Homebrew Forrestling (Ignore this please) Species Details
As a forrestling, you have an animal's blood coursing through your veins. Your ancestors were granted sentience long ago, after which followed generations of a gradual shift towards their descendants becoming bipedal and developing hands with which to grasp and hold. Your people come from a great forest, fraught with danger, be it a knife in the dark, bandits, being lost with no food or drink to your name, or those creatures snapping through the forest in the dark. Despite this, the forrestlings have raised a great society amongst the clearings, glades, and groves of the forest, even fighting back the forest enough to build and maintain a great road from the capital city, The Grove to the 12 nearby Glades. Many of the denizens of the multitude of Clearings however have never seen so much as a stone of The Grove's Roads as it is called.
As a forrestling, you appear to be a bipedal animal. You can determine your Animal Ancestor yourself or you can roll on the table, with one notable exception, no living forrestling of deer or moose ancestry has been observed in many years.
Animal Ancestor
| d6 | Ancestor | Ancestry |
|---|---|---|
| 1 | Porcupine/Hedgehog | Quillhide |
| 2 | Bear/Squirrel | Climber |
| 3 | Wolf/Horse | Racer |
| 4 | Hawk/Bat | Flyer |
| 5 | Badger/Mole | Burrower |
| 6 | Beaver/Otter | Swimmer |
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, 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 Player’s Handbook 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 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. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
For a medium forrestling avg height and weight uses the human height weight table.
For small use gnome.
Forrestling (Ignore this please) Traits
As a forrestling, you have the following racial traits.Creature Type
You are a Humanoid (Beast)
Size
You are Medium or Small, you choose when choosing this race based on Ancestry.
Speed
Your walking speed is 30 feet.
Bestial Instincts
Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception or Survival.
Darkvision
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 discern colors in that darkness only as shades of gray.
Animal Ancestry
As an action, you can embrace your ancestry and become more bestial. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you perform this action, you gain temporary hit points equal to 2 × your proficiency bonus as well as an unarmed strike. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, you gain an additional benefit based on one of the following options (choose when you select this race):
Burrower (Badger, Gopher, Mole, Weasel). As an action, you can gain a burrow speed of 20ft. When burrowing in this way through soil, you leave a small sized tunnel that other creatures can enter. Burrowing in this way does provoke an opportunity attacks.
Climber (Bear, Cat, Raccoon, Squirrel). You have hooked claws, sharp nails, or a serpentine tail. As a result, you have a Climb Speed equal to your Speed, and once per turn when you deal damage with your Unarmed Strike to a target, you can increase the damage to that target by an amount equal to your Proficiency Bonus.
Flyer (Bat, Eagle, Owl, Raven). You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.
Quillhide (Echidna, Hedgehog, Porcupine, Spined Mouse). When you are hit by a melee attack you can use your reaction to deal <strong>1d4</strong>{{proficiency#unsigned}} piercing damage in retaliation using your quills.
Racer (Dog, Fox, Hare, Horse). When you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus.
Swimmer (Beaver, Crocodile, Frog, Otter). You can hold your breath for up to an hour at a time, and you have a Swim Speed equal to your Speed. In addition, you have Resistance to Cold Damage.
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