Homebrew Slugcat Species Details

What fate, a Slugcat? Prey... or predator? As the old world died, a new ecosystem evolved in a land where even rain can kill. Each creature struggles for its own survival. Each beast has its own place on the food chain, which it seeks to deny. And through this ruined landscape, strange monstrosities and ancient mysteries, a Slugcat journeys along in a search for shelter. A search for answers. A search for hope. What fate, a Slugcat?

- "Rain World" Documentary Narrator

Note from the creator: The Slugcat race is built to be used with the Rain World homebrew collection. Also, go check out the game Rain World, the game the Slugcat is derived from. Seriously, it's a good game.

A pair of white Slugcats traverse the wilderness, scouting for food and shelter. As the sky darkens, the pair discover an old vault with hydraulic doors. With little time to waste, the two hastily run to the shelter. The sound of roaring rain can be heard behind them, growing louder and louder. With seconds to spare before they are washed away, they reach the vault and the doors shut behind them.

A purple Slugcat surveys the landscape, looking for potential meals. A green lizard shifts its position, laying in the baking sun. This draws the eye of the Slugcat, and it leaps down the rocky outcrop it was balancing on, leaping between poles and other rocks to slow its fall. The green lizard is speared in the back once, twice, and it rears its head back to locate its assailant. It is too late, though, and the last thing it sees is another glowing white spear growing out of the Slugcat's tail as it throws a third spear into the creature's eye.

A green Slugcat hangs from the ceiling of a cavern by its long adhesive tongue, above two bloodthirsty purple lizards. Searching the cavern for anything of use, the Slugcat notices a nearby overhang leading to an exit. With a tremendous show of strength, the Slugcat swings itself to the overhang and barely grabs it. Pulling itself up and over, the Slugcat retreats from the dangerous area.

Unlikely Creatures

Slugcats are small creatures, with a sluglike body attached to four feline limbs. Slugcats come in a range of colours, which distinguishes the separate classes that exist in the Slugcat genetics. Their front two arms can manipulate basic tools, which Slugcats use to wield primitive spears and rocks. Evolution has not been kind to slugcats, and they sit just above the bottom of the food chain in almost every situation without many natural defenses. Slugcats are also quite tasty, and are flavoured usually as fruit according to their colour.

Agile Nature

Slugcats cannot build structures as their natural environment's hazards would easily destroy most buildings, however they are smarter than other creatures in their environment and form roaming packs on occasion. The main advantage a Slugcat keeps over its would-be devourers is astonishing agility. Slugcats can move quite quickly and can dodge attacks with ease. If the Slugcat fails to dodge an attack, however, it is not very strong and is usually easily killed.

Creating a Slugcat

Creating a Slugcat is a bit different to creating a normal D&D character.

One major difference is that Slugcats do not take classes. Instead, they must choose one of the eight different Slugcat subraces, which are a sort of alternative classing method. Once you choose a subrace, you cannot change it or take levels in other subraces.

As Slugcats cannot gain proficiency in tools and armour, your background doesn't have as much effect as before. You might want to create your own background for your Slugcat that better fits, give it a few skill proficiencies, and talk to your DM about it. As an example of a possible backstory key idea, you may have been washed away from your family in a flood.

Slugcats can't really use equipment. As such, you won't be using proper equipment or money when making your character. Most DMs that allow Slugcats won't really be using this though, so that doesn't really matter.

Now to the main stuff, how your Slugcat should distribute its ability scores. In almost every scenario, a Slugcat should have its Dexterity as its highest stat. The next main stats change depending on your subrace. If you're running a support-style Slugcat like a Survivor or Saint, you should have your Wisdom and Intelligence high. If you're running a combat-aimed Slugcat like a Hunter, you might want high Strength and Constitution instead.

 

Slugcat Traits

Slugcats' main traits revolve around their natural agility and ability to avoid threats, as well as their resourcefulness and natural place in the ecosystem. However, they have a few major tradeoffs, limiting them.

Basic Traits

Slugcats have a base walking speed of 35ft., and have a base 25ft. of swimming speed. Slugcats are 2-3ft. tall, and your size is Small. You can understand Common, and can speak and understand Sluggish. Sluggish is a silent hand-sign language that Slugcats have developed to communicate between each other.

Unusual Body

Slugcats are not very strong creatures, and their limbs are not built for carrying many objects. A Slugcat can only carry items equal to their Strength modifier, to a minimum of two. Weapons such as sticks take up two of these carrying slots. You cannot properly carry objects that are not small enough to carry in your paws, and must instead drag it along. When dragging an object larger than this, your movement speed is slowed considerably (A variable speed, determined by the DM). Dragging an unconscious Slugcat, for example, would likely halve your movement speed.

When leveling up, you do not add your Constitution modifier to your hit die roll if it is negative.

You can store items equal to your Constitution modifier (to a minimum of 1) inside your stomach, safely. It takes an action to store or retrieve an item in this way. Any items stored like this do not count towards your item carrying limit. You cannot store weapons in this way.

Four Legged

Slugcats can move almost as quickly on four legs as they can on two, and can switch easily between the two modes. While prone, you only lose 5ft. of speed total. You only spend 10ft. of movement to stand up from being prone.

Natural Order

Slugcats come in a diverse range of subspecies that work as separate roles. Some Slugcats are more aggressive and vicious, and have developed a stronger stomach for a carnivorous appetite. Others are more intelligent and are able to craft items, at the cost of a heavily increased calorie requirement. Your Slugcat is born into a family unit as its subrace. Slugcat subraces do not breed between each other. Whatever the job a Slugcat pack requires, there's probably a subrace for.

You must select a subrace for your Slugcat. This subrace replaces your class function, and you cannot take any levels in any classes. At level 10, you gain access to one of two specialisations, which vary depending on your chosen subrace.

Described briefly, you have eight subraces to choose from:

The Hunter is a combat-oriented Slugcat. The diet of a Hunter is carnivorous. Hunters gain traits that help them in combat.

The Monk focuses on being in harmony with nature and those around them. Monks can interact with animals and their environment, and can heal their packmates.

The Survivor is a grizzled veteran of the wild. Survivors gain abilities that allow them to display their knowledge of their surroundings, and they also can become capable combatants if it is required of them.

The Rivulet is an agile Slugcat. Rivulets can run and swim very quickly, and can breathe underwater.

The Spearmaster is truly out for blood. They can grow spears out of their tail, which when thrown sap the energy of the target. Spearmasters cannot eat normal food, and must completely subsist off of their parasitic spear throwing.

The Saint can use their tongue to hang from ceilings and swing above danger. Their main tradeoff is that all Saints are pacifists, and won't even touch a spear.

The Gourmand is a highly intelligent Slugcat. While Gourmands tend to be a bit more on the weighty side, they can craft useful items to help their fellow packmates.

The Artificer loves explosives. They can craft, like the Gourmand, but the only thing Artificers are interested in making are bombs.

Animal Hunger

Slugcats are very in touch with nature, and their existence is a constant struggle of survival. Your Slugcat gains a number of Food Pips according to their subrace. You spend your Food Pips to rest, or perform special actions. You regain your Food Pips through eating.

You can rest with less Food Pips than you require to sleep, at a high cost. You gain 3 Exhaustion levels + 1 per Food Pip underneath the required amount past the first (e.g. being 2 Food Pips below would give 4 Exhaustion levels as 3 + 1 = 4). All these Exhaustion levels are removed when you have all of your Food Pips, and cannot be removed in any other way. Finally, you require your entire capacity of Food Pips to take your next Long Rest instead of your normal amount.

Delicate Diet

Slugcats are vegetarian creatures, with the exceptions of a few small mammals and insects. Some slugcat variants have other food sources they can consume, but most must eat plant matter, and small mammals or insects.

