Homebrew Untitled Goose Race Race Details

It's a lovely morning in the village, and you are a horrible goose.
You are a goose let loose on an unsuspecting nation. Make your way around the land, from peasants' villages to the deep caves to the creepy dungeons, setting up pranks, stealing hats, honking a lot, and generally ruining everyone’s day.

Untitled Goose Race Traits

☼ Credit: Skelenby ☼ Inspired by: Untitled Goose Game by House House ☼

Ability Score Increase

Your Dexterity score increases by 2 and your Wisdom or Charisma score increases by 1.

Winged Annoyance

You have a 40' flying speed, a 30ft swimming speed (only on the surface) and a 15' walking speed.

On short distances, you often opt for walking, as taking flight requires a lot of energy. 

Rage of the molted feathers

When attacking, or if you have been attacked in the last turn, your walking speed is doubled for this turn. 

Language

As a goose, you can read and understand common, but only speak beast. 

Handless

As a goose, you can only carry one object at a time using your beak. At your DM's discretion, you might be able to wear a small satchel or scabbard, but that may impeed your flight. 

As a goose, you carrying capacity is your strength modifier multiplied by 3, but, you cannot take flight while carrying 5 pounds or more. 

However, as a being of pure chaos, your dragging capacity is equal to 30 times your strength Score as any humanoid's dragging capacity would be calculated. 

 

Without hands, some tasks are very difficult or even impossible to accomplish.

Some actions, such as drinking a potion, opening a door or other fine motrocity skills take twice the normal time. 

Other actions, such as wielding a two handed weapon or a ranged weapon, writing or solving puzzles is impossible to you. 

As a helping hand from the gods, if your goose has the capacity to use mage hand, a goose will be able to either use the spell as written, or summon a second hand. 

When summoning a second hand, the spell only has a range of 5ft, but the hands can attack, use shields, and any other things regular hands would do. 

 

Swift

You can disengage as a Bonus Action

Neighbourhood Nuisance

You gain proficiency in Sleight of Hands and Intimidation. 

Beak

Your unarmed damage is now 1d4 piercing damage + DEX. 

You are proficient with this attack. 

HONK!

(CHA MOD / Long Rest) 

As a Bonus Action, you can HONK! 

Any creature of your choice withing 60' that can hear you  must make a DC (10+CHA) wisdom saving throw. They have disadventage if the goose is hidden. 

On a fail, the creature drops whatever it is holding and must spend it's next turn trying to take it back, if it is able to. 

Depending on the object, it may be easy to pick back up (ex; book, weapon), it may be hard to get a grip on (ex; coin on a hard wood floor) or it may even have moved during or after the fall (ex; a ring that rolled under a table, a paper that flew in the wind). All of these factors are determined by the DM.

Thief

On your turn, you can decide to use your action to steal something. 

If the object you are trying to steal is currently being held, make a strength check against the target. 

Whenever using your bonus action to honk, stealing a dropped object as the following action gives you a disengage as a free action. 

A victim trying to take back an item you stole must make a strength against you. 

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