Homebrew Cavid Species Details
"The Cavid are a kind
people who make
wonderful pastries, live in
cities of gold, and worship
a volcanic god of magic.
They might be my favorite
race I have studied." -
Haru, Human Explorer.
Cavid Traits
Cavid are a race of anthropomorphic guinea pigs with the ability to remove curses and end possessions.Ability Score Increase
Your Wisdom score increases by 2
and either your Charisma or Strength score increases by 1.
Age
Cavid reach maturity around 8 years of age and can
live to be 100 years old.
Alignment
Cavid are reclusive, but friendly and always
attempt to help and heal others. They tend towards good
alignments.
Size
Cavid stand between 2 and 3.5 feet in height and can
weigh up to 80 pounds. Your size is small.
Speed
Your base walking speed is 30 feet.
Burrowers
Your people found longevity in living underground, becoming excellent natural diggers
Your base burrowing speed is 30 feet.
Superior Darkvision
Accustomed to scavenging in the dark to avoid
predators, you have superior vision in dark and dim
conditions. You can see in dim light within 120 feet of you as if
it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Bite
Your sharp teeth, mean to easily cut through grasses
and other fibrous plants, are a natural weapon, which you can
use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Baking and Pottery
You have proficiency with cooking
utensil's and potter's tools.
Curse Removal and Spirit Collection.
Cavid are able to
sense and remove evil spirits and curses. Starting at level 5,
you can cast the spell remove curse once with this trait and
regain the ability to do so when you finish a long rest. Also
starting at level 5, you can spend 1 hour conducting a
complex ritual to end the possession of a creature. This ritual
requires that you have a clay vessel and a wax topper to seal
it. As an action, you touch a creature you can reach that is
possessed by a celestial, fey, fiend, or an undead. The creature
you touch must make a Charisma saving throw (the DC of
which is equal to 8 + the possessing creatures challenge
rating + the possessing creature's charisma modifier). On a
success, the creature is no longer possessed by such
creatures and the posessing creature is placed within the
vessel for a number of hours equal to your Wisdom modifier.
Afterwards, they break free. Wisdom is your spellcasting
ability.
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Posted Sep 26, 2022I copied this over from a PDF I found and wanted to use in dndbeyond. All rights to original creators, I own nothing (tho I did add burrowing)
OP:
https://drive.google.com/file/d/1ihSPxt4xo0Mmib2Kdf8uEiOgl_yCq5p8/view