Incredible Agility

Slugcats are very agile and maneuverable. This has been required of Slugcats as their natural environments are very inhospitable to them. You gain a +2 to your Dexterity ability score to show this, and you gain access to multiple acrobatic actions, reactions and abilities as you level up. As Slugcats are not very tough or strong at all, your AC is replaced by a Dexterity saving throw, as detailed by the Agile Dodge ability.

Your Agile Dodge ability removes your AC. Instead of an attack rolling against your AC, you contest the attack roll with a Dexterity saving throw. You can gain bonuses to your saving throw depending on what you did during your last turn. If you performed a Crouching Leap, Rolling Recovery or Crouch Slide, you add +1 to your roll. If you performed an Evasive Flip or Side-Flip last turn, you gain a +2 to your roll. If you performed a Desperate Sprint, you gain a +3 to your roll. You also gain a bonus to your roll equal to 1/10th of the total distance you moved last round, rounded down.

Very Important Note: You cannot perform the Agile Dodge if your movement speed is 0. In that case, all attacks automatically hit you.

At level 3, you gain access to the Crouching Leap ability. When you perform a Long Jump action, if you are prone, you jump as though you had a run-up. You also roll a number of d4 equal to your Strength modifier, and add that to your distance you leap.

At level 5, you gain the Rolling Recovery reaction. If you are pushed prone, or land after a fall, you may make a Dexterity saving throw. On a success, you move 5ft. in any direction, and do not fall prone or take fall damage. At level 13, this ability is improved. You no longer have to make a Dexterity saving throw, and can instead simply perform the reaction.

At level 7, you gain the Evasive Flip reaction. As a reaction, when a hostile being or dangerous projectile (like an arrow) moves within 5ft. of you, you may spend a Food Pip and make a Dexterity saving throw. On a success, you leap upwards 5ft. and move 10ft. in any direction.

At level 9, you can perform a Desperate Sprint action. You can expend 2 Food Pips to double your movement speed for a round. After that round, your movement speed is set to 10ft., and your speed remains at that level until you spend a turn without moving. At level 17, this ability is improved. You only have to expend 1 Food Pip to perform the Desperate Sprint, and your speed is slowed to 15ft. instead of 10ft. afterwards.

At level 10, you gain a +1 to your Dexterity ability score. You also can add +1 to either your Strength, Wisdom or Intelligence ability scores.

At level 11, you get the Side-Flip reaction. As a reaction, when a hostile being or dangerous projectile (like an arrow) moves within 5ft. of you, you may spend a Food Pip and make a Dexterity saving throw. On a success, you leap upwards 2ft. and move 15ft. in any direction. You can perform a single action or move after you complete your side-flip.

At level 15, you gain the Crouch Slide action. You can take an action to drop prone, and then slide forwards along the ground by 5d4 + your Strength modifier in feet.

At level 19, you get the Dexterous Throw ability. You can throw an item at any point of a(n) Evasive Flip, Side-flip or Crouch Slide. You can also throw an item as a bonus action after performing at least 20ft. of movement.

At level 20, you gain another +1 to your Dexterity ability score and +1 to two of your other ability scores.

Primitive Intelligence

Slugcats have very primitive intelligence, and cannot understand how to use tools or armour. Slugcats can use weapons, but cannot operate them in a special way (e.g. a slugcat would not be able to operate a bow and quiver, and would instead throw the bow at an enemy and use the arrows as rudimentary spears.)

You cannot gain Proficiency in tools or armour. The only weapon-related Proficiency you can gain is Spears.

Weather Sense

Slugcats are highly aware of the weather cycle, as their native environments have very violent storms. You may make a Nature skill check to determine the length of time to the next storm or weather event, accurate to 1/10th of the amount of time until that weather event occurs.

The Artificer

A Slugcat crouches at the edge of a cliff above a scavenger toll station, with two rocks in hand. It swallows the rocks and shakes for a moment, and then spits them out again. The rocks now glow a deep red colour, and the Slugcat wastes no time putting them to use. It throws both rocks down, and they both explode on impact. With ears ringing, the Slugcat continues its bombing spree. By the end of the battle, smoking craters line the toll station. The Slugcat leaps down from its outcrop, collects some of the toll station's money, and continues on its way. As it leaves, the Artificer crafts two more bombs.

Artificers are smart Slugcats, but only use their intelligence to make things explode. Artificers can turn ordinary rocks into grenades, and spears into explosive spears. Artificers have reddish-purple skin and whit eyes. They commonly have scars from their explosive experiments.

Hit Points

Hit Dice: 1d6 per Artificer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Artificer level after 1st

Proficiencies

Armor: N/A
Weapons: Spear, all Explosives
Tools: N/A
Saving Throws: Dexterity, Strength
Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Survival

Food Requirements

Capacity: 9 Food Pips
To Rest: Spend 6 Food Pips

The Artificer Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Artificer

2nd

+2

 Bomb Maker

3rd

+2

Ability Score Improvement 

4th

+2

 Explosion-Proof

5th

+3

 Destined Artificer Improvement

6th

+3

Bomb Maker Improvement 

7th

+3

 Ability Score Improvement

8th

+3

 Spear Carrier

9th

+4

Destined Artificer Improvement

10th

+4

Specialisation (Improved Explosion/Natural Combatant)

11th

+4

Ability Score Improvement 

12th

+4

 Powerful Explosion/Spear Carrier Improvement

13th

+5

Destined Artificer Improvement

14th

+5

 Explosive Leap/Explosive Defense

15th

+5

 Ability Score Improvement

16th

+5

 Improved Explosion Improvement/Forceful Strike

17th

+6

Destined Artificer Improvement

18th

+6

Large Explosion/Masterful Dodge 

19th

+6

 Ability Score Improvement 

20th

+6

Training (Explosives/Combat), True Artificer

Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Artificer

Your role in this world is to be able to get to the heart of any problem and chuck a bomb at it, and you have the dexterity to do it. Starting at level 1, you can add your Proficiency Bonus to any damage you deal using an explosive. At level 5, and again at levels 9, 13 and 17, you add two to this bonus (for a total of your Proficiency Bonus + 8 damage).

At level 20, you replace your Destined Artificer ability with the True Artificer ability. You have fulfilled your true role in this world. You add double your Proficiency bonus to any damage roll you make using an explosive. You still add 8 additional damage to this bonus.

 

Bomb Maker

Starting at level 2, you can turn any rock into a grenade by eating it and spending a Food Pip. The newly created grenade explodes on impact when thrown and deals 3d6 fire damage.

At level 6, this ability is improved. You can also turn a spear into an explosive spear, in the same way. The spear deals 5d6 fire damage.

 

Explosion-Proof

You have spent your whole life around bombs, and know how to reduce the injuries taken from one going off. Starting at level 4, you take half damage from explosions. If you have to make a Dexterity saving throw to reduce the damage, you take no damage on a successful save.

 

Spear Carrier

Your natural combat proficiency allows you to carry more weaponry than other Slugcats can. At level 8, you can carry a stick or similar weapon on your back, independent of the limits imposed by the Weak Body trait.

If you picked the Spearslug specialisation, at level 12, you improve this ability. You can carry 2 spears on your back.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Artificer into. You can choose to specialise as a Bombardier, or a Spearslug. Bombardiers become more adept at handling explosives. Spearslugs gain skills that help them use normal spears proficiently.

 

Bombardier Subclass Traits

As a Bombardier, you easily prefer explosions over normal, 'mundane' combat methods. You gain expertise in all Explosives. You also gain +1 to your Dexterity and Wisdom ability scores.

At level 10, you gain the Improved Explosion ability. Any explosive you trigger deals an additional 1d6 fire damage.

At level 16, this ability is improved. You deal an extra 2d6 fire damage, instead of 1d6.

