Homebrew Aranthi Species Details

The aranthi (also called skunklings) were raised from their lowly state through constant exposure to the natural magic found so freely in lands filled with the fey, and so generation by generation, year by year, the skunks who lived in these lands lived out their shy, quiet, peaceful lives, growing steadily larger and more intelligent, until they achieved true sentience and began to spread their numbers into the wider world. However, after a particularly calamitous famine-filled year, superstition led most to believe the aranthi’s god, Mesphitis, was responsible. Believing the aranthi to be carriers of the plague, they were hunted en mass. Now, with their god dying, they live in small communities on the edge of the feywild, hiding from the world.

Aranthi Traits

This species specifies on poison resistances and poison attacks, with all three having to do with the damage type.

Musk

you can activate musk equal to your proficiency bonus, as long as you can see an enemy no further than 15 feet away, you can use a bonus action to spray them with your musk. They must make a constitution saving throw, on a failure they take 4d4 poison damage, on success they take half as much damage. It recharges after a short or long rest.

Noxious

Enemies that occupy the same space as you take 2d6 poison damage at the beginning of their turn.

Poison Resistance

Resistance to Poison damage.

Ability Score Improvement

Increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2023 6:30:59 PM
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