Homebrew Doughbred Species Details

Doughbreds are a curious people of soft, pliable flesh and endless adaptability. Their bodies bend, stretch, and melt like living dough, allowing them to reshape themselves to suit nearly any need. Though often slow and clumsy in step, their elastic reach and resilience make them formidable in combat, and their supportive nature makes them loyal companions. Many Doughbreds devote themselves to study under their elders, seeking wisdom in strange traditions, while others wander, using their strange talents to help those in need.

Doughbred Traits

Born with hearty, enduring frames, Doughbreds are naturally sturdy, their constitutions reinforced by the strange elasticity of their flesh. Agile despite their sluggish pace, they make up for their lack of speed with quick reflexes and remarkable reach. Doughbreds live and age much like humans, though their soft, moldable forms remain resilient well into their twilight years. Their nature inclines them toward kindness and cooperation, often aligning them with good, though their adaptable outlook means they may shift freely between laws and chaos.

Ability Score Increase

Flip a coin. If the coin flip is successful, you roll 4d8 and subtract the lowest number for your stats. If the coin flip fails, roll the default 4d6 and remove the lowest.

Closed Minded

You can not cast any spells, or take any class that primarily uses magic, such as Wizards, Sorcerers, or Warlocks.

Burnout

In a default state, you eat five times as much rations as any other species; 10 days of rations for a Human is 2 days for you. If you use up all of one of your abilities before a Long Rest, you will be Fatigued. Your Long Rest will last 12 hours instead of 8 if Fatigued.

Hearty

No matter what, when you select a class, you roll a die one set higher than what it says. If you roll a d12 for health, you roll a d20 instead. d10 to d12, and so on. You also have Resistance to almost every type of Damage. You are immune to Poison and Necrotic Damage. However, you are weak to Fire, Cold, and most status effects.

Elastic Limbs

The range of your melee attacks extends to 30ft. However, going beyond a third of your range will make you roll with Disadvantage to Hit. Max range will increase by 5ft each level.

Darkvision

You have Darkvision of 90ft. Dim light is seen as Bright Light, and Total Darkness is seen as Dim Light, tinted the color of your eyes. However, everything within a 90ft cone the direction you face can also see you.

Level 2 - Shapechanger

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

Level 2 - Amorphous Form

You may squeeze through gaps that are over 1 inch.

Level 3 - Speed Increase

You can now move an extra 10ft faster on all terrain.

Level 5 - Self Liquefication/Resolidification

As an Action, you can fully liquify your body to slip through any crack. However, no items will stay on your person in your liquid form. You can take a Bonus Action to Partially Solidify, which will give you Advantage on Grapples or Shoves. To Fully Solidify, it takes one Action. You can use this ability in the cycle of Liquify/Fully Solidify the amount of your levels per Long Rest. Your movement speed is doubled in Liquid/Semi-Liquid Form.

Level 5 - Expand Body

As an Action, you can expand your torso using surrounding air or water to a radius of 20ft. Creatures, including allies, within the radius must make a Strength Saving Throw to keep their ground. If failed, they will be launched in a random direction (determined by d8) 20ft, and be knocked Prone. The radius will increase by 5ft every level. If using air, you will be treated as Airborne if a Strength Saving Throw is failed. If it succeeds, you can negate all damage as if using Feather Fall, and even go airborne using an Action. If using water, you will be Immobilized if a Strength Saving Throw is failed. If it succeeds, you will be treated as Large, and have Advantage on all Strength related Skill Checks until the liquid is expelled. This ability can be used only once per Long Rest, and can be used corresponding to your level - 3.

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