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Beasthide

Ability Score Increase +1 and +2 to any two different ability scores of choice
Size Medium
Speed Base of 30ft if Medium, 25ft if Small

Heart of Nature: Beastfolk bear many of the same features as wildlife, meaning they learn the Animal Handling Skill.   All animals under the sun: Choose 3 of the following traits:   Agile Climber: You have a climbing speed equal to your movement speed on either walls or ceilings . Alternatively, you have a climbing speed equal to your movement speed -10 on both walls and ceilings.   Coldblooded: You have advantage on Con saves against heat exhaustion. Also, while in hot conditions, you have advantage for Int,  Dex, and Wis saves.   Great Leaper: You have a jump distance equal to your movement -10.   Hardy Stomach: You can consume items that would otherwise hold little nourishment (bones, dung) as normal food. You also have advantage on Con saves against ingested poisons.   Darkvision: You have darkvision in a 60ft radius.   Aquatic: You have a swim speed equal to your movement speed and can hold your breath for 15 minutes.   Omni-directional vision: You can see in all directions, either due to eye placement or unusual neck rotation, meaning enemies don't get advantage from attacking while hidden.   Longstride: Your movement speed becomes 35ft.   Thick hide: You add a +1 to your AC or alternatively have a base AC of 13+ Dex.   Natural weapon: You have a bite, claw, spine, or similar attack. You are proficient in it, and you deal 1d4+ your Str or Dex modifier piercing or slashing damage. When entering close combat, you can make an unarmed natural weapon attack as a reaction.   Prehensile appendage: You have an appendage of some sort that can hold and, to an extent, manipulate objects, carry as much as you can, do somatic components for spells, and unarmed strikes. However, it cannot use weapons or shields.   Natural talent: The animal world is bizarre and varied, and skills are no exception. You are profficient in a skill of your choice.   High flyer: You have a flight speed of 20ft.   Tunneling Critter: You have a burrowing speed of 20ft while your both hands are free. You also leave a tunnel in your wake, either 2.5 ft in diameter if your size is small, or 4 ft if your size is medium.   Smell memory: You have a marvelous sense of smell. You can immediately tell whether you have been in a location before, encountered an object, or met someone before by their smell.   Keen sight: You can see well when vision is naturally obscured. You treat lightly obscured areas as normal, heavily obscured areas as lightly obscured (except darkness).   Mighty build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also have advantage for strength rolls involving grapples.   Natural spellcasting: You can cast a cantrip of your choice as an action, flavoured to act as a natural ability. E.g poison spray functioning as spitting poison from your mouth.   Slippery squeezing: You can fit through spaces 1 size smaller than your actual size. You can also move through the space of any creature 2 sizes larger than you, e.g small vs large.   Superfine sense: You have advantage when rolling for perception for a particular sense, e.g smell, sight, hearing.   Echolocation: As a bonus action, you can emit a noise too high pitched for people without this trait to hear. This gives you Truesight in a 30ft radius.   Varied size: You can pick either small or medium as your size.
 

Languages. Common +1 extra


Created by

Eggie-lad.

Statblock Type

Race

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