Homebrew Didelphin Species Details

Didelphin are small-to-medium Everfolk descended from possums and opossums. They are recognizable by their pointed faces, rounded ears, long grasping tails, and impressive collection of very sharp teeth.

Across Everdale, Didelphin have a reputation for surviving where other folk cannot.

They thrive in crowded cities, forgotten forests, abandoned settlements, old ruins, construction camps, and the scarred lands left behind by the Great Fire. Give a Didelphin a broken cart, three bent nails, some rope, and an afternoon, and somehow they'll have a working stove by dinner.

They are scavengers in the best possible sense.

Nothing useful should ever be wasted

Didelphin Traits

scrappy, nocturnal, adaptable, and absurdly difficult to finish off

Darkvision

Accustomed to traveling and working at night, you can see in dim light within 60 feet of you as though it were bright light and in darkness as though it were dim light.

You discern colors in darkness only as shades of gray.

Iron Stomach

Didelphin have spent generations eating things that would make most Everfolk reconsider their life choices.

You have advantage on saving throws against poison.

You also have resistance to poison damage.

Scavenger's Instinct

You have proficiency in one of the following skills of your choice:

Investigation, Perception, Sleight of Hand, or Survival.

You also have advantage on Intelligence (Investigation) checks made to search through clutter, debris, abandoned structures, or discarded objects for something useful.

 

Prehensile Tail

Your long tail is capable of gripping and manipulating objects.

You can use your tail to:

  • Hold an object weighing no more than 10 pounds.
  • Open or close an unlocked door or container.
  • Retrieve or stow an item.
  • Hold onto a rope, branch, railing, or similar object.

Your tail cannot wield weapons, use shields, perform somatic spell components, or activate magic items.

Play Possum

When things go catastrophically wrong, Didelphin possess an unusual defensive response.

When you take damage that reduces you to half your hit point maximum or fewer, you can use your Reaction to drop prone and appear dead.

Until the beginning of your next turn, you remain motionless.

During this time, creatures that did not see you use this ability must succeed on a Wisdom (Medicine) check against a DC equal to:

8 + your proficiency bonus + your Constitution modifier

On a failure, they believe you are dead unless they have an obvious reason to believe otherwise.

While playing dead, you have advantage on the first Dexterity (Stealth) check you make before the end of your next turn.

Once you use Play Possum, you cannot use it again until you finish a Long Rest.

Refuse to Die

Didelphin are astonishingly difficult to put down.

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Once you use this trait, you cannot use it again until you finish a Long Rest.

Languages

You can speak, read, and write Common and one additional language appropriate to your upbringing.

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