Homebrew Forbendet Of Hjem Av Kjott Species Details
Forbandet of Hjem Av Kjott
The Forbandet are humanoids who have been cursed by Sjekke Kjotts, the Zenith who rules over Hjem Av Kjott. Once ordinary people, they have been transformed into grotesque amalgamations of humanoid and animal flesh, their bodies permanently altered as punishment for defying the will of a Zenith. Some may have stolen from sacred temples, disobeyed divine commands, or committed crimes so terrible that their transformation is considered a mercy compared to what they truly deserved. Others, however, may have done nothing more than offend their divine ruler or become victims of a cruel and unjust judgment.
No two Forbandet are exactly alike. Their transformations vary wildly, with some possessing the heads of bulls, pigs, hens, or other animals, while others retain their original faces beneath a collection of horns, scales, feathers, fur, and unnatural growths. Their limbs may be replaced with hooves, paws, talons, or the powerful legs of beasts, while their hands might retain human fingers alongside thick claws or split hooves. In some cases, the curse extends beyond their outward appearance, replacing internal organs with those of animals or reshaping their bodies in ways that defy natural anatomy.
Despite their monstrous appearances, the Forbandet retain their own thoughts, personalities, memories, and desires. They are not animals, nor are they mindless beasts, though their altered bodies may cause others to perceive them as such. Some struggle to accept their new forms, desperately seeking a way to reverse their curses, while others embrace their monstrous appearances and learn to survive in a world that has rejected them. Many are feared, shunned, or treated as abominations by the very people who once knew them.
For the Forbandet, their bodies are both a punishment and a reminder of the power the Zeniths hold over the inhabitants of Frokkost. Their appearances may differ, but they share one cruel certainty: whatever they once were, they can never be certain that the gods will allow them to remain so.
Forbendet Of Hjem Av Kjott Traits
"For Those who act as the beast I create shall suffer the harvest of one by man itself." - SjekkeAbominable Anatomy
Your body has been reshaped into an unnatural combination of humanoid and animal anatomy. You gain proficiency in the Intimidation skill, and you have advantage on Charisma (Intimidation) checks made to frighten creatures that can see your appearance.
However, your monstrous appearance makes it difficult to pass as an ordinary humanoid. You have disadvantage on Charisma (Persuasion) checks made against creatures unfamiliar with the Forbandet.
Beastly Remnants
Your transformation has left you with physical characteristics inherited from another creature. Choose one of the following adaptations:
- Hooved Legs: Your walking speed increases by 5 feet. You cannot wear footwear that isn't specifically made for your anatomy.
- Predatory Claws: You gain natural weapons in the form of claws, which deal 1d6 slashing damage on a hit. You can use Strength or Dexterity for their attack and damage rolls.
- Animalistic Senses: You gain proficiency in the Perception skill.
- Powerful Frame: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Beastly Leaping: Your long jump and high jump distances increase by 5 feet, provided you have a running start.
You can only choose ONE of these features and can't ever change it unless otherwise
Unnatural Constitution
Your organs have been replaced, rearranged, or modified with those of animals. Your body continues functioning despite its unnatural construction.
You have advantage on saving throws against diseases and resistance to poison damage.
However, your altered metabolism makes ordinary medicine difficult to administer. Whenever you receive magical healing, you can regain hit points normally, but nonmagical healing methods cannot restore your hit points unless they are specifically adapted to your anatomy.
Flesh of the Beast
Your body has developed an unnatural defensive adaptation. Choose one of the following mutations:
- Scales: Your AC becomes 12 + your Dexterity modifier while you aren't wearing armor.
- Thick Hide: Once per long rest, when you take damage, you can use your reaction to reduce that damage by 1d10 + your Constitution modifier.
- Horns: You gain a natural weapon in the form of horns, which deal 1d6 piercing damage. You can use Strength for their attack and damage rolls.
You cannot benefit from more than one of these adaptations at a time. You can only choose one.
Tormented Physiology
Your body was never meant to function this way. Your unnatural anatomy causes you constant discomfort, but it has also made you difficult to restrain.
You have advantage on ability checks and saving throws made to escape being grappled.
However, whenever you finish a long rest, your body suffers a painful episode of involuntary spasms. Until you finish a short rest, your walking speed is reduced by 5 feet.
Butcher's Instinct
Something animalistic remains inside you, buried beneath your former humanity.
As a bonus action, you can enter a bestial state for 1 minute. While in this state:
- You have advantage on Strength (Athletics) checks.
- Once on each of your turns, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus.
Once you use this trait, you cannot use it again until you finish a long rest.
When the transformation ends, you cannot take reactions until the start of your next turn as your body struggles to return to its normal state.
Mark of Sjekke Kjotts
Your transformation carries the unmistakable mark of the Zenith who cursed you. Your body is permanently branded by Sjekke Kjotts, whether through unnatural markings, exposed organs, animalistic features, or some other grotesque alteration.
You can communicate simple ideas with beasts that share an animal type with one of your physical mutations. They can understand the meaning of your words, although you cannot understand their replies.
Additionally, you can cast Animal Friendship once per long rest without requiring material components. Constitution is your spellcasting ability for this spell.
However, beasts instinctively recognize something unnatural about you. Some may become frightened or aggressive in your presence, at the DM's discretion.
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