Homebrew Etra Species Details

It’s easy to take the Etra as nothing more than a joke. Barely standing at three feet and covered in bright colored fur that comes in every shade from burnt red to golden yellow to muted blue, you might not think much of one. This would be a mistake. Many an Orc have tried and failed to raid their camps only to be crushed. The Etra were born and bred to survive in some of the strangest locales on the planet; from the storm-razed woods of the Lota forest to the volcanic ashes of the Pymis mountain range, the northern Frozen Burial Grounds, even in caves under the ocean. Despite their mammalian appearance, a lot of people on Zerrik compare the Etra to cockroaches in their ability to just not die.

Civilization is loose among the Etra due to the nature of the places they prefer to live. Etra are nomads, travelling the world as it suits them. They can be surprisingly intelligent, insanely strong, and to many, infuriating to be around. Some consider the Etra chaos incarnate. Rather than make a good days’ living, many Etra often try and pickpoeket enough gold to get by. Among one of their strangest choices for things to steal are names; Etra don’t often refer to each other by name. When they do, they often steal a name from something else; a nearby kind of tree, a mountain, a sound, a person, etc.

Etra Traits

Etra are known to have the following qualities

Ability Score Increase

Your Strength score increases by 2, and your Intelligence by 1.

Darkvision

You gain darkvision out to 60 feet.

Etra Adaptation

Due to their nature, Etra have adapted to many strange circumstances. Choose two adaptations from the following list

  • Amphibious: You can breathe underwater as if on land, as well as breath on land without difficulty. In addition, you can move your full speed while swimming.
  • Elemental Versatility: Gain resistance to one of the following damage types; acid, cold, fire, lighting. You may only take this once.
  • Extra Arms: You have a second, retractable pair of arms that extend from the middle of your torso. Extending these arms is a bonus action. These arms can be used to give you an additional bonus action, or to allow you to make an unarmed attack as a bonus action. You clothing must be modified to accommodate these.
  • Retractable Wings: With a bonus action, you can extend a pair of small but powerful wings. Your clothing must be customized to accommodate them. These wings give you a fly speed equal to your move speed.
  • Quills: Your body has the potential to be covered in thick, sharp spikes. If something tries to grapple you, they take 1d6 + your Constitution modifier piercing damage. In addition, you can use a bonus action to project quills from your body. Creatures within 5 feet of you must make a Dexterity saving throw vs a DC equal to 8 + your Constitution modifier + your proficiency modifier. Affected creatures take 2d6 damage, halved if they made the save. Once used, you can’t use this feature again until after you complete short or long rest. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
  • Tunneler: Your body has adapted so that you can tunnel through dirt and rock. With a bonus action, you can begin to tunnel. Depending on terrain the DM may call for a Strength check to break through the ground. You can breathe while tunneling, and have blindsight.
  • Venomous Stinger: You have a poisoned natural weapon on your body. This takes the form of a stinger on the end of a tail, a secondary claw on your limbs, or glands in your teeth, chosen when you take this feature. Regardless, the attack does 1d6 poison damage with the chance to poison. You are immune to your own poison, and have resistance to poison damage in general.

Etra Adaptation

Due to their nature, Etra have adapted to many strange circumstances. Choose two adaptations from the following list

  • Amphibious: You can breathe underwater as if on land, as well as breath on land without difficulty. In addition, you can move your full speed while swimming.
  • Elemental Versatility: Gain resistance to one of the following damage types; acid, cold, fire, lighting. You may only take this once.
  • Extra Arms: You have a second, retractable pair of arms that extend from the middle of your torso. Extending these arms is a bonus action. These arms can be used to give you an additional bonus action, or to allow you to make an unarmed attack as a bonus action. You clothing must be modified to accommodate these
  • Retractable Wings: With a bonus action, you can extend a pair of small but powerful wings. Your clothing must be customized to accommodate them. These wings give you a fly speed equal to your move speed.
  • Quills: Your body has the potential to be covered in thick, sharp spikes. If something tries to grapple you, they take 1d6 + your Constitution modifier piercing damage. In addition, you can use a bonus action to project quills from your body. Creatures within 5 feet of you must make a Dexterity saving throw vs a DC equal to 8 + your Constitution modifier + your proficiency modifier. Affected creatures take 2d6 damage, halved if they made the save. Once used, you can’t use this feature again until after you complete short or long rest. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
  • Tunneler: Your body has adapted so that you can tunnel through dirt and rock. With a bonus action, you can begin to tunnel. Depending on terrain the DM may call for a Strength check to break through the ground. You can breathe while tunneling, and have blindsight.
  • Venomous Stinger: You have a poisoned natural weapon on your body. This takes the form of a stinger on the end of a tail, a secondary claw on your limbs, or glands in your teeth, chosen when you take this feature. Regardless, the attack does 1d6 poison damage with the chance to poison. You are immune to your own poison, and have resistance to poison damage in general.

Etra Physicality

You have a natural armor bonus of 1. When unarmored, your AC is 11. In addition, Etra have claws capable of doing 1d4 damage. They are proficient in attacks made with their claws.

Languages

You can speak, read, and write Common and one language of your choice.

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