Homebrew Garoo Species Details

Garoos are distant cousins of Harengons, found in the deep places of the Feywild. While they share thier cousins' love of freedom and adventure, Garoos are exuberant by nature, and naturally inclined to battle, which the race does frequently in their culture. In time, they left the Feywild for the hope of greater challenges.

Garoos are bipedal, with strong musculature and large feet they use to hop great distances as well as kick. They are sharp in mind and quick in movement, being deceptively powerful for their size making them adept fighters. All Garoos are born with natural weapons, both hardened fists and armored, padded feet, which makes them fast, agile able to steer clear of the trouble their Harengon cousins use luck to avoid.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the fairy or the harengon, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score 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 can follow those suggestions or ignore them, but you can’t raise any of your scores 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 PHB offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each 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 race in this chapter 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 cure wounds spell doesn’t work on a Construct or an Undead.

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. Fairies and harengons, however, have a life span of about a century.

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 & Weight table in the PHB, and choose the row in the table that best represents the build you imagine for your character.

Garoo Traits

As a garoo, you have the following racial traits.

Fey Senses

Having trained in the art of Shadowboxing as a Garoo, you can detect the slightest movements within 10 feet of you, even if blinded or deafened. You have Tremorsense out to 10 feet.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 35 feet.

Boxer's Accumen

You have proficiency with Unarmed Strikes. Your punches as a Garoo do a d6 worth of damage and your kicks fo a d8 worth of damage. Also, when using your powerful legs to kick in combat,your reach is 10 feet with them.

Lucky Footwork

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.

Garoo Hop

As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.