Homebrew Finhead Species Details
Note: This was created to match the racial changes and balances of Monsters of the Multiverse. This does contain features that are different than the saurial race from 2nd Edition.
Alert, bright, active, curious, and emotional, finheads are good with their hands and willing to perform almost any sort of hard labor. Most see the world in black-and-white terms and believe in absolute concepts such as good, evil, and truth.
Finheads are enthusiastic about new tasks and adventures, and they often leap into dangerous situations before fully understanding them. Even so, their ability to think quickly on their feet allows them to assess situations within moments.
his reptilian creature stands slightly shorter than a typical human and has roughly human shape and proportions. Its tail measures slightly more than half its body length, and a pronounced fin crowns its head
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Finhead Traits
As a finhead, you have the following traits.Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 35 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Sense Alignment
As a bonus action you can sense the alignment of any one creature within 60ft. as long as the creature isn’t hidden from divination magic by a spell or other magical effect.
Absolute Assessment
You know the Guidance cantrip. Starting at 3rd level, you can cast the Detect Evil and Good spell with this trait. Starting at 5th level, you can also cast the Zone of Truth spell with this trait, without requiring a material component. Once you cast Detect Evil and Good or Zone of Truth with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Previous Versions
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5/20/2022 12:30:00 AM
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6
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0
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Coming Soon
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6/1/2022 9:24:49 PM
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7
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0
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Fixed Bite
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Coming Soon
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