At level 12, you get the Powerful Explosives ability. You can spend an extra action preparing an explosive you are creating. This explosive deals an additional 2d6 damage.

At level 14, you unlock the Explosive Leap ability. In midair, you can create an explosion at your tail to send you flying 30ft. in a direction you choose. The explosion deals no damage and does not affect anybody else. You can perform this ability once in the air, after which you cannot use it until you land again.

At level 18, you get the Large Explosion ability. Any explosion you cause has an additional 20ft. diameter of AOE.

At level 20, you gain Explosives Training. You can create a bomb as a bonus action. You can do this twice per Long Rest.

 

Spearslug Subclass Traits

Spearslugs prefer normal combat to the chaos that an explosive focus causes. They use explosives as an auxiliary method of attack, but their main combat expertise is in spear mastery. You gain expertise in Spears. You also gain a +1 to your Strength and Dexterity ability scores.

At level 10, you gain the Natural Combatant ability. You can perform 2 attacks per round. You also deal an additional d4 whenever you deal damage.

At level 14, you get the Explosive Defense ability. You can throw a grenade at your feet and roll 10ft. away as a reaction, when you succeed a Dexterity saving throw from your Agile Dodge racial ability. You do not take damage from this grenade.

At level 16, you unlock the Forceful Strike ability. You can spend both your Attack actions to do a single attack. This attack gains +5 to hit, and an additional 3d4 damage.

At level 18, you gain the Masterful Dodge ability. You can spend 2 Food Pips to roll with advantage on your Agile Dodge ability's Dexterity check.

At level 20, you gain Combat Training. You deal an additional 2d4 when attacking. You also gain +2 to your Strength ability score.

 

The Gourmand

A Slugcat sits in a dark cave while the sound of rain thunders overhead. Fumbling in the darkness, the Slugcat binds a flashbang and a rock together. An orange light illuminates the cave as the Slugcat lifts its newly created lantern. The Gourmand treks further into the cave, lamp held high.

The Gourmand is a highly intelligent Slugcat. Gourmands can craft items for themselves and their packmates. However, this increased brain usage comes at a hefty food cost, and most (if not all) Gourmands are quite overweight. Because of this, you have 20ft. of walking speed and 10ft. of swimming speed. You also have disadvantage on all Dexterity saving throws. Gourmands are orange coloured.

You do not gain special traits as you level up, and you do not gain a specialisation at level 10.

Note: Send me a message if you want the crafting list for the Gourmand.

Hit Points

Hit Dice: 1d4 per Gourmand level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Gourmand level after 1st

Proficiencies

Armor: N/A
Weapons: None
Tools: N/A
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Investigation, Medicine, Stealth, Nature, Survival

Food Requirements

Capacity: 10 Food Pips
To Rest: Spend 6 Food Pips

 

Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Gourmand

Your role in this world is to craft novel solutions to the problems you and your packmates face, and you have the intelligence to do it. When crafting, you can add your Proficiency bonus to the Quality roll. At level 5, and again at level 9, 13 and 17, you add one to this bonus.

At level 20, you gain the True Gourmand ability. You have fulfilled your true role in this world. You add double your Proficiency bonus to the Quality roll.

 

Crafting

As you grow more experienced, you are able to create more and more unique items. Every time you level up, you gain one Crafting Point. You can spend Crafting Points to unlock recipes. A recipe costs a number of Crafting Points equal to your level to unlock, after which you can use it freely if you have the materials to do so.

To craft an item, you must have the items detailed in its materials section. Note that you may not know how to get some materials - experiment and explore to find out! Once you have all the materials, you must spend an amount of time concentrating on creating the item. The amount of time to craft the item is detailed in its crafting time section. You also must spend a Food Pip to begin the crafting process. After you have created the item, you must make a Quality roll on a d20. This Quality roll shows how well the item is made. On a 1-10, the item is of Basic quality. On 11-20, the item is of High quality. On a 20+, the item is of Masterful quality. The recipe for an item will display how it scales with quality. All materials used in the crafting process are lost unless stated otherwise on the recipe.

Anything that you craft can be used by your fellow Slugcats. 

 

The Hunter

Two Slugcats trek through the rubble in the shadow of a deserted ruin, eyes peeled for food and threats. Suddenly, a camouflaged white lizard opens its wide maw and its tongue shoots out, wrapping around the leg of one of the Slugcats. The other Slugcat leaps into action, rolling towards the lizard while throwing a spear into its gullet. The lizard rears back in pain, and the Slugcat continues its onslaught. Spear after spear is launched into the animal's body until at last it collapses, dead. The victorious Hunter stands atop the fallen creature, a spear in its hand and another carried on its back.

The Hunter is an aggressive Slugcat breed, with a carnivorous appetite. Hunters are combat-oriented Slugcats, which serve to protect other, weaker members of a pack. As you are carnivorous, you can only consume meat and insects. Your fur is light-red coloured.

Hit Points

Hit Dice: 1d6 per Hunter level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Hunter level after 1st

Proficiencies

Armor: N/A
Weapons: Spears
Tools: N/A
Saving Throws: Dexterity, Strength
Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Survival

Food Requirements

Capacity: 9 Food Pips
To Rest: Spend 6 Food Pips

The Hunter Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Hunter

2nd

+2

Spear Carrier

3rd

+2

Ability Score Improvement 

4th

+2

Powerful Throw

5th

+3

 Destined Hunter Improvement

6th

+3

Natural Combatant

7th

+3

 Ability Score Improvement

8th

+3

Trained Spear Wielder

9th

+4

Destined Hunter Improvement

10th

+4

Specialisation (Coordinated Parry/Masterful Dodge)

11th

+4

Ability Score Improvement 

12th

+4

Selfless Distraction/Slippery Target

13th

+5

Destined Hunter Improvement

14th

+5

Loyal Guardian/Blood Rage

15th

+5

 Ability Score Improvement

16th

+5

Coordinated Parry Improvement/Evasive Maneuvers

17th

+6

Destined Hunter Improvement

18th

+6

Targeted Throw/Spear Carrier Improvement

19th

+6

 Ability Score Improvement 

20th

+6

Training (Protector/Hostilities), True Hunter

Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Hunter

Your role in this world is to dominate those who would threaten you and your packmates, and you have the strength to do it. Starting at level 1, when rolling damage, you can expend 1 Food Pip to add the amount that you succeeded your hit by to the total damage (e.g. you roll a 17 to hit against an AC 11 enemy. You could add 6 damage to your roll.). At levels 5, 9, 13 and 17, you add one to this damage boost (For a total extra bonus of +4).

At level 20, you replace your Destined Hunter ability with the True Hunter ability. You have fulfilled your true role in this world. You no longer have to expend a Food Pip to add the damage bonus, but you can expend it anyway to double the damage bonus.

 

Spear Carrier

Your natural combat proficiency allows you to carry more weaponry than other Slugcats can. At level 2, you can carry a stick or similar weapon on your back, independent of the limits imposed by the Weak Body trait.

At level 18, if you picked the Warrior specialisation, you can carry two spears instead of one on your back. Both are still separate to the limits of the Weak Body trait.

 

Powerful Throw

You can ready yourself to make a fast exertion of force and hurl an item with more strength than you otherwise would. Starting at level 4, you can spend up to 3 actions to prepare to throw an item. When you do throw the item, you add 1d4 damage to the attack, + your Strength modifier if it is positive, for each action spent preparing the throw.

 

Natural Combatant

You are very talented in combat, and combat-related skills come quickly to you. Starting at level 6, you can perform 2 attacks per round. You also deal an additional d4 whenever you deal damage.

