Homebrew Teru Teru Bozu Species Details
Having pale skin and largely featureless faces, these otherwise human shaped creatures are named for weather talismans where they were first discovered in eastern Kara-Tur, with which they share many similarities. Having only showed up in recent history, Teru Teru Bozu are strange beings that seem mysteriously linked to their surrounding weather, even able to control it to a limited capacity. Some scholars speculate they are fey in origin, while others point to their appearance alongside the disappearance of Zakhara's Jann as a coincidence that can't be ignored. Regardless of origin, they seem content now to live all across the material plane, mingling with whoever will accept them across all walks of life.
Teru Teru Bozu Traits
Your unusual nature grants you many unique traits.Ability Score Increase
One ability score increases by 2, and another ability score increases by 1, or 3 ability scores increase by 1
Age
Teru Teru Bozu age quickly, reaching physical maturity by age 3. They tend to have lifespans on par with gnomes.
Size
You are small or Medium, chosen when you pick this race at 1st level.
Teru Teru Bozu have many sizes, from barely larger than a pixie to the around the height of an average orc. Their bodies lack density, however; they're roughly half the weight of a humanoid with the same height and build as them.
Speed
Your base walking speed is 30 feet.
Creature Type
You are considered elemental or fey, which you choose when you select this race.
Languages
You can speak, read, and write Common and one other language deemed appropriate.
Weather Strike
As an action, you can conjure a mysterious ball of magical energy to strike a target you can see, bursting on contact. You can perform this as either a ranged spell attack with a range of 30 feet, or a melee spell attack with a range of 5 feet. On a hit, the target takes 1d6 force damage.
This trait's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This trait's attack is considered a cantrip with somatic components. Intelligence, wisdom, or charisma is your spellcasting ability for this trait (choose when you select this race).
Forecast
Your strange body changes depending on the local weather. This change is instantaneous and requires no action from you.
- Sunny. When the weather is clear and the temperature is 80°F (27°C) or higher, you assume sunny form. In this form, you have resistance to fire damage, but are weak to cold damage. Your weather strike also changes from force to fire damage.
- Rainy. When it is raining in any capacity, you assume rainy form. In this form, you have resistance to thunder damage, but are weak to lightning damage. Your weather strike also changes from force to thunder damage.
- Snowy. When it is snowing, hailing, sleeting, or anything in between, you assume snowy form. In this form, you have resistance to cold damage, but are weak to fire damage. Your weather strike also changes from force to cold damage.
- Normal. If the weather is anything other than described above, you assume normal form. In this form, you have resistance to necrotic damage.
Small Storm
When you reach level 3, you gain the ability to use your bonus action to cause one of the effects listed below. Each effect occurs within a 30 foot radius cylinder that extends up 100 feet, which is centered on you and moves with you. Each effect has a 1 minute duration, and once active, you must maintain concentration on it as if it were a spell.
- Radiant sun. You cause intense sunlight to beam down, causing you to instantly assume sunny form regardless of the weather. For the duration, within the trait's area, any target that receives fire or radiant damage receives an additional 1d6 damage of the respective type, and any target that receives cold damage receives a 1d6 damage reduction.
- Downpour. You cause a deluge of water to rain down, causing you to instantly assume rainy form regardless of weather. For the duration, within the trait's area, any target that receives thunder or lightning damage receives an additional 1d6 damage of the respective type, and any target that receives fire damage receives a 1d6 damage reduction.
- Hailstorm. You cause a magical storm of hailstones, causing you to instantly assume snowy form regardless of the weather. For the duration, within the trait's area, any target that receives cold damage receives an additional 1d6 damage. In addition, when a creature moves into the trait's area for the first time or starts its turn there, it takes cold damage equal to your proficiency bonus as it is pelted by the hail. A creature with cold resistance does not take this damage.
The die for this trait's effects changes when you reach certain levels. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 16th level.
You may use this trait a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
Previous Versions
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