Homebrew Dusktail Species Details
The Dusktail's are a small tribe of squirrel folk who dwell in the secluded settlement of Oak hollow Village to the west of the valley’s center. They are serious, secretive, and therefore a subject of much curiosity and suspicion among other animal folk. Dusktail's practice arcane and dark magics misunderstood by outsiders, yet their people stand steadfastly by in defending their home from threats such as Calamity Beasts. Though their rituals are disturbing, they help keep the valley safe and in balance.
Dusktail Traits
Corpse forageAge
Dusktails reach maturity by age 15 and can live up to 80 years.
Size
Dusktails are Small, standing around 4 feet tall.
Speed
Your base walking speed is 25 feet. as well as half climbing speed and flying speed
Corpse Forage
As a bonus action, you can absorb energy from the corpse of a non-construct, non-undead creature that is small or larger and that has been dead for no longer than a week. This energy can be used to enhance one of your other features (see the “Forage” sections below). You choose which feature to enhance when you activate this ability. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.
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. Forage: For the next minute, your darkvision extends to 120 feet, and you can see through magical darkness.
Ritualist Skill
You gain proficiency in either the Nature or Arcana skill (choose when you select this race). Forage: You gain expertise in the chosen skill for 1 hour.
Vital Transference
As a bonus action, you can transfer life energy between two willing non-construct, non-undead creatures within 60 feet of you. Roll a number of d8s equal to your proficiency bonus. The first creature loses hit points equal to the total rolled, and the second creature regains hit points equal to the amount lost by the first creature. If this feature reduces the first creature to 0 hit points, the second creature regains no hit points instead. Forage: The next time you use this ability within 1 minute, the second creature regains twice the hit points lost by the first creature. Once you use this ability, you can’t do so again until you finish a short or long rest.
Necromancers magic
Magic from the school of necromancy is exceptionally powerful in your hands you can use forage to cast any spell from this school at 1 higher level use this ability a number of times equal to your proficiency bonus per long rest.
Languages
You can speak, read, and write Common and Sylvan.
Squirrel Skill
you can store items in your mouth up to a fourth of your max encumbrance however if you have more than ten pounds in your mouth it gets increasingly more difficult to speak
Ability Score Increases
Your Intelligence, Wisdom, or Charisma increases by 2, and one other ability score of your choice increases by 1.
Previous Versions
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