Homebrew Three Small Dudes in a Trench Coat Species Details

Unity: You three are united in HP, Spell slots, and feats as if you were one creature. You gain the ability to silently communicate to one another. Spells such as Mage Armor, Expeditious Retreat or Jump affect all three of you. You can use your fellows as if they were familiars and cast spells through them or around them without causing damage. You three count as one creature when enemy spells attack you as well. Spells such as Charm Person affect all three of you. Feats, Class abilities, or Racial Powers such as Sentinel, Like a Boss, and Auras operate as if you have an ally next to you at all times. 

Price of Power: Due to constantly balancing on one another's head and shoulders, any time you are struck with a critical hit, fail a spell save, fail a saving throw, or a DEX, STR, or CON check you must roll an Acrobatics check to ensure that you stay together, and a Stealth check to keep your enemies or allies from seeing the truth. If the Acrobatics check fails, you three become split apart. You gain the Frightened status and cannot cast spells, or make attack actions while split apart. When split apart, you three have the basic stat block of commoners of your race/races. One action is required to put you three back together again. If the Stealth check fails, creatures that saw your true forms gain advantage on attack rolls and spell rolls against you for the encounter. You cannot wield two handed or heavy weapons. You cannot wear a shield. 

Power of Six Arms: You can take the Attack action three times in a turn. You do not need Somatic Components to cast spells. You can only apply one Sneak Attack at a time. This ability stacks with Action Surge and Haste. 

Muti-form: Starting at Level 5 and every 5 levels after that, you and your companions gain one Form within the trench coat with uses equalling half your character level rounded up. All forms only last up to one minute. Uses replenish after a short rest.

*Centaur Mode: One stands on another's shoulders, and the other follows behind. Increases speed by 10ft. Creatures can use the Dash action as a bonus action.

*Two Heads: Two link arms and stand on the bottom one's shoulders. Creatures gain 360 degree vision. Perception, Investigation and Insight skills increases by proficiency bonus for the duration.

*Centipede: All three stand in a row. Advantage on pushing, shoving, or pulling actions. Carrying capacity increases as if you were a size Large creature.

*Spinning Attack: All three stand in normal formation then spin around rapidly with melee weapons. Add an additional 2 AC, Proficiency bonus times d6 damage of the damage type of the weapon while spinning within 5ft. and pushes all creatures away 5ft. 

*Approaching while Snapping Fingers: Working together in normal formation all three make efforts to being intimidating. You may cast Vicious Mockery, Dissonant Whispers, Hideous Laughter, and Id Insinuation (UA) for one minute as first level spells using CHA+ Proficiency+ 10 as your spell casting save.

*Turtle Formation: All three creatures huddle together and brace themselves. You three gain resistance to slashing, bludgeoning, and piercing damage. AC increase by +5 for the duration. You cannot attack and your movement becomes 5ft. 

Snitches get Stitches: You three may roll an intimidation roll with advantage on anyone who finds out your secret. On success they keep their mouths shut and think of the dire consequences of revealing your true form. Failure is up to DM discretion. Keep it secret. Keep it safe.

 

 

Three Small Dudes in a Trench Coat Traits

+1 to all stats

Unity

Unity: You three are united in HP, Spell slots, and feats as if you were one creature. You gain the ability to silently communicate to one another. Spells such as Mage Armor, Expeditious Retreat or Jump affect all three of you. You can use your fellows as if they were familiars and cast spells through them or around them without causing damage. You three count as one creature when enemy spells attack you as well. Spells such as Charm Person affect all three of you. Feats, Class abilities, or Racial Powers such as Sentinel, Like a Boss, and Auras operate as if you have an ally next to you at all times. This does not stack with flanking.

 

Price of Power

Price of Power: Due to constantly balancing on one another's head and shoulders, any time you are struck with a critical hit, fail a spell save, fail a saving throw, or a DEX, STR, or CON check you must roll an Acrobatics check to ensure that you stay together, and a Stealth check to keep your enemies or allies from seeing the truth. If the Acrobatics check fails, you three become split apart. You gain the Frightened status and cannot cast spells, or make attack actions while split apart. When split apart, you three have the basic stat block of commoners of your race/races. One action is required to put you three back together again. If the Stealth check fails, creatures that saw your true forms gain advantage on attack rolls and spell rolls against you for the encounter. You cannot wield two handed or heavy weapons. You cannot wear a shield. 

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Power of Six Arms

 Power of Six Arms: You can take the Attack action three times in a turn. You do not need Somatic Components to cast spells. You can only apply one Sneak Attack at a time. This ability stacks with Action Surge and Haste. 

 

Muti-Form

 

Muti-form: Starting at Level 5 and every 5 levels after that, you and your companions gain one Form within the trench coat with uses equalling half your character level rounded up. All forms only last up to one minute. Uses replenish after a short rest.

*Centaur Mode: One stands on another's shoulders, and the other follows behind. Increases speed by 10ft. Creatures can use the Dash action as a bonus action.

*Two Heads: Two link arms and stand on the bottom one's shoulders. Creatures gain 360 degree vision. Perception, Investigation and Insight skills increases by proficiency bonus for the duration.

*Centipede: All three stand in a row. Advantage on pushing, shoving, or pulling actions. Carrying capacity increases as if you were a size Large creature.

*Spinning Attack: All three stand in normal formation then spin around rapidly with melee weapons. Add an additional 2 AC, Proficiency bonus times d6 damage of the damage type of the weapon while spinning within 5ft. and pushes all creatures away 5ft. 

*Approaching while Snapping Fingers: Working together in normal formation all three make efforts to being intimidating. You may cast Vicious Mockery, Dissonant Whispers, Hideous Laughter, and Id Insinuation (UA) for one minute as first level spells using CHA+ Proficiency+ 10 as your spell casting save.

*Turtle Formation: All three creatures huddle together and brace themselves. You three gain resistance to slashing, bludgeoning, and piercing damage. AC increase by +5 for the duration. You cannot attack and your movement becomes 5ft. 

Snitches get Stitches

 

Snitches get Stitches: You three may roll an intimidation roll with advantage on anyone who finds out your secret. On success they keep their mouths shut and think of the dire consequences of revealing your true form. Failure is up to DM discretion. Keep it secret. Keep it safe.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2020 3:21:40 AM
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