Homebrew Wombaroo Species Details

Wombaroos' progenitors were sweet-toothed, arboreal marsupials no bigger than beagles. Hunted by larger natural predators, they evolved wing-like flaps that enabled them to glide from branch to branch.  But this did not end the wombaroosh trait of consistently winning the evolutionary jackpot.  The wombaroo may be the only sentient race that created themselves.  According to their history (much of it exceedling well-documented), the first modern, sapient wombaroo was created by an elixir provided to her by a team of intelligent wombaroos from the future in an event known as the Wombaroo Paradox. 

Today, wombaroos are highly intelligent bipeds eager to explore other worlds and discover -- or become -- their fabled creators.

In addition to being natural climbers, wombaroo have clawed feet that are as dexterous as their hands, even to the extent of having opposable, clawless thumbs. Membranes of skin hang from their arms, legs and torsos. When stretched taut, these membranes enable wombaroo to glide. Of course, they are as modest as any species, and usually drape their "wings" in flowing togas and wraps.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human species or one of the game’s fantastical species.  If you create a character using a species option presented here, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores 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’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised 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 widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

Every creature in D&D, including every 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 species option presented here 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 text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)

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—a fact noted in the description of the race in question.

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.

Wombaroo Traits

You have the following species traits.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores 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’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised 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 widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.  Wombaroo is beautiful, though.  You should speak Wombaroo.

Creature Type

You are a Humanoid.

Size

You are smol.

Size

Your walking speed is 30 ft., and you have a climbing speed of 25 ft., due to your clawed feet.

Torpor

You can enter a suspended animation-like state which reduces your movement to 0 and during which you cannot take any actions.  However, you will only need to breathe for one minute every 1d20 + Constitution modifier hours.

Opposable Toes

As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Wombaroo Agility

The evolutionary magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).

You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Sugar Glide

As long as you have consumed something sugary since your last long rest, when you fall at least 10 ft. above the ground, you can use your reaction to glide horizontally a number of ft. equal to your walking speed, and take 0 damage from the fall. You determine the direction of the glide.

Comments

Posts Quoted:
Reply
Clear All Quotes