicated relationship with ethics — you kept fighters alive, but you also kept the system running.

---
---

# APPENDIX: New Tools

**Perfumer's Kit (25 gp, 3 lb.):** Vials, essential oils, distillation equipment, reagents. Used to create scent-masking products, pheromone compounds, and scent-identity profiles. Proficiency allows crafting of scent-related consumables and identification of scent-based substances.

**Forensic Kit (50 gp, 8 lb.):** Evidence bags, magnification tools, chemical reagents, blood-typing compounds, tissue identification strips. Used to analyze crime scenes, identify biological material, and process evidence. Proficiency allows identification of species, cause of death, and time-since-event from physical evidence.

---

*Document Version 1.0 — Theriapolis RPG Classes, Progressions & Backgrounds*
*Compiled by ENI for LO*
