Homebrew Bieber Species Details

Biebers are beaver-like humanoids who live on streams and act as the natural lumberjacks of the forest, never really longing to see the world but often being subjected to it. Biebers like to stay at home and are are a bit xenophobic. They aren't super trusting until you've proven yourself to be trustworthy. Then, you'll be treated as one of the family. Breaking trust and betrayal is a groundbreaking offense in the Bieber community and isn't acceptable in any way. Biebers love people and life and are energetic in all they do. The average Bieber probably talks incredibly quickly, perhaps because there's not enough time to say what they need to say. Sometimes, they are threatened by all sorts of natural disasters including floods and wildfires, but despite all this, they are incredibly resilient and never really give up on life. If you ever want to impress a Bieber, the best way to do it would be to make great architecture. Biebers often judge people by how well they can make a structure. In short, Biebers are reclusive, hardy, often mistrusting, life loving beaver-folk that love their simple lives.

Bieber Traits

You have the following racial traits.

Teeth

Thanks to your massive, sharp teeth, you can make an unarmed strike using your teeth. Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, your bite attack against wood is an automatic critical.

Naturally Aquatic

Thanks to your experience in rivers and streams, you have a natural affinity for navigating in water. You gain a swimming speed equal to your walking speed. 

Ability Score Increase

Your Constitution score increases by 2, and your Charisma score increases by 1.

Hold Breath

Thanks to your experience on the water, you can hold your breath for up to 15 minutes. 

Beast Speach

Thanks to nature's natural connection to Biebers, you can communicate simple messages with small beasts. As an action, you can communicate a simple message to a small or smaller creature that can hear you.The beast can communicate simple messages back to you but is at no compulsion to speak truthfully, especially if you or your companions appear to be a threat to nature of the beasts within it.

Tail

Thanks to your large tail, you can slap it on the ground and deafen your enemies. As an action on your turn, you can slap your tail on the ground and make a thunderous boom. All creatures within 10 feet of you must make a Constitution saving throw or be deafened until the end of their next turn. The DC equal 8 + your proficiency bonus + your Strength modifier. Once your use this feature, you can't use it again until you finish a long rest. In addition, you can cover your tail in sticks and mud to temporarily shield yourself from weapon attacks made against you. At the end of a long rest, you can forgo your Deafening Tail feature to cover your tail with sticks and mud, provided you have the materials at hand. While you have the sticks and mud on your tail, you can use your reaction when someone you can see attempts to hit you with a melee attack, you can position your tail in such a way to shield yourself from the attackers blows. You gain a +2 to AC against that attack. You are considered wearing armor when the mud and sticks are on your tail. The mud and sticks come off after 24 hours. You can shield yourself in this way a number of times equal to your proficiency bonus, and you regain all uses when you use armorize your tail in this way again..

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