Homebrew Awakened Tiger Species Details
Your not just any tiger, your an awakened tiger. Why? Well thats up to you and your DM. Have fun with this silly race.
Awakened Tiger Traits
Awakened Tiger TraitsAge
Tigers live around 8-10 years.
Size
Tigers are large sized.
Speed
You have a walking and climbing speed of 45.
Languages
You speak Common, Tabaxi, Sphinx, and 1 language of your choice, you also can speak to other animals.
Ability Score Bonuses
You have a +1 to Wisdom and +2 to Dexterity and Constitution.
Bonus Proficiencies
You have proficiency in Animal Handling, Nature, and Stealth.
Expert Hunter
You have expertise in Stealth.
Hyper Aware
You gain the Alert feat.
Animal Bond
You have advantage on Nature and Animal Handling checks.
Keen Senses
Tigers eyes are keen and trained as a result of a lifetime of danger as a large hunter. You have advantage on Perception checks.
Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Pack Tactics
The tiger has advantage on an attack roll against a creature if at least one of the tiger’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Natural Attacks
As a tiger you have natural weapons and abilities in combat.
- Pounce: If you move at least 30 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
- Pin Down: If a target is prone you can use 10 feet of movement to grapple the target by standing on top of them.
- Bite: You can make a bite attack on your turn dealing 2d6 piercing damage.
- Claws: You can make a claws attack on your turn dealing 2d8 slashing damage.
Multiattack
Starting at 5th level, you can make 2 claws or 2 bite attacks with one attack action.
Gift of Awakening
You gain the Friends, Mage Hand, Message, Primal Savagery, or Resistance. Also at 3rd level you gain access to 5 out of the following 10 spells, Bane, Cause Fear, Detect Magic, Disguise Self, Feather Fall, Find Familiar, Hunter’s Mark, Identify, Jump or Snare. At 4th level you gain access to 5 out of the following 10 spells, Alter Self, Animal Messenger, Earthbind, Flock of Familiars, Invisibility, Locate Animals or Plants, Locate Object, Misty Step, Pass Without Trace, or Summon Beast. Lastly at 5th Level you gain access to 5 out of the following 10 spells, Blink, Catnap, Conjure Animals, Counterspell, Dispel Magic, Enemies Abound, Fear, Haste, Nondetection, or Summon Fey. Your spellcasting modifier for these spells is Wisdom and can cast them a number of times equal to your proficiency modifier. You can also cast them normally if you have the appropriate spell slots available.
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