Homebrew Chamaelean Species Details

Chamaeleans were the result of when regular chameleons were affected by the magic of the Feywild. Their early motivations were the same as any other animal, to survive. But as they gained more fey magic, they gained more sentience, and began to expand out of the Feywild. They make for good rogues, druids, rangers, and monks, with their high dexterity and ties to nature run through their blood.

Scaly green covers their whole body, spare their eyes and long tongue. Chamaeleans are experts of stealth and theft, but their ties to nature keep them on the straight and narrow, for the most part.

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

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 and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Chamaelean Traits

As a chamaelean, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered a beast for any prerequisite or effect that requires you to be a beast.

Size

Your size is Medium.

Speed

Your walking speed is 35 feet. You also gain a climbing speed of 25ft.

Extensive Tongue

You can use your tongue to make unarmed strikes. When you hit with it, you deal 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Instead of dealing damage, you can attempt to disarm the target, forcing it to drop one item of your choice that it is holding. The target must make a DC (8 + your proficiency bonus + your Strength modifier) Strength saving throw. On a failed save, you take the object and hold it with your tongue.

In addition, when you make a melee attack with a weapon you are holding in your tongue or an unarmed strike with your tongue, your reach for it is 5 feet greater than normal.

Jungle Speak

You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Kaleidoscope Eyes

You are proficient in the Perception skill.

Super Sneaky

You are proficient in the Stealth skill. In addition, when you roll a Stealth check, you can add the number equal to your proficiency bonus to your roll, potentially turning a failure into a success.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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