 

Trained Spear Wielder

You have trained yourself in the art of spear and staff combat. Starting at level 8, you add half your Proficiency bonus to the damage you deal using a spear or other similar weapon.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Hunter into. You can choose to specialise as a Guardian, or a Warrior. Guardians are more defensive-oriented, whereas Warriors bring the fight to the enemy. Choose the Guardian if you want to protect your less combat capable packmates from any threat that may appear, or choose the Warrior if you want to be an agile, aggressive force on the battlefield.

 

Guardian Subclass Traits

As a Guardian, you have developed your fighting skills to allow you to better protect your fellow packmates against threats. You gain expertise in Spears. You also gain a +2 to your Constitution and Strength ability scores.

At level 10, you get the Coordinated Parry reaction. As a reaction, when you or an ally within 5ft. is attacked, if you are holding a spear, you can spend a Food Pip to add 5 + your Strength modifier to the DC of the attack.

At level 16, you improve your Coordinated Parry reaction. You no longer have to spend a Food Pip to activate this reaction.

At level 12, you gain the Selfless Distraction reaction. When a creature would attack an ally and you are also in range of the attack, you can spend a Food Pip to make the attack target you instead.

At level 14, you gain the Loyal Guardian ability. If a party member within 10ft. of you would be reduced to 0 hit points by an attack, you may shove them out of the way and take the damage yourself instead. The target party member is shoved 5ft. away from you in the direction you moved to them. This ability can be used once per long rest.

At level 18, you gain the Targeted Throw action. As an action, you can throw an item you are carrying with deadly precision. You must make a Dexterity check with a DC of the DM's discretion + 1 for every 5 feet you are away from the target. On a success, you aim at the targeted area or location, ready to throw your weapon at it on a subsequent turn. If this throw hits a creature in a vulnerable area, you deal an additional 2d4 + 4 damage. On a failure, you do not aim accurately at the target.

At level 20, you gain Protector Training. Any attack targeting a party member or yourself has a -5 to hit. 

 

Warrior Subclass Traits

Warriors are true masters of combat. They are agile and aggressive forces on any battlefield. Your movement speed is increased to 40ft. walking speed. You gain a +1 to your Strength and Dexterity ability scores. Finally, you gain expertise in Spears.

At level 10, you gain the Masterful Dodge ability. You can spend 2 Food Pips to roll with advantage on your Agile Dodge ability's Dexterity check.

At level 12, you unlock access to the Slippery Target ability. You gain advantage on any check made to evade or break a Grapple condition.

At level 14, you gain the Blood Rage ability. When you kill a creature, you can perform 2 attacks against another creature immediately, adding your proficiency modifier to hit and for damage.

At level 16, you get the Evasive Maneuvers ability. You add one to any modifier to your Agile Dodge ability. This effect stacks (e.g. running 30ft. and making a Backflip action would get a +2 in addition to the normal modifiers, one for each).

At level 20, you gain Hostilities Training. You gain advantage when rolling to hit. You also gain a +1 to your Strength and Dexterity ability scores.

The Monk

A light yellow Slugcat treks through a tunnel, surrounded on all sides by prolific flora. A green lizard leaps out from the cover and takes a combat stance in front of the Slugcat, its teeth bared while snarls echo through the tunnel. The Slugcat is unfazed, and produces the corpse of a large centipede, which it tosses in front of the lizard. The lizard, all too happy to receive a free meal instead of chasing after one, snaps up the offering in a single bite. The Slugcat walks towards the lizard and is bold enough to pat it on the head before continuing onwards. The lizard fades back into the shadows as the Monk continues its long walk.

Monks are very close with nature and those around them. They may not have a strong body, but they make up for it in strength of spirit. Creatures are less aggressive towards a Monk, and can even be tamed in some cases. Monks are coloured light yellow.

Hit Points

Hit Dice: 1d4 per Monk level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Monk level after 1st

Proficiencies

Armor: N/A
Weapons: None
Tools: N/A
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Animal Handling, Medicine, Stealth, Nature, Survival

Food Requirements

Capacity: 5 Food Pips
To Rest: Spend 3 Food Pips

The Monk Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Monk

2nd

+2

 Feeding Hand

3rd

+2

Ability Score Improvement 

4th

+2

 Expert Botanist

5th

+3

 Destined Monk Improvement

6th

+3

 Medical Expertise

7th

+3

 Ability Score Improvement

8th

+3

 Creature Tamer

9th

+4

Destined Monk Improvement

10th

+4

Specialisation (Medical Expertise Improvement/Creature Tamer Improvement)

11th

+4

Ability Score Improvement 

12th

+4

 Trained Herbalist/Expert Botanist Improvement

13th

+5

Destined Monk Improvement

14th

+5

 Track Animal/Natural Handler

15th

+5

 Ability Score Improvement

16th

+5

 Trained Herbalist Improvement/Hiding Spot

17th

+6

Destined Monk Improvement

18th

+6

Medical Mastery/Expert Tamer 

19th

+6

 Ability Score Improvement 

20th

+6

Training (Medical/Wilderness), True Monk

Ability Score Improvements

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Monk

Your role in this world is to be one with your environment and those around you, and you have the spirit to do it. Every long rest, you gain one "Karma" point. You can have a number of Karma points equal to your Proficiency bonus + your Wisdom modifier. You can spend Karma points to add your Proficiency bonus to a roll, or to activate special abilities you gain as you level up.

At level 20, you replace your Destined Monk ability with the True Monk ability. You have fulfilled your true role in this world. Every long rest, you gain two Karma points instead of one.

 

Feeding Hand

Your closeness with nature allows you to attempt to calm creatures which are ambivalent about your existence. Starting at level 4, you can spend up to three Food Pips worth of Food (to a minimum of 1) and perform an Animal Handling check to attempt to calm a creature that is not actively in combat. The check gains a modifier equal to 2x the number of Food Pips spent past the first. On a success, the creature is calmed and likely will not attack you or your allies unless it feels threatened, until it performs a long rest.

 

Expert Botanist

You have studied plant life tirelessly and can easily identify species and subspecies of plants. Starting at level 4, you may make a Nature check to determine if a plant is edible or inedible, and whether it is dangerous in some way.

If you take the Zoologist specialisation, you improve this ability at level 12. You are able to make a Survival skill check with a DC of 15 (Variable, at the DM's discretion). On a success, calculate 1d4 + the amount that you succeeded the check by. You discover food worth that many Food Pips. You can only attempt to perform this roll twice per long rest.

 

Medical Expertise

You have experience in treating wounds and injuries, and can use this experience in a pinch. Starting at level 6, you can heal your party members by 2d4 + your Medicine modifier, with a successful Medicine skill check. It takes 15 minutes to apply the healing affect. During this time, both of you must remain stationary and you must be concentrated on applying the healing. You can add your Medicine modifier multiple times to the healing amount by spending an additional 15 minutes treating them, to a limit of 3 times.

If you take the Healer specialisation, you immediately upgrade your Medical Expertise ability. You roll two additional d4 when healing.

 

Creature Tamer

You are an expert handler of wild creatures, and can gain their trust more easily than others. Starting at level 8, you can repeat your Hand that Feeds action to a calmed animal, but instead with 3 Food Pips and a Karma point spent and no modifier gained for additional Food Pip spending. On a success, the creature is tamed and will not attack you or your allies unless it is attacked by one of them. The creature will follow you and try to assist you in whatever you try to do (e.g. reaching high-hanging fruit or fighting). You can have up to 2 tamed animals at the same time.

 If you take the Zoologist specialisation, you immediately improve this ability. You only have to spend 2 Food Pips and a Karma point to perform the ability. You have a maximum of 3 tamed creatures instead of 2.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Monk into. You can choose to specialise as a Healer, or a Zoologist. Healers can give their allies buffs and status effects as well as, of course, healing them. Zoologists are truly one with their environments and have enhanced interactions with their environment and other creatures.

