Homebrew Gastropod (Snailfolk) Species Details
Snailfolk wander the woods with their homes upon their backs, acting as herbalists, sages, and quiet observers. Though some underestimate them for their slow pace, snailfolk endure hardships few others could.
- Age: Snailfolk mature at around 12 years old and can live up to 120 years.
- Alignment: Most snailfolk lean neutral or good, with a natural inclination toward patience, balance, and harmony.
- Size: Snailfolk vary between 3 and 5 feet tall, with shells often adding extra height or bulk. Your size is Medium.
- Speed: Your base walking speed is 20 feet.
- Languages: You can speak, read, and write Common (Birdfolk) and one other language of your choice (often Sylvan or Hedgeman dialects).
Gastropod (Snailfolk) Traits
Patient, resilient, and thoughtful, snailfolk are a people of steady purpose.Natural Shelter.
You carry your shell with you. When you take the Dodge action, you may instead retreat into your shell until the start of your next turn. While in your shell:
- Your speed becomes 0.
- You have advantage on Strength and Constitution saving throws.
- You gain a +2 bonus to AC.
- You cannot take actions or reactions until you emerge.
You may use this feature a number of times equal to your proficiency bonus per long rest.
Ability Score Increase
Your Constitution score increases by 2. Choose either Wisdom or Intelligence to increase by 1.
Sticky Step
You ignore difficult terrain caused by mud, loose earth, or undergrowth. You can also climb vertical surfaces and ceilings at half your movement speed, as long as you’re not wearing medium or heavy armour.
Mucus Trail
Once per short or long rest, as a bonus action, you can exude a slick mucus over a 5-foot square within 5 feet of you. That square becomes difficult terrain for 1 minute. If a creature enters it for the first time on a turn or starts its turn there, it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or fall prone.
Moisture Dependent
Snailfolk are hardy, but they dry out easily. If you go more than 24 hours without immersing yourself in water, damp soil, or mist, you gain one level of exhaustion. This exhaustion is removed by rehydrating.
Natural Armour (Shell)
When not wearing armour, your shell grants you an AC of 13 + your Constitution modifier. You can still wield a shield.
Slow but Steady
You have advantage on checks and saves against being shoved, knocked prone, or moved against your will.
Moist Vitality
You need to keep your body moist. After 24 hours without immersion in water or heavy humidity, you gain one level of exhaustion. A short rest while moist (wet clothes, rain, mist, or submersion) removes this effect.
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