Homebrew Caprornithóryx Species Details

~ Elf face pale snow white 

Fearful, cold dead mountain tree

Ate my soul with eyes

Opaque, like the rising sun

Wish his soul was open free~

 “My encounter with this group was rare yet extraordinary. Like my grandfather, Merlín the arcane magic scholar, had described in his journals ‘[they] are hardy, yet quite intelligent… you tend to see them in their homes  learning magic spells or making fantastic structures. They can farm and herd fish with ease. However, they tend to be alone and are apathetic to companion and empathy  which is odd for a communal group. You can’t greet them unless you want to be poisoned to death.”- Aflog the third 

Magical Antlers 

 They tend to see with their antlers. This is due to being sensitive to the magic and electromagnetic fields. They can use their antlers for piercing damage for your unarmed attack, but it will lose its sight (in darkness) if it brakes off. This appendage is a quarter of your hit points rounded up. 

With it’s sence it can view 80 ft. in pure darkness and 40 ft in dim light. The caveats to all of this is that they can only see 5 ft in broad daylight, vision is like those with achromatopsia, and are highly sensitive to radiant damage. 

Poisonous Tails and Healing Hearts

 Thier tail can be use as a basic attack. At level 3 deals 2 d8 bludgeon damage with a normal whip and at level 6 deals with 3 d12 poison damage. 

Underwater Villages.

Living in water most of their life made them vary effective swimmers and diggers. They live in mud homes and dig burrows to make more mud or to catch prey. They are very vocal when it comes to their community. They tend coordinate with each other to herd fishes, or group efforts. They tend to be able to find and traverse unsafe terrains such as ice, quicksand and rocky areas.

Caprornithóryx Names

 Caprornithóryx names tend to be poetic and meaningful. It confuses researchers why a group of creatures (minus the Elders) that tend to not care about the large concepts like death, love, hope, or victory cares so much about a name to a point where they give criteria to name their pups. Elders have no input into names that are not their own, yet the names sound like the songs Elders sing. Male pups are named after trees, female pups after flowers, and pups with no distinction between a male or female in secondary traits, contains gynandromorphism or is a hermaphrodite tend to have a non binary name and can choose from any of the three when mature.

Male Names: Oak, Rowan, Ashe, Hornbeam, Ivy, Juniper, Red, Sakura, Eucalyptus (Cal for short), Acron, Birch, Spruce, Aspen, Hemlocke (Locke for short), Sequoia

Female Names: Iris, Daisy, Pansy, Aster, Blue, Lilac, Lavander (Lav for short), Amaryllis, Lunaria, Daffodil (Daffy for short), Jasmine, Primerose, and Cocoa

Non binary Names: Gavia, Larus, Rissa, Sterna, Dougall, Chlidon, Pinguinus, Razarb, Dactyla, Bundus, Oenas, Idae, Colbumbie 

Anonymous Names: Riptail, Hornthbleam, Beanlocke, Radditail, Golden Finch, Yealkca, Kupoor, Duckfait, Billrim, Mybearth

Unphased by Death himself 

 

Subrace

 

Caprornithóryx Traits

This race is best found in wetlands and swamps. Its abilities are suited for swimming, digging and darkness.

Ability Score Increase

You can chose to raise your Intelligence or Wisdom score by 2 and your Strength score or Constitution score by one.

Poisonous Tail

Your tail can be use as a basic melee attack. At level 3 deals 2 d8 bludgeon damage with a normal whip and at level 6 deals with 3 d12 poison damage.

Age

Caprornithóryx live for half as much as a human but mature to adulthood at their late teens.

Alignment

Caprornithóryx are the most skeptical of all the races. They only trust themselves, and even then, trust is earned by hardwork and kindness especially to the Elders. They tend to be lawful neutral but some more gullible ones are neutral good or neutral evil depending on who’s trust they fall to.

Size

 Caprornithóryx are between 2 and 3.5 feet tall and average between 20 and 30 pounds. Your size is Small.

Speed

Your base walking speed is 5 feet and you can climb 20 feet. Beware when climbing because there is a 30 percent chance of falling out and having one d6 of fall damage. You’re proficient in swimming and burrowing with 40 feet and 30 feet respectively.

Electrovision

Your life underwater made you dependent on your antlers that pulse electricity. You can sence 80 ft. in pure darkness and 40 ft in dim light. If you can manage to concentrate, you can sence things (in a sphere with a diameter of 30 ft) underground for an hour. If you are in great danger you can shoot an electric current through your antlers for 4d4+ INT. modifier lighting damage. The caveat to all of this is that you can only see 5 ft in broad daylight, your vision is like those with  achromatopsia (only see in shades of grey), and you must roll a wisdom save for radiant damage. If failed, you gain d4+4 radiant damage. 

Languages

Sylvan is you language of choice, being able to speak, read and write. You can speak Common, but you can never comprehend how to read or write it. You also can study either Gnomish, Dwarvish or Halfling. 

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