Homebrew Bestial Spirit Species Details

Bestial Spirits can withstand great magics, and actually strengthen themselves by absorbing it. They make fierce allies and dangerous enemies. Hailing from the astral plane and being exposed to the astral sea have rendered part of their body ethereal and translucent. Some Scholars believe they are the wandering children of a dead god. Others believe they are beasts that were changed and awakened by being caught in an immense arcane burst. The truth is still unknown

Bestial Spirit Traits

This species has a natural ability to withstand great magic and be fierce adventurers.

Speed

This species has a walking speed of 30ft

Darkvision.

You have Darkvision with a range of 60 feet.

Keen Senses.

You have proficiency in the Perception skill, and you have Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Natural Armor

Your Ethereal physique and keen senses allow you to avoid being struck easier. While you aren't wearing armor, your base Armor Class equals 12 plus your Dexterity modifier.

Bite.

Your formidable jaws are a natural weapon, which you can use to make Unarmed Strikes. If you hit with them, you deal Piercing damage equal to 1d8 plus your Strength modifier in place of the normal Bludgeoning damage of your Unarmed Strike.

Quadroped

You have several traits based on your quadrupedal body shape.

  • You cannot hold items in your paws, and you cannot wield weapons or a Shield unless otherwise noted in the weapon's description (see Steel Jaws).
  • You can perform the Somatic components of spells with your front paws.
  • You have Disadvantage on ability checks that require fine manipulation.
  • You can carry a rider of Medium size or smaller. You also count as one size larger when determining your carrying capacity.
  • You cannot wear armor designed for humanoids, you must wear barding instead. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
  • Any climb that requires hands is especially difficult for you. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Magical Absorption

You have a naturally magical nature and form. Whenever you finish a long rest, pick a damage type. (Fire, Cold, Thunder, Psychic, etc). You gain resistance to this damage type until your next long rest

Starting at 5th level, you always have the spell Counterspell prepared. In addition, whenever you successfully counter a spell using this spell, you may absorb the spell energy and regain a spell slot = half the spell level (rounded up) of the spell that was countered. You can use this ability a number of times per day equal to your Intelligence modifier.

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