Homebrew Vulturan Species Details
Vulturan description to be written here.
75% Man
25% Vulture
Vulturan Traits
As an Vulturan, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an Vulturan requires special consideration by your DM.Scavanger
- You have advantage on all Intelligence (Medicine) checks made on dead creatures (or parts of).
- You gain proficiency in the Medicine skill.
Ability Score Increase
Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age
Vulturans reach maturity at age 10, when most begin their studies. Vulturans do not leave their studies until completed, usually around 30 years of age. Vulturans can live up to 80 years before the acid in their stomach begins to dissolve them from the inside.
Alignment
Most Vulturans are neutral - the true motives of the Shadow Committee (the secretive Vulturan Government) are unknown.
Size
Adult Vulturan stand between 7 and 8 feet tall but are often hunched over causing them to appear shorter. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flight & Glide
You have skeletal wings with dark feathers protruding from your back which give you a flying speed of 15 feet. To use this speed, you can’t be wearing medium or heavy armor. In addition, when you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Talons
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Languages
You can speak, read, and write Common, Vulturan, and Auran.
Stomach Bile
Vulturan stomach acid is exceptionally corrosive, allowing safe digestion of putrid carcasses that would be lethal to other scavengers and remove these bacteria from the environment. often vomit when threatened or approached. This gives them the following benefits:
- You are immune to non-magical poison and disease from eating and drinking.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
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You can use your action to vomit stomach bile. When you use your vomit weapon, each creature in the area of the exhalation must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your vomit weapon, you can't use it again until you complete a short or long rest.
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