Homebrew Feyblin Species Details
Boggards are an ancient type of Humanoids that arose in the Soddenweald at the time of the Titans. In appearance, they have a mix of mammalian and amphibian features: big bulging eyes; green, blue or colourful blotchy skin that resembles that of frogs; flared noses and large ears like those seen in bats or pigs. In addition, they have small tusks that protrude from their lower jaws.
Rest:
Sleep. You must rest for 8 hours, at least 6 of which you must spend sleeping.
Diet:
Herbivore. You can digest (cooked) meat and fish, but prefer edible plants and fungi.
Lifespan.
Feyblin are born after a 3 month pregnancy, mature around the age of 3, and live to be about 40 years old.
Feyblin Personality Traits
1 Gnawer (Habit). I like to gnaw things, it keeps my teeth healthy and sharp.
2 Mannered (Habit). I hate being compared to wild animals and always dress and act in a “civilized” manner.
3 Connoisseur (Habit). I have a favorite vegetable (like carrots, turnips) and eat it any chance I get.
4 Wildling (Bond). I feel a strong kinship with wild critters and often wish I could live with them
5 Pristine (Habit). I keep my fur in pristine condition and wash often, preferably using my own teeth and spittle.
6 Musk (Habit). I’m most at ease when my things smell like me; I spread my musk wherever I can
Feyblin Animal Examples:
Badger Burrower, Hardy, Elusive
Bat Glide, Echolocation (60 ft.), Elusive
Beaver, Otter Gnawing Teeth, Hardy, Swimmer
Hedgehog Elusive, Hardy, Spiky
Mole Burrower, Hardy, Tremorsense (30 feet.)
Mouse Gnawing Teeth, Elusive, Nimble
Opossum Natural Pocket, Poison Resistance, Prehensile Tail
Raccoon Climber, Nimble, Poison Resistance
Rabbit Burrower, Gnawing Teeth, Leaper
Rat Gnawing Teeth, Elusive, Poison Resistance
Skunk Hardy, Poison Resistance, Stink Spray
Squirrel Climber, Gnawing Teeth, Natural Pocket
Feyblin Traits
As a Boggard, you have the following racial traits.Creature Type
You are a Humanoid and Fey
Size
You are Small (between 3-4 feet tall)
Speed
Your walking speed is 30 feet walking speed (You can walk upright on two feet or on all fours)
Choosing Critter Traits
Critter Traits. Feyblin can resemble a wide variety of different animals, and each individual has traits typical of the critters they resemble. When you create your Feyblin, choose any combination of three Critter Traits from the List of Critter Traits, which reflect the type of animal you resemble. You can find numerous examples of animal types and the three Critter Traits each typically has in the Feyblin Animals Examples Table.
Dark Vision (Special)
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. You can’t discern colour in darkness, only shades of grey
Burrower (Critter)
You have a burrowing speed of 10 feet. You are able to burrow through sand, earth, mud or snow. While you are burrowed, you have Full Cover.
Climber (Critter)
Climbing and traversing Difficult Terrain don’t cost you any additional movement
Glide (Critter)
Your arms are wings made of skin membrane. At any time while you are falling and your hands are free, you can choose to use these wings to glide. While you glide, you descend 10 feet per round, and you can glide 30 feet in any lateral direction for every 10 feet you descend.
Empower: While you glide, you can take 1 Level of Exhaustion to give yourself a flying Speed of 40 feet for 1 hour.
* Characters who have the Glide Species Trait can gain a permanent flying speed by taking the Natural Flight Origin Feat instead of their Background’s usual Origin Feat.
Gnawing Teeth (Critter)
You have rodent teeth that are able to gnaw through anything but metal. You can use these teeth as a weapon with the following properties:
GNAWING TEETH (Simple Melee Weapon)
Properties: Finesse Attack roll: Add your Strength or Dexterity modifier + your proficiency bonus.
On hit: You deal piercing damage equal to 1d4 + your Strength or Dexterity modifier. Natural Weapon.
This Weapon is part of your body and cannot be disarmed. Once per turn, you can replace an Unarmed Strike with an Attack using this Weapon.
