Homebrew Anurima Species Details

Born amidst the blizzards and glaciers of the Forgotten Realms' far reaches, anurima flourish in conditions even the heartiest dwarves would find inhospitable. Their innate magics—thought to be fey in origin— allow the froglike anurima to chill their bodies below freezing almost instantaneously. Anurima communities tend to reside as far from both friends and foes as possible, and the odd member of anurima society that ventures into the world at large may be regarded as naive, brave, or even nonsensical by their peers.

Shorter than humans, the anurima have lost their amphibious nature despite their obvious heritage. Though they can no longer breathe through their skin, it provides thorough protection from the weather of anurima homelands. The bulbous eyes atop an anurima's head allow them to see through even the densest flurries.

Art by Dissunder; adopted by newboldworld (deviantart)

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, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and up to one other language that you and your DM agree is appropriate for the character.

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: Undead, Plant, Ooze, Monstrosity, Humanoid, Giant, Fiend, Fey, Elemental, Dragon, Construct, Celestial, Beast, Aberration. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the mending spell typically works on a Construct or an object.

Life Span

The typical life span of a player character in the multiverse is around a century, assuming the character doesn’t meet a violent or abrupt end. Members of some races, such as elves and tortle, 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.

Anurima Traits

As an anurima, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

Anurima are shorter and lighter than humans, standing just under 5 feet tall and all but the largest individuals are under 100 pounds. Your size is Small.

Speed

Your walking speed is 25 feet.

Rimespittle

You can use your frozen spit to make unarmed strikes from a distance. When you hit with them, the strike deals 1d4 + your Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Standing Leaps

Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Galesense

Strong wind does not impose disadvantage on your ranged weapon attack rolls.

If you end your turn while flying in strong wind, you may choose to safely descend a number of feet equal to 5 times your proficiency bonus before falling.

Areas of heavy precipitation do not impose disadvantage on your Wisdom (Perception) checks that rely on sight. Areas of strong wind and heavy rainfall do not impose disadvantage on your Wisdom (Perception) checks that rely on hearing.

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.

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