 

Healer Subclass Traits

As a Healer, you have taken advanced training in medicine and survival skills. You gain expertise in Medicine, and proficiency in Survival. You gain a +2 to your Intelligence and Wisdom ability scores.

At level 12, you unlock the Trained Herbalist ability. You can make a Perception check to identify if the area you are in contains any medical herbs. On a success, you collect medical herbs equal to 1d4 + your Wisdom modifier. These herbs heal 1d4 + 3 HP each when eaten. This ability can be performed 3 times per long rest.

At level 16, you improve this ability. You can search for specific herbs with one of the following special effects: Be able to perform two reactions per round, increase an ability score modifier by 1, become Poisoned. The effects of the herb lasts until the end of the next long rest. When searching for one of these special herbs, you halve the amount you would find (rounded up).

At level 14, you gain the Track Animal ability. You have a chance to detect animal tracks in your surroundings. If you detect these tracks, you can make an Animal Handling skill check to determine the overall animal family that the creature that created the tracks is from (e.g. a blue lizard's trail would be detected as just a lizard track). You can also make a Survival skill check to determine the creature's course. On a success, you determine the rough direction that the creature went in. Other tracks are likely to appear in that direction belonging to the same creature, until the trail reaches it.

At level 18, you unlock the Medical Mastery ability. You gain +5 on all skill checks involving healing or other medical effects.

At level 20, you gain Medical Training. You can spend a Karma point to automatically succeed on a Medicine skill check. You gain +2 to your Intelligence and Wisdom ability scores. 

 

Zoologist Subclass Traits

Zoologists are experienced in the wilderness and share a unique bond with animals. You gain expertise in Animal Handling, and proficiency in Nature. You also gain +1 to your Intelligence and Wisdom ability scores.

At level 14, you gain the Natural Handler ability. When you calm a creature using your Hand that Feeds action, you can try to convince the creature to perform a job or action for you by performing an Animal Handling skill check.

At level 16, you unlock the Hiding Spot ability. You can spend 2 rounds preparing a hiding place, and spend additional rounds for additional capacity of one ally or two items. Anything in your hiding spot gains your proficiency bonus to their Stealth check when hiding from something that did not see anything enter the hiding spot.

At level 18, you replace your Creature Tamer ability with the Expert Tamer ability. You can repeat your Hand that Feeds action to a calmed animal, but instead with no modifier gained for additional Food Pip spending. On a success, the creature is tamed and will not attack you or your allies unless it is attacked multiple times by one of them. The creature will follow you and try to assist you in whatever you try to do (e.g. reaching high-hanging fruit or fighting). You have no limit to the amount of creatures tamed by this ability, but every creature after the 2nd requires an additional Food Pip worth of food and an additional Karma point to attempt the roll (e.g. the 4th creature would require 5 Food Pips of food and 3 Karma points).

At level 20, you gain Wilderness TrainingYou gain expertise in Nature and proficiency in Survival. You also gain +1 to your Intelligence and Wisdom ability scores.

The Rivulet

A blue Slugcat sprints through the rocky terrain as the sound of rain grows louder and louder. Raindrops feeling like bullets fall onto the Slugcat's tail and head, almost knocking it over. The Slugcat is agile, however, and deftly sprints between outcrops. Finally reaching a cave, it seems as though the Slugcat is safe for the time being. However, not all is well, and further down in the cave is a rapidly growing flood of water caused by the storm outside. The flood is no problem for this Slugcat though, and it leaps straight into the freezing rainwaters. The water-breathing Rivulet swims further through the cave, searching for a safe shelter to rest in.

The Rivulet is an amphibious Slugcat. While undeniably agile on land, the Rivulet truly shines in areas with partial or complete water coverage. The Rivulet is cyan-coloured, with three pink whisker-like appendages on each of its cheeks. You gain a movement speed of 40ft. when walking or swimming. You also can breathe underwater.

Hit Points

Hit Dice: 1d4 per Rivulet level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Rivulet level after 1st

Proficiencies

Armor: N/A
Weapons: None
Tools: N/A
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Stealth, Medicine, Nature, Survival

Food Requirements

Capacity: 6 Food Pips
To Rest: Spend 5 Food Pips

The Rivulet Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Rivulet

2nd

+2

 Evasive Target

3rd

+2

Ability Score Improvement 

4th

+2

 Speedy Retreat

5th

+3

 Destined Rivulet Improvement

6th

+3

 Swimming Scavenger

7th

+3

 Ability Score Improvement

8th

+3

 Aquatic Dodger

9th

+4

Destined Rivulet Improvement

10th

+4

Specialisation (Natural Swimmer/Natural Runner)

11th

+4

Ability Score Improvement 

12th

+4

 Underwater Herbalist/Coastline Herbalist

13th

+5

Destined Rivulet Improvement

14th

+5

 Targeted Throw/Acrobatic Flipper

15th

+5

 Ability Score Improvement

16th

+5

 Medical Expertise/Marathon Runner

17th

+6

Destined Rivulet Improvement

18th

+6

Underwater Herbalist Improvement/Coastline Herbalist Improvement

19th

+6

 Ability Score Improvement 

20th

+6

Training (Swimming/Running), True Rivulet

Ability Score Improvements

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Rivulet

Your role in this world is to be an agile master of your surroundings, and you have the speed and dexterity to do it. Starting at level 1, you can spend a Food Pip to increase your movement speed for this turn by your Dexterity modifier +5 (Minimum increase of 10 ft.). At level 5, and again at levels 9, 13 and 17, you add +5 to this number (for a total of +20 at level 17).

At level 20, you replace your Destined Rivulet ability with the True Rivulet ability. You have fulfilled your true role in this world. You can choose to not spend a Food Pip to activate your speed boost. If you do this, however, the boost is halved.

 

Evasive Target

You are incredibly fast, even for a Slugcat. Would-be-attackers can barely track your movements. You gain advantage on all Dexterity saving throws, if you performed at least 40ft of movement on your last turn.

 

Speedy Retreat

You can leap backwards out of close quarters with enemies, without fearing retribution. Starting at level 4, if you are engaged with an enemy, you can spend your action to take 20ft. of movement. You cannot provoke any attacks of opportunity during this movement.

 

Swimming Scavenger

Your good mobility in water allows you to search the floor of bodies of water for items. Starting at level 6, you can make a Perception check while at the bottom of a lake or similar body of water. On a success, you find an item of your choice at the bottom (The DM has final say on whether you find the item or not, and whether the item you want is acceptable).

 

Aquatic Dodger

You are a master of evasive movements, even underwater. Starting at level 8, you can perform all abilities granted by the Incredible Agility trait underwater without any tradeoffs.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Rivulet into. You can choose to specialise as a Diver, or an Athlete. Divers are very experienced with underwater maneuvers. Athletes, on the other hand, hone their land-based skills.

 

Diver Subclass Traits

As a Diver, you have trained and enhanced your underwater skills considerably. You gain proficiency in Athletics. You gain a +1 to your Dexterity and Wisdom ability scores. Finally, you have 60ft. of movement while swimming.

At level 10, you gain the Natural Swimmer ability. You gain proficiency in all checks you make while underwater. You do not have any tradeoffs for performing any actions underwater.

At level 12, you can use the Underwater Herbalist ability. You can use this ability while underwater. You can make a Perception skill check to search for underwater plants. On a success, you discover 1d4 + 1 aquatic plants (e.g. seaweed). This number can be increased at the DM's decision, if the body of water is large. You can search for plants with specific herbal properties (such as healing, giving/removing a status effect, or giving Food Pips), at the cost of a higher DC on the check. You can use this ability once per Long Rest.

At level 18, you improve this ability. You can search for plants that oxygenate the consumer. Anybody who eats one of these herbs can breathe underwater for 10 minutes.