Gnaw. This Weapon deals double damage against objects and structures, as well as Construct and Plant Type Creatures, excluding targets made of metal.
Echolocation (60 feet) (Critter)
You have Blindsight (60 feet). You cannot use this Blindsight if you are Deafened or unable to speak (silenced).
Elusive (Critter)
You can take the Hide Action as a Bonus Action.
Hardy (Critter)
When you gain this Trait, your Hit Point maximum increases by 1 for each Character Level you have, and then by 1 each time you gain a Character Level.
Swimmer (Critter)
You are a natural swimmer. You can hold your breath for a number of minutes equal to 10 times your Constitution modifier and swimming doesn’t cost you any additional movement.
Leaper (Critter)
Your jump distance is doubled and you can take the Disengage Action as a Bonus Action.
Natural Pocket (Critter)
You have a pocket of skin, such as an extendable cheek or a belly pouch. It can stretch to accommodate 1 square foot’s worth of objects. As a Free Action on your turn, you can produce a treat (item) from your pocket. Any creature can use their Bonus Action to eat this treat, restoring an amount of Hit Points equal to 1d8 + your Proficiency Bonus.
Recharge: You can’t produce another treat until after you complete a Long Rest, during which you must “squirrel away” +/- 1 pound (1 ration) of food in your natural pocket.
Nimble (Critter)
You are able to use your small size to your advantage. You can share a space with any creature that is of a size category larger than yours, and moving through the space of other creatures doesn’t cost you any additional movement. In addition, you can attempt to Hide even when you are obscured only by a creature that is at least one size category larger than you.
Tremorsense (30 feet) (Critter)
You can sense the vibrations other creatures make up to 30 feet away. You can pinpoint their exact location and what they are doing, provided you and them are connected to the same surface. This counts as “seeing” them for determining a target. Tremorsense cannot detect flying, hovering or incorporeal creatures.
Poison Resistance (Critter)
You are resistant to Poison damage and have advantage on D20 Tests to avoid becoming Poisoned.
Prehensile Tail (Critter)
Your tail can grip small objects, acting at half your strength. It is able to hold a small item like a Spell Focus, Wand, Dart, or any Weapon with the Light property. You cannot wield other Weapons, a Shield, or similarly weighty items using your tail. Your tail can support your weight; you can use it to hang upside-down from objects you can grab with it. While your tail is free, you have Advantage on Strength and Dexterity Ability Checks made while climbing
Spiky (Critter)
Your body is covered in spiky spines. You can use these spines as a weapon with the following properties:
SPIKES (Simple Melee Weapon) Attack roll: Add your Proficiency Bonus twice. On hit: You deal Piercing Damage equal to 1 + your proficiency bonus.
Natural Weapon. This Weapon is part of your body and cannot be disarmed. Once per turn, you can replace an Unarmed Strike with an Attack using this Weapon.
Defensive. When you are hit with a Melee Attack you can use your Reaction to make one Spikes Attack against the attacker.
You can use a Bonus Action to roll up into a spiky ball, or to unroll again. While you are rolled up, you have a +2 bonus to your AC and your Speed increases by 30 feet. You can’t take any Actions, Bonus Actions or Reactions except to do the following:
1 Use your Bonus Action to Unroll
2 Use your Action to Dash
3 Use your Action to Attack, but only using your Spikes
4 Use your Action to make an Unarmed Strike to shove or deal damage
You unroll automatically when you become Incapacitated.
Stink Spray (Critter)
You can spray foes with a stinky substance. All creatures in a 15-foot cone originating from you become Stinky for 1 hour. Other creatures have Advantage on any D20 Tests that rely on smell, made to track, trace or otherwise find a Stinky creature.
When a creature first becomes Stinky, they make a Constitution saving throw. On a failed save, they are Poisoned while they are Stinky. A Stinky creature can spend 10 minutes washing themselves using water or similar liquid to remove the stink, ending the Poisoned condition.
Save DC: 8 + your Constitution modifier + your Proficiency bonus.
Recharge: You can’t use this trait again until after you complete a Short or Long Rest.
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