Homebrew Awakened Flying Squirrel Species Details

Through a series of magical means, ranging from exposure to the fey wilds to deliberate magic experimentation, animals across the realm have gained newfound intelligence.

Awakened Flying Squirrel Traits

Awakened Flying Squirrel Traits

Ability Score Increase

Your Dexterity increases by 4, while you strength decreases by 2, and your constitution decreases by 2.

Age

Awakened animals age slower once they have reached physical maturity or if they are already physically mature when the magic takes affect. Flying squirrels are physically mature after 1 year. However, the awakening magic mimics the intelligence of an average human. It takes between 16 and 20 years for an awakened animal to mature mentally. Most awakened squirrels can live to be about 60, aging the most in their final years.

Alignment

Awakened squirrels tend to range between chaotic neutral and chaotic good. Given their new found intelligence, these squirrels develop a new sense of independence and a drive to explore and understand the world. They cherish freedom in all forms and dislike any form of oppression, on themselves or other beings. Socially, these creatures are reclusive due to their meek bodies. Most shy away from civilized societies out of fear though not all. Since the awakening process is rare, the awakened are often loners. Though they will tend to accompany those who gave them their intelligence, if it was given by an individual at all, or form small groups of awakened beasts when available.

Size

Awakened Flying Squirrels range between 15 and 20 inches in length and weigh between 1 and 2 pounds. Your size is tiny.

Speed

Your base walking speed is 20 feet. Your base climbing speed is 20 feet.

Keen Hearing

The flying squirrel has incredible hearing. The flying squirrel has advantage on Wisdom ( Perception ) checks that rely on hearing.

Great Leapers

Awakened flying squirrels can leap and bound proportionally great distances with ease. When taking the long jump action, you may clear a distance equal to your walking speed, and half as much when taking a standing long jump action. When taking a high jump action or standing high jump action, you may use your dexterity modifier in place of your strength modifier to determine how high you can jump.

Proficient Gliders

Using a furred, glider like membrane that spans either side of the flying squirrel, from forelegs to their back legs, these creatures can fall incredible distances without injuring themselves. When falling, make an Dexterity ( Acrobatics ) check of 10 (or higher depending on environmental affects. Defer to DM's discretion). On a success, you land without taking fall damage. On a failure, roll fall damage normally, however, you only take one fourth of said damage. When you land, you do not fall prone, even if you took damage.

No opposable thumbs

While these creatures can effectively grasp and carry small objects, they cannot wield any weapons, even proportionally sized ones, effectively. You may not wield single or double handed weapons or shields. Magical items, such as wands, and staves, may be carried and activated if they are the appropriate size. Otherwise, magic items can only be activated if they do not require somatic components involving moving said magic item (i.e. a wand that must be flicked to cast but was made for a medium sized creature cannot be used). These constraints do not apply if your form is altered from that of a squirrel.

Languages

You may speak and read common and one additional language of your choosing.

Animal Kinship

and You know Speak with Animals and treat it as a cantrip.

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