The Peering Eye

Harvester’s Kit

Component Harvesting
Extracting valuable parts from a creature requires a set of harvester's tools. If you are proficient with this kit you can make a Dexterity check to extract various useful body parts for use in poisons, magic items and other items. The DC to harvest a component is the creatures CR +5 for one dose. You extract one component for every 5 points of success over the base DC. If the creature is alive and incapacitated you can extract twice the number of components. For every hour since the creature was slain, the DC increases by 1.
Simple amputations such as cutting off a wing or taking an eyeball do not count against the component limit if you are proficient and do not require a check. The check is only required for gathering delicate, intricate or perishable components.

Poison Harvesting
If the creature has a poison attack, you can harvest it’s poison. You harvest one dose of poison instead of a component.
For example, an Osyluth is a CR 9 creature so the base difficulty to harvest it's poison is 14 for one dose, 19 for two doses, 24 for three doses, etc.

Domain: Were

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Starting at 3rd level, you can use a bonus action to call on The Moon of Charon to transform you into a were creature. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your Charon cleric level determines the forms you can transform into, as shown in the Were Shapes table. At 3rd level, for example, you can transform into a direwolf, a brown bear or a tiger.

Level

Max. CR

Were Forms

3rd

1

Dire Wolf, Brown Bear, Tiger

6th

2

Were Rat, Giant Boar, Polar Bear, Rhinocerous

9th

3

Were Wolf, Killer Whale, Minotaur

12th

4

Were Tiger, Were Boar

15th

5

Were Bear, Giant Shark

18th

6

Were Elephant, Were Rhino, Mammoth

20th

7

Giant Were Ape*

 *Giant Were Ape: Add Lycanthropy and a hybrid form to the standard Giant Ape.

You can stay in a were shape for a number of hours equal to half your cleric level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

 While you are transformed, the following rules apply:

 Your game statistics are replaced by the statistics of the were form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

 • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in werewolf form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

 • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your were form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as spritual weapon, that you’ve already cast.

 • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

 • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

 • While you are transformed by Were Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

 • When you transform into a were shape that has a hybrid form, you can choose hybrid transformation. If you do, your equipment changes shape and and is fully functional in your new form, you gain a +1 natural armor bonus to armor class, you can choose to attack using the hybrid form’s attacks or your standard attacks, you can cast spells and you retain your Strength and Constitution scores if they were higher before transformation. However you do not gain the hit points of the new form.

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.