Homebrew Feymire Crocodilian Species Details
Cousins of the Crocodilians and other reptilian-folk, Feymire Crocodilians have a larger connection to the marshes they live in due to the magical effects of the Feywild. Still as intimidating as their cousins, they have large claws, jaws, and tails, and grow both vines and scales off of their bodies. Their temper is relaxed, and they often use their stealth to mess with travelers, or surprise wild animals.
The Feymire is not a specific location, but instead the general name for any marshes in the feywild. The wild magic makes the marshes incredibly hard to travel, and Feymire Crocodilians use this to get food or other possessions from the travelers, in exchange for guidance.
Feymire Crocodilian Traits
Vine and claw attacks along with natural stealth make the Feymire a good close range fighterNatural Stealth
Your adaptive scales and foliage makes you proficient in stealth
Claws
Your claws can be used as unarmed strikes, dealing 1d6 + strength Slashing damage instead of the regular bludgeoning damage
Vine Burst
You can shoot out vines from your body, damaging all creatures around you.
As an action, you shoot out vines, needles, or other plant-like weapons. Each creature within 10ft. of you makes a Dex save (DC is 8 + your proficiency bonus + your constitution modifier). On a fail, they take 1d10 Magical Piercing damage, or half on a success. At level 5, this damage increases to 2d10, then again at level 11 to 3d10, then again at level 15 to 4d10. You can use this ability a number of times equal to your proficiency bonus a day, regaining all uses on a long rest.
Feywild Magic
Your Fey ancestry gives you access to magical abilites. You learn the Druidcraft cantrip, using either INT, CHA, or WIS as your spellcasting ability.
At level three you gain the ability to cast Entangle once per day, and at level five you gain the ability to cast Misty Step once per day. These spells use the chosen spellcasting ability, and can be casted with spell slots if you have them.
You gain back your spells at the end of a long rest.
Ability score imporvements
Your Con Increases by 2, and your INT, CHA, or WIS increases by 1
Natural Armor
Your scales protect you, giving you a natural AC of 13 + Dex.
Languages
You can speak, read, and write Common, Sylvan, and Draconic
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