Homebrew Absol Species Details
Absols are mysterious wanderers, often appearing where tensions run high or nature itself seems restless. While feared by some, they are steadfast defenders of the innocent and have a quiet nobility.
Absols are sleek, feline-like creatures with a striking appearance that demands attention. They have white fur with black accents on their legs, tail, and a blade-like horn that curls on their head. Their red eyes glow with a sharp, intelligent gaze, and their tail is long, curved, and spiked at the end. Their body is agile and built for precision, with long claws and a nimble frame that allows them to maneuver through difficult terrain. Absols have an aura of mystery and doom, as they are often associated with foretelling disasters. Despite their ominous reputation, Absols are not inherently evil; they are often misunderstood, acting out of self-preservation and a desire to help others in times of danger.
Absols are solitary by nature, typically roaming mountainous or forested regions, where they are seen as harbingers of a coming calamity. Though their presence often evokes fear, they are fiercely loyal and protective of those they trust. Absols are carnivorous and tend to hunt small to medium-sized prey. They have a deep sense of justice, feeling compelled to warn others of impending danger, even at the cost of being ostracized or misunderstood.
Absols are enigmatic creatures that carry the weight of disaster on their shoulders. With their keen senses, they strike swiftly and decisively, prepared to face any calamity head-on. Their ability to predict and warn of danger, combined with their lethal claws and devastating attacks, make them fierce allies and formidable enemies. Absols are always ready to charge into the unknown to protect those who cannot protect themselves.
Absol Traits
As an Absol, your connection to disaster and your acute senses grant you several distinctive benefits:
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1.
Creature Type
Your creature type is Humanoid.
Life Span
Absols mature at a rate similar to humans, typically reaching adulthood around 15 years of age. They live for around 70 years.
Alignment
Absols tend to lean toward neutral alignments, guided by their instincts and the need to act in the face of catastrophe. They often act in a lawful neutral or neutral good manner, focused on the greater good, even if it makes them seem ominous.
Height
Absols stand between 5 and 6 feet tall. Your size is Medium.
Speed
You have a base walking speed of 35 feet.
Languages
Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it.
Absol Traits
As an Absol, you have the following racial traits.Creature Type
You are a Humanoid.
Size
Absols are lithe and agile, standing between 5 and 6 feet tall. Your size is Medium.
Speed
Your walking speed is 35 feet, and you have a climbing speed equal to your walking speed.
Sharp Claws
Your sharp claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier.
Keen Senses
You have proficiency in the Perception.
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.
Disaster Sense
When you roll initiative, you can choose to gain advantage on your roll. You can use this feature once per short or long rest.
Additionally, if you are within 30 feet of a trap, natural hazard, or magical effect that could cause harm, you may make a Wisdom (Perception) check (DC determined by the DM) to sense danger, even if it is hidden.
Aura of Dread
As a bonus action, you can invoke a chilling aura. Choose one creature within 10 feet that can see you. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have disadvantage on its next attack roll or saving throw. This effect lasts until the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses after a long rest.
Night Slash
As an action, make a melee weapon attack using Dexterity. On a hit, the target takes 2d6 slashing damage and you score a critical hit on a roll of 19–20. This damage increases to 3d6 at 11th level. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Psycho Cut
As an action, choose a creature within 30 feet. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it takes 2d8 psychic damage and can’t take reactions until the start of its next turn. On a success, it takes half damage. This damage increases to 3d8 at 11th level. You can use this ability twice, and regain both uses after a long rest.
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