Homebrew Anthropromorph Species Details
Anthropromorph Traits
Wisdom increase, Druidcraft cantrip, Common, Sylvan, Savage Attack, Nature skill, Natural Weapon, Speak with Small Beasts
Natural Magic
You start with the cantrip Druidcraft
Languages
You can speak, read and write Common and Sylvan. The Sylvan language is known from birth, as it is encoded in anthropomorphs' fundamental makeups.
Savage Attack
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Animal Skills
You have proficiency in the Nature skill.
Natural Weapon
You can make a 1d4 bludgeoning, piercing or slashing attack using your teeth/claws/tail etc.
Speak With Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Ability Score Increase
Your Wisdom score increases by two, granted by the magic coursing through your veins.
Age
Anthropomorphs reach adulthood at the age of thirty, but they mentally mature at the same rate as humans. Beyond adulthood, they do not appear to age from the outside, and retain the appearance of an eighteen-year-old human until they die at around 200 years old.
Size
Anthropomorphs range from under 5 to over 6 feet tall. Your size is medium.
Speed
Your base walking speed is 35 feet.
Bat Subrace
Your body is modelled after a bat's. You have bat wings and may have bat ears, fur and/or claws.
Ability Score Increase
Your Dexterity increases by 1.
Superior Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Hearing
You have advantage on Perception checks involving hearing.
Wings
You have a flying speed of 40 feet. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height. You cannot fly if you are wearing armour you are not proficient in, armour not tailored to accommodate your wings, or a backpack not specially tailored to your wings. You fall to the ground at the end of your turn unless you move at least half your fly speed during your turn.
Cat Subrace
Your body is modelled after a cat's. You may have a cat tail, ears, fur and/or claws.
Ability Score Increase
Your Dexterity increases by 1.
Darkvision
You have superior vision in dark and dim conditions. 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 can’t discern colour in darkness, only shades of grey.
Feline Stealth
You have proficiency in the Stealth skill and can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimble
You can move through the space of any creature that is of a size larger than yours.
Fox Subrace
Your body is modelled after a fox's. You may have a fox tail, ears, fur and/or claws.
Ability Score Increase
Your Charisma increases by 1.
Keen Hearing and Smell
You have advantage on Perception checks involving hearing or smell.
Innate Spellcasting
You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once per day. When you reach 5th level, you can cast the suggestion spell once per day. Charisma is your spellcasting modifier for these spells.
Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Wolf Subrace
Your body is modelled after a wolf's. You may have a wolf tail, ears, fur and/or claws.
Ability Score Increase
Your Strength increases by 1.
Keen Hearing and Smell.
You have advantage on Perception checks involving hearing or smell.
Pack Tactics
You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Anthropromorph Traits
my the animals guide you
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