At level 14, you unlock the Targeted Throw action. As an action, you can throw an item you are carrying with deadly precision. You must make a Dexterity check with a DC of the DM's discretion + 1 for every 5 feet you are away from the target. On a success, you aim at the targeted area or location, ready to throw your weapon at it on a subsequent turn. If this throw hits a creature in a vulnerable area, you deal an additional d4 damage. On a failure, you do not aim accurately at the target.

At level 16, you gain the Medical Expertise ability. You can heal your party members by 2d4 + your Medicine modifier, with a successful Medicine skill check. It takes 15 minutes to apply the healing affect. During this time, both of you must remain stationary and you must be concentrated on applying the healing. You can add your Medicine modifier multiple times to the healing amount by spending an additional 15 minutes treating them, to a limit of 3 times.

 At level 20, you gain Swimming TrainingYou gain +2 to your Dexterity ability score. You can train some of your fellow packmates to swim proficiently. You and anybody who you want to train must spend 2 hours by a body of water to do this. Until the 3rd Long Rest after you use this ability, they gain 60ft. of swimming speed and can use your Natural Swimmer trait.

 

Athlete Subclass Traits

Athletes round their agility skills by training themselves for land-based evasiveness. You gain proficiency in Athletics. You also gain +1 to your Dexterity and Wisdom ability scores. Finally, you have 60ft. of running movement.

At level 10, you gain the Natural Runner ability. You can choose to spend a Food Pip to apply your Proficiency Bonus to any checks you make while on land.

At level 12, you unlock the Coastline Herbalist ability. You can make a Perception check to identify if the area you are in contains any medical herbs. On a success, you collect 1d4 + 1 medical herbs. These herbs heal 1d4 + 3 HP each when eaten. This ability can be performed once per Long Rest.

At level 18, you improve this ability. You can search for plants with specific herbal properties (such as giving/removing a status effect or giving Food Pips), at the cost of a higher DC on the check.

At level 14, you gain the Acrobatic Flipper ability. You can use the Evasive Flip and Side-Flip reactions granted by the Incredible Agility trait without spending a Food Pip.

At level 16, you can use the Marathon Runner ability. You gain advantage on all Constitution saving throws.

At level 20, you gain Running Training. You gain +2 to your Dexterity ability score. You can train some of your fellow packmates to run proficiently. You and anybody you wish to train must spend 2 hours in an area with lots of running space to do this. Until the 3rd Long Rest after you use this ability, they gain 60ft. of running speed and can use your Natural Runner trait.

 

The Saint

A Slugcat hangs from the ceiling, suspended by its long tongue. Below it is a pack of yellow lizards, snapping and growling at it. Panicking, the Slugcat produces a chunk of meat and sprinkles some sedative herbs on it. The Slugcat then drops the morsel down to the pack below. Within minutes, all the lizards are sound asleep. The Saint lowers itself to the ground and continues on its way.

The Saint is an acrobatic Slugcat. It can use its long tongue to swing from the ceilings to avoid threats. The Saint's main downside is that it is a complete pacifist. Saints refuse to kill creatures, and instead search for non-lethal methods of incapacitating or avoiding the threat. You fur is a lime green colour.

Hit Points

Hit Dice: 1d4 per Saint level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Saint level after 1st

Proficiencies

Armor: N/A
Weapons: None
Tools: N/A
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Animal Handling, Acrobatics, Stealth, Nature, Survival

Food Requirements

Capacity: 5 Food Pips
To Rest: Spend 4 Food Pips

The Hunter Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Saint

2nd

+2

 Master Herbalist

3rd

+2

Ability Score Improvement 

4th

+2

 Feeding Hand

5th

+3

 Destined Saint Improvement

6th

+3

 Sedative Herbs

7th

+3

 Ability Score Improvement

8th

+3

 Energising Herbs

9th

+4

Destined Saint Improvement

10th

+4

Specialisation (Potion Brewing/Medical Expertise)

11th

+4

Ability Score Improvement 

12th

+4

Conditioning Herbs/Medicinal Herbs 

13th

+5

Destined Saint Improvement

14th

+5

 Poultice Creation/Medical Expertise Improvement

15th

+5

 Ability Score Improvement

16th

+5

 Potion Brewing Improvement/Medical Herbs Improvement

17th

+6

Destined Saint Improvement

18th

+6

 Specialised Herbs/Medicinal Poultice

19th

+6

 Ability Score Improvement 

20th

+6

Training (Herbal/Medical), True Saint

Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Saint

Your role in this world is to survive and thrive without having to cause undue pain, and you have the agility and wisdom to do it. You can use your long tongue to attach yourself to any surface that is within 10ft of you. You can pull yourself towards where your tongue is placed, but the movement is treated as Difficult Terrain. You can add your Proficiency bonus to any saving throw you make. You can do this once per Long Rest. At level 5, and again at levels 9, 13 and 17, you can perform this ability once more (for a total of 5 times per Long Rest).

At level 20, you replace your Destined Saint ability with the True Saint ability. You have fulfilled your true role in this world. You can add double your Proficiency bonus to any saving throw you make. You can still only perform this ability a maximum of 5 times per Long Rest.

 

Master Herbalist

You can easily find herbs and plants to suit your needs. Starting at level 2, you can perform a Perception or Nature skill check. On a success, you find 1d4 + 1 herbs. These herbs heal 2d4 + 3 HP, or can perform a different effect using one of your later abilities.

 

Feeding Hand

Your closeness with nature allows you to attempt to calm creatures which are ambivalent about your existence. Starting at level 4, you can spend up to three Food Pips worth of Food (to a minimum of 1) and perform an Animal Handling check to attempt to calm a creature that is not actively in combat. The check gains a modifier equal to 2x the number of Food Pips spent past the first. On a success, the creature is calmed and likely will not attack you or your allies unless it feels threatened, until it performs a long rest.

 

Sedative Herbs

You can find herbs that cause creatures to fall into a deep sleep. Starting at level 6, when performing your Master Herbalist ability, you can choose to make the herbs that you find cause the consumer to fall Unconscious for 1d4 + 1 hours.

 

Energising Herbs

You can find herbs that energise the consumer. Starting at level 8, when performing your Master Herbalist ability, you can choose to make the herbs that you find cause the consumer to lose 1 level of Exhaustion (if it has any), be able to perform 2 reactions per round, and gain 20ft. of movement speed. The effects last for 1d4 + 1 hours.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Saint into. You can choose to specialise as a Potionmaster, or a Medic. Potionmasters delve into the limits of what herbs and poultices can accomplish, and then go even further. Medics become more skilled in healing others.

 

Potionmaster Subclass Traits

As a potionmaster, you know a wide range of herbs for every solution. You also are trained in the art of brewing, and can cook special brews to buff your packmates. You gain proficiency in Nature. You also gain +1 to your Dexterity and Intelligence ability scores.

At level 10, you unlock the Potion Brewing ability. You can cook herbs in boiling water to perform different effects. You can combine basic healing herbs with sedative herbs to produce a potion that heals the consumer 1d4 + 3 HP and remove a condition of your choice. You can also combine basic healing herbs and energising herbs to create a potion that heals the consumer 3d4 + 5 HP.

At level 16, this ability is improved. You no longer have to boil water to make a potion.

At level 12, you gain the Conditioning Herbs ability. When performing your Master Herbalist ability, you can choose to make the herbs that you find cause the consumer to gain a status effect of your choice.

At level 14, you get the Poultice Creation ability. You can turn any herb you harvest into a stronger poultice. The herb's effects are doubled, but the herb must be applied for 15 minutes.

At level 18, you gain the Specialised Herbs ability. When performing your Master Herbalist ability, you can try to find herbs to suit any purpose you require (with the DM's approval).

