Homebrew Bushman Species Details

Bushmen are forgotten to the fey wilds plane and live in constant fear from feral fey creatures and avoid large communities at all costs, not many know of the existence of Bushmen and this can lead to interesting interactions with other races. The males are Parthenogenesis (This is when a animal is able to reproduce by themselves) very few of them are female and those who are, are usually killed at birth.

Bushmen tend to be lawful evil but there are few who fled the sexist societies to live among other small groups of "good" Bushmen.

Bushmen are incredibly light and way around 20lbs and they're usually around 2ft, your size is small. They also tend to live to about 2000 years, with the oldest ever recorded being over 5000 years old, though this may be the case not many of them live past 500 due to their fragile physique and the odds of them being discovered. They resemble small bears covered in leaves (more on the leaves below), their eyes tend to correspond to their leaves. Their leaves reflect the sort of environment they grew up in with the most common being a gunky green (Fey Wilds), some rarer colours are purple (Underdark), orange/green/white (for the season that they were born in, autumn/summer/winter). While Bushmen seem incredibly fragile at first their Dexterity and Wisdom make up for it along with their unique ability to return from death as long as someone keeps part of their body.

Male Bushmen don´t usually have names and are just referred to by their age, however, some groups of Bushmen do use names that they heard from passing creatures, however many Female Bushmen who managed to flee the sexism tend to name themselves after their closest friend.

Ability Score Increases - Your Dexterity Score increases by 4 and your Wisdom increases by 2.

Ability Score Decreases - Due to being incredibly fragile your Constitution decreases by 2, and your Strength decreases by 1.

Expert Diggers -  At Level 3 You are able to dig large burrows in soil if you spend 5 hours to do so, these burrows can be used as a tent/place to stay and are well hidden, a creature looking for the Burrow must pass a DC 18 Perception (Wisdom) check.

Camouflage - You are able to hide in bushes, trees and dirt with ease, if a creature attempts to find you they must pass a Perception Check (DC 8 + Proficiency Bonus + Plus Dexterity Modifier) 

Perfect Darkvision - You have spent years living inside dark and damp environments and can perceive colours in darkness for up to 120ft.

Natural Speedster -  1. Your walking speed is 40ft            2. Your climbing speed is 30ft         3. Your burrowing speed is 60ft

Water Weakness - You cannot swim and are at disadvantage when in the water for attacks, Ability checks and cannot cast or concentrate on spells.

Nature's Touch - At Level 5 When you "die" if your body wasn't entirely destroyed another adventurer can collect your remains and replant you, the process takes 1d4 days and once you return you retain all your memories, levels and abilities but lose all your items. 

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Replacement Traits - Some Bushmen have special traits that others don´t, however those who are lucky enough too tend to be missing another

Naturally Thorny - When you grapple someone (or someone grapples you) they must succeed on a CON save with the DC of 12 or take 1d4 + 1 damage, each turn they stay grappled (or grappling) they must make another CON save with the DC of 12 or take another 1d4 + 1 damage. (This will replace the Camouflage trait).

 

Bushman Traits

Bushmen have quite a lot of traits these are listed below:

Ability Score Increases

Ability Score Increases - Your Dexterity Increases by 4

Ability Score Increase

Your Wisdom increases by 2.

Ability Score Decrease

Your Constitution decreases by 2.

Ability Score Decrease

Your Strength decreases by 1.

Expert Diggers

You are able to spend 5 hours to dig a large burrow big enough to hold up to 3 people.

Perfect Darkvision

You can see perfectly in darkness and can perceive colours for up to 120ft

Camouflage

Camouflage - You are able to hide in bushes, trees and dirt with ease, if a creature attempts to find you they must pass a Perception Check (DC 8 + Proficiency Bonus + Plus Dexterity Modifier) 

Nature's Touch

Nature's Touch - At Level 5 When you "die" if your body wasn't entirely destroyed another adventurer can collect your remains and replant you, the process takes 1d4 days and once you return you retain all your memories, levels and abilities but lose all your items.

Water Weakness

Water Weakness - You cannot swim and are at disadvantage when in the water for attacks, Ability checks and cannot cast or concentrate on spells.

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