Homebrew Freak Species Details
Hairless, grey and disturbing. It is as if someone pulled random parts off different animals and humanoids and this freaky thing was the result. It vanishes in the blink of an eye and prefers to lurk high above in shadows so it can spit its venom onto unsuspecting prey.
Freak Traits
Accursed HeritageWall Walker
Your freakish limbs and construction allow to easily climbs walls and even ceilings with ease.
You can use your Climb Speed to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Additionally, while using climbing movement, you can use the Dash action as a Bonus Action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Unnatural Healer
Your innate healing abilities let you recover from some of the grimmest wounds. During a Long Rest, you can automatically reverse Grievous Wounds. Additionally, you can reattach any severed body parts (fingers, legs, tails, and so on), which are automatically restored at the end of the Long Rest. If your severed body parts aren’t available, you can replace them with the same body parts of another creature of the same general anatomy as you. If you wish to intentionally swap out body parts with replacements, you can sever your own body parts with no pain or discomfort.
The ability to make use of unusual body parts (for example, giving yourself the taloned paw of a lion if you lose a hand) are left to the GM’s discretion. In any event, swapping a severed body part for an unusual body part grants you no mechanical Advantages not covered by other traits
Venomous Bile
You gain the Poison Spray cantrip and can use it as a ranged attack.
Ghoul Claws
The gift of natural weaponry means you are never unarmed, as your foes learn to their peril. Your Unarmed Strikes deal damage equal to 1d6 + your Strength or Dexterity modifier. The type of damage dealt by your Unarmed Strikes can be Bludgeoning, Piercing, or Slashing, based on the type of natural weaponry you possess (claws, horns, a tail, and so forth).
Additionally, as your enemy’s life force ebbs, you grow ever stronger. If you have the Natural Attack trait, each time you hit with an Unarmed Strike, you gain Temporary Hit Points equal to the damage dealt by the attack.
The Long Fade Away
You have learned to avoid notice at all costs, letting you momentarily obscure yourself from observation. As a Bonus Action, you can take the Hide action to conceal yourself without needing to be Heavily Obscured or behind Three-Quarters Cover or Total Cover. You need not be out of a creature’s line of sight to use this ability.
You become visible at the start of your next turn unless you have moved into a position that allows you to use the Hide action normally. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Long Fade. If you take this trait twice, you have Advantage on your ability check when you take the Hide action from Fade Away, and you become visible at the end of your next turn instead of the start of your next turn.
Burst of Speed
The many things that want to kill you must catch you first. On your turn, you can increase your Speed by 30 feet until the end of your turn. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
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