At level 20, you gain Herbal Training. You gain +1 to your Intelligence and Wisdom ability scores. You find 2d4 + 2 herbs when performing your Master Herbalist ability.

 

Medic Subclass Traits

As a Medic, you are trained in healing your packmates. You gain a +2 to your Intelligence ability score. You also gain proficiency in Medicine.

At level 10, you gain the Medical Expertise ability. You can heal your party members by 2d4 + your Medicine modifier, with a successful Medicine skill check. It takes 15 minutes to apply the healing affect. During this time, both of you must remain stationary and you must be concentrated on applying the healing. You can add your Medicine modifier multiple times to the healing amount by spending an additional 15 minutes treating them, to a limit of 3 times.

At level 14, this ability is improved. You roll 4d4, instead of 2d4.

At level 12, you get the Medicinal Herbs ability. When performing your Master Herbalist ability, the basic herbs heal 2d4 + 2 HP.

At level 16, this ability is improved. The basic herbs heal 3d4 + 2 HP.

At level 18, you gain the Medicinal Poultice ability. You can turn basic medicinal herbs into a medicinal poultice, that takes longer to apply but heals more. Each herb heals an additional 2d4, but takes 30 minutes to apply.

At level 20, you gain Medical Training. You gain Expertise in Medicine, and +1 to your Intelligence and Wisdom ability scores.

 

The Spearmaster

A purple Slugcat wakes from its sleep, as hungry as always. Exiting its shelter, it spies a lone blue lizard, out early for a snack. The lizard won't be the one getting a snack, though. The Slugcat grows two glowing white spears from its tail and grabs them in each of its hands. Each spear has a white tendril attached to it leading back to the Slugcat. It then takes aim, and throws both. The lizard doesn't even get time to react as it gets speared straight through, twice. Each spear's tendril glows red, feeding the Slugcat, and then shrivels up and disconnects. The Slugcat, revitalised by this, grows two more spears and ventures onwards.

The Spearmaster is a true master of combat. It can grow spears out of its tail, meaning it will never be short of a weapon. When one of its spears hits an enemy, the Spearmaster drains some food from it. This is good, because the Spearmaster cannot eat normally, and doesn't even have a mouth. Spearmasters are purple coloured, and their tail has a number of small white spikes. They have two fully white eyes, and no mouth.

Hit Points

Hit Dice: 1d6 per Spearmaster level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Spearmaster level after 1st

Proficiencies

Armor: N/A
Weapons: Spears
Tools: N/A
Saving Throws: Dexterity, Strength
Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Survival

Food Requirements

Capacity: 10 Food Pips
To Rest: Spend 5 Food Pips

The Hunter Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Spearmaster

2nd

+2

 Rapid Combatant

3rd

+2

Ability Score Improvement 

4th

+2

 Powerful Throw

5th

+3

 Destined Spearmaster Improvement

6th

+3

 Targeted Throw

7th

+3

 Ability Score Improvement

8th

+3

 Parasitic Organism

9th

+4

Destined Spearmaster Improvement

10th

+4

Specialisation (Blindingly Fast Throw/Damaging Attack)

11th

+4

Ability Score Improvement 

12th

+4

 Quick Draw/Heavy Spears

13th

+5

Destined Spearmaster Improvement

14th

+5

 Rapid Attacks/Forceful Strike

15th

+5

 Ability Score Improvement

16th

+5

 Quick Draw Improvement/Damaging Attack Improvement

17th

+6

Destined Spearmaster Improvement

18th

+6

Reflexive Throw/Coup de Grâce

19th

+6

 Ability Score Improvement 

20th

+6

Training (Evasive/Strong), True Spearmaster

Ability Score Improvements

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Spearmaster

Your role in this world is to be the apex predator of any environment, and you have the strength to do it. Starting at level 1, you can grow glowing white spears out of your tail. These spears are attached to you through a white string-like tendril, which cannot break. You must spend an action to grow a spear. When you hit an enemy with one of your special spears, you gain one Food Pip. At level 5, and again at levels 9, 13 and 17, you can choose to deal an additional d4 of damage (for a total of 4d4 additional damage).

At level 20, you replace your Destined Spearmaster with the True Spearmaster ability. You have fulfilled your true role in this world. You gain 2 Food Pips whenever you hit an enemy with one of your special spears, instead of one.

 

Rapid Combatant

You fight with fearsome speed. Starting at level 2, you can perform 2 Attack actions per round. You must spend a Food Pip to perform your second Attack action, however.

 

Powerful Throw

You can ready yourself to make a fast exertion of force and hurl an item with more strength than you otherwise would. Starting at level 4, you can spend up to 3 actions to prepare to throw an item. When you do throw the item, you add 1d4 damage to the attack, + your Strength modifier if it is positive, for each action spent preparing the throw.

 

Targeted Throw

You can steady yourself to target a specific part of a creature or location. Starting at level 6, as an action, you can throw an item you are carrying with deadly precision. You must make a Dexterity check with a DC of the DM's discretion + 1 for every 5 feet you are away from the target. On a success, you aim at the targeted area or location, ready to throw your weapon at it on a subsequent turn. If this throw hits a creature in a vulnerable area, you deal an additional d4 damage. On a failure, you do not aim accurately at the target.

 

Parasitic Organism

The strength you sap from your enemies energises you. When you draw a Food Pip from an enemy, you can choose to gain one of the following buffs until the end of your next turn: Gain +1 to an ability modifier of your choice, heal 1d4 + your Proficiency bonus, be able to perform an additional reaction. You can do this once per round.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Spearmaster into. You can choose to specialise as a Viper, or a Tiger. Both are variations of fighting styles. The Viper style is based around fast and rapid attacks, giving the enemy the "death of a thousand cuts". Tigers, on the other hand, prefer to end their opponents with a few powerful strikes. They deal heavy damage, but slower than the Viper.

 

Viper Subclass Traits

As a Viper, you prefer speed over damage. You may not be the most destructive or accurate Slugcat, but you can make enough attacks that it doesn't matter. You subtract half of the highest number you can roll on each dice you have from your damage total (e.g. 2d4 and 1d6 would lose 4 damage from the two d4s and 3 damage from the d6). You have a minimum damage of 1 x the amount of dice you are rolling (e.g. the prior example would have a minimum damage of 3 as 3 dice were being rolled). You can perform an additional Attack action each turn, and you do not have to spend a Food Pip to perform your second attack action. Finally, you gain expertise in Spears.

At level 10, you get the Blindingly Fast Throw ability. You do not have disadvantage when making a ranged attack at Long Range.

At level 12, you gain the Quick Draw ability. You can grow a single spear each turn as a bonus action.

At level 16, you improve this ability. You can grow a spear and attack with it in one action, but you get disadvantage on the attack roll.

At level 14, you get the Rapid Attacks ability. You can perform an additional Attack action each turn (This adds up to 4 Attack actions when including your prior increases).

At level 18, you unlock the Reflexive Throw ability. You can make an Attack action as a reaction when you succeed a Dexterity saving throw from the Agile Dodge racial ability.

At level 20, you gain Evasive Training. You add one to any modifier to your Agile Dodge ability. This effect stacks (e.g. running 30ft. and making a Backflip action would get a +2 in addition to the normal modifiers, one for each).

 

Tiger Subclass Traits

As a Tiger, you prefer to hit your targets as hard as possible, so that you don't have to hit them again. You deal an additional d4 damage when hitting an opponent. You gain expertise in Spears.

At level 10, you unlock the Damaging Attack ability. You add your Proficiency bonus when dealing damage.

At level 16, this ability is improved. You add double your Proficiency bonus when dealing damage.

At level 12, you get the Heavy Spears ability. You can grow a heavier spear that deals 2d4 extra damage, but takes two actions to grow. Incomplete spears cannot be removed from your tail, or used in any way.

