Homebrew Almiraj Species Details

Almiraj resemble a large rabbit or hare with yellowish fur and a 1‑foot-long (30-centimetre) spiralled horn, usually black in colour, on their foreheads, like unicorns. Almiraj were usually timid creatures, considered stupid and unpredictable by some. However, almiraj were also fearless. They were easy to pet and tame, and incredibly faithful to their masters, and spellcasters often sought them to make them their familiars. Over time, as the lands evolved, so did the Almiraj. Eventually, they had high intelligence, some of which could rival a wizard. Soon, they were treated as equals by the other races.

 

Almiraj Traits

Beast of Prey

Fey Ancestry

You have the advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses

You have proficiency in the Perception skill.

Languages

You can speak, read, and write Common, Elvish and Sylvan.

Prey Senses

Because Almiraj were prey animals, and as such, they grew to attune to their surroundings giving them 360 vision and allowing them to go 4 days without sleep.

Familiar Spellcasting

Spending much time as familiars for wizards, Almiraj gained a special spellcasting ability for when using non-damaging spells, such as cure wounds and minor illusions. The ability increases the roll score by 1/4 of the maximum dice roll (e.g. a d4 gains a +1, and a d8 gains a +2). In addition, if the Almiraj themselves gain a familiar, the buff increases by 1/8.

Age

Almiraj reach physical maturity at the age of 20, which is the maximum age of a rabbit. But the Amliraj gained long life as they developed more advanced behaviour, and as such, they can live up to 4 times the amount of regular rabbits.

Familiar Divination

This particular Almiraj comes from the line of a familiar of a wizard using the arts of Divination. As such, the Almiraj carries the power in its DNA. This means you can use and gain skills in necromancy.

 

True Strike

You know True Strike, a divination cantrip. Wisdom is your spellcasting ability.

 

Ability Score Increase

Your Intelligence score increases by 1.

Divine Save

You gain a bonus of one to every wisdom and intelligence saving throws.

Diviner Weaponry Training

You have proficiency with the greatsword, shortsword, hand crossbow, and daggers.

 

Familiar Necromancy

This particular Almiraj comes from the line of an apprentice of a wizard using the arts of Necromancy. As such, the Almiraj carries the power in its DNA. This means you can use and gain skills in necromancy.

Ability Score Increase

Your Intelligence score increases by 1.

Chill Touch

You know Chill Touch, a necrotic cantrip. Intelligence is your spellcasting ability.

Necrotic Weaponry Training

You have proficiency with the quarterstaff, dagger, trident, and spear.

Necrotic Save

You gain a +1 to death saving throws.

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