At level 14, you gain the Forceful Strike ability. You can spend both your Attack actions to do a single attack. This attack gains +5 to hit, and an additional 3d4 damage.

At level 18, you get the Coup de Grâce ability. When you deal damage to an enemy, the DM may choose to kill that enemy immediately. Usually, the DM will only do this when the enemy is crippled or close to death, however.

At level 20, you gain Strong Training. You gain +1 to your Strength and Dexterity ability scores. You deal an additional 2d6 damage when attacking with one of your spears.

 

The Survivor

As the sun dawns on a new cycle in the barren world Slugcats call home, a white dot runs between boulders and ruins. The hungry Slugcat reaches a cave entrance and looks inside. Within are a range of plants, but not all of them are safe. The Slugcat easily identifies the edible fruits and quickly devours them. With hunger satiated, the Survivor ventures back into the hostile environment.

The Survivor is an expert in the wilderness, and is usually a guide in a Slugcat pack. Survivors are coloured white, with fully black eyes.

Hit Points

Hit Dice: 1d4 per Survivor level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Survivor level after 1st

Proficiencies

Armor: N/A
Weapons: None
Tools: N/A
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Survival

Food Requirements

Capacity: 7 Food Pips
To Rest: Spend 4 Food Pips

The Survivor Table

LEVEL

PROFICIENCY
BONUS

FEATURES

1st

+2

Destined Survivor

2nd

+2

Expert Botanist

3rd

+2

Ability Score Improvement 

4th

+2

Experienced Awareness

5th

+3

 Destined Survivor Improvement

6th

+3

Veteran Survivalist

7th

+3

 Ability Score Improvement

8th

+3

Expert Botanist Improvement

9th

+4

Destined Survivor Improvement

10th

+4

Specialisation (Attract Prey/Spear Carrier)

11th

+4

Ability Score Improvement 

12th

+4

Find Shelter/Targeted Throw

13th

+5

Destined Survivor Improvement

14th

+5

Track Animal/Coordinated Parry

15th

+5

 Ability Score Improvement

16th

+5

Chef/Powerful Throw

17th

+6

Destined Survivor Improvement

18th

+6

Find Shelter Improvement/ Spear Carrier Improvement

19th

+6

 Ability Score Improvement 

20th

+6

Training (Survival/Combat), True Survivor

 

Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

Destined Survivor

Your role in this world is to be a true master of your environment, and you have the determination to get you there. Starting at level 1, you can add your Proficiency bonus to any check you make once per Long Rest. You can perform this ability one additional time when you reach level 5, and again at your 9th, 13th and 17th levels for a total of 5 times per long rest.

At level 20, you replace your Destined Survivor ability with the True Survivor ability. You have fulfilled your true role in this world. You add your Proficiency bonus twice to any check you upgrade using this ability. You still can only perform this ability 5 times per long rest.

 

Expert Botanist

You have studied plant life tirelessly and can easily identify species and subspecies of plants. Starting at level 2, you may make a Nature check to determine if a plant is edible or inedible, and whether it is dangerous in some way.

At level 8, your skills in identification have increased dramatically. You are able to make a Survival skill check. On a success, calculate 1d4 + the amount that you succeeded the check by. You discover food worth that many Food Pips. You can only attempt to perform this roll twice per long rest.

 

Experienced Awareness

As you grow more experienced, you gain an innate sense of your surroundings. Starting at level 4, while you are awake, you cannot be surprised while determining initiative.

 

Veteran Survivalist

Your experience and training allows you to shrug off dangerous wounds more easily, and sleep on an unfilled stomach. At level 6, you only have to make 2 successful death saves to be stabilised, and you require one less Food Pip to sleep.

 

Choose Specialisation

At level 10, you must choose a subclass to specialise your Survivor into. You can choose to specialise as a Biologist, or a Fighter. Biologists mostly gain abilities that increase their ability to identify their environment and interact with it. Fighters mostly gain abilities that make them tougher and better fighters. Choose the Biologist if you want to continue being a support role in your party, guiding them to food or shelter easily. Choose the Fighter if you want to be a combat-capable character when it is required of you, and be capable of holding your own.

 

Biologist Subclass Traits

As a Biologist, you have taken advanced training in the ways that your surroundings work and interact. You gain Proficiency (or Expertise if you already have proficiency) in two of the following skills: Animal Handling, Medicine, Nature, Survival. You also gain +1 to your Wisdom and Intelligence ability scores.

When specialising into the Biologist path, you immediately gain the Attract Prey ability. As an action, you can make an Animal Handling skill check. On a success, you draw 1d4 small mammals or insects towards you. These critters still maintain their sense of self-preservation though, and will run if threatened or attacked. This ability can be attempted to be used once per long rest, and costs 2 Food Pips worth of food to perform. This bait is lost on use.

At level 12, you gain the Find Shelter ability. You can make a Survival check, with the DC being at the DM's discretion based on the distance to the nearest shelter (The DM does not have to tell you the DC). On a success, you identify the location to the nearest shelter, as well as the time that it will take to reach it and the most direct route. This ability is upgraded at level 18, when you are also able to determine if the route has any areas where creatures usually habit, on a successful check.

At level 14, you gain the Track Animal ability. You have a chance to detect animal tracks in your surroundings. If you detect these tracks, you can make an Animal Handling skill check to determine the overall animal family that the creature that created the tracks is from (e.g. a blue lizard's trail would be detected as just a lizard track). You can also make a Survival skill check to determine the creature's course. On a success, you determine the rough direction that the creature went in. Other tracks are likely to appear in that direction belonging to the same creature, until the trail reaches it.

At level 16, you gain the Chef ability. You can make a Survival check to double the amount of Food Pips that a creature or item is worth. The duration of this ability is 3d6 + 10 minutes of preparation, after which the Survival skill check is made. If the check is failed, the amount of Food Pips the subject is worth is halved, rounded down.

At level 20, you gain the Survival Training ability. You can stabilise a party member that has performed two successful death saves with a successful Medicine skill check. You can also heal your party members by 3d6 + 12 HP, with a successful Medicine skill check. You can add 1d6 + 4 HP to this amount by spending an additional 15 minutes treating them, to a limit of 3 times.

 

Fighter Subclass Traits

As a Fighter, you have trained yourself in the art of combat. While you can't fight with as much skill and inherent ability as a Hunter or Spearmaster, you are a stronger combatant than your fellow support-oriented peers. You gain Proficiency in Improvised Weapons when you pick this specialisation. You also gain a +1 to your Strength and Constitution ability scores.

As soon as you choose the Fighter specialisation, you gain the Spear Carrier ability. You can carry a stick or other similar weapon on your back, independent of the limits imposed by the Weak Body trait. At level 18, you improve this ability to allow you to carry 2 sticks or similar weapons on your back, instead of one.

At level 12, you gain the Targeted Throw action. As an action, you can throw an item you are carrying with deadly precision. You must make a Dexterity check with a DC of the DM's discretion + 1 for every 5 feet you are away from the target. On a success, you aim at the targeted area or location, ready to throw your weapon at it on a subsequent turn. If this throw hits a creature in a vulnerable area, you deal an additional d4 damage. On a failure, you do not aim accurately at the target.

At level 14, you can perform the Coordinated Parry reaction. As a reaction, when you or an ally within 5ft. is attacked, if you are holding a spear, you can make a Strength saving throw and halve the result, before adding it to the DC of the attack.

At level 16, you gain the Powerful Throw action. You can spend up to 3 actions to prepare to throw an item. When you do throw the item, you add 1d4 damage to the attack, + your Strength modifier if it is positive, for each action spent preparing the throw.

At level 20, you gain the Combat Training ability. You deal an additional d4 when attacking. You also gain +1 to your Strength and Constitution ability scores. Finally, you can take the Attack action twice instead of once.

 

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