Homebrew Cerynites Species Details
Bound in Gold
Their ancestors - Everwalkers - are beasts of eternal movement, roaming in herds that flow like water, sleeping, killing, growing. and never stopping.
The Cerynites are the children of Everwalkers that were charmed by the fairies. as the fey in turn were charmed by their singular golden beauty and elegant lethality. Eventually, this long association turned them from pet to friend and their intelligence to sentience.
Cerynites resemble an ordinary roe, though more tall and slender, as if on stilts. Their legs and antlers, which both buck and doe grow, appear· to be comprised of motile gold, yet are lighter and more durable. In their resting shape, both leg and antler for sharp points, but the Cerynitis has a limited ability to consciously shape and reform them to manipulate objects, cast spells, or even wield weapons.
",.. Any hunter who covets these golden antlers, however, will be sorely disappointed: upon an unnatural death, the metallic material simply melts away. Any attempts to remove this gold from a living Cerynitis is futile, as the metal repairs itself: flowing into cuts and repairing breaks, defying any action to thwart its process.
Their wild cousins never stop moving, even in sleep: they are instinctively driven to outpace death itself. Though Cerynites can resist this instinct, movement is inextricably .iricably linked to life, and see death as the cessation of motion.
For the Cerynites, death is on a visible timer: as they grow older, their antlers and hooves grow ever larger and wilder, slowly winding around their body and enveloping them. Eventually, at the end of their lifespan, the Cerynitis will slow, hobbled by gold, stopping for too long--and their antlers and hooves will finally consume them, transforming them into a tree of gleaming gold.
As such, Cerynites are rarely capable of sitting down or reading a book in stillness. They are in constant motion, be it pacing in circles or going on long walks, and are driven to wander and journey. Most form nomadic herds which keep to the outskirts of civilization. preferring great forests and endless plains to explore.
Cerynitis Names
These creatures speak Sylvan as their primary language and have names that are informed by their history as companions and steeds for the fey.
Cerynites tend towards fanciful names, and choose for themselves upon coming of age, with plenty of vowels and no distinction between genders, due to their lack of dimorphism.
Chosen Names: Aelia, Naerites, Lyandur, Falmirae, Neetha, Aelentis, Unfaen
Cerynitis Traits
Your Cerynitis character has the following racial traits.
ABILITY SCORE INCREASE. Your Strength score increases
by 2, and your Constitution score increases by l
AGE. Cerynites mature at 8 years of age and can live to be 250 years ALIGNMENT. Cerynites tend towards neutrality but can shift towards the alignment spectrum of their fey companions if they have any. SIZE. Cerynites stand 4 to 5 feet at the withers. Your size is Medium.
SPEED. Your base walking speed is 40 feet.
FEY. Your creature type is fey, rather than humanoid.
HoovEs. Your hooves are natural melee weapons. which you can use to
, make unarmed strikes. If you hit with them you deal piercing damage equal to ld4 + your Strengtl1 modifier, instead of the bludgeoning damage normal for an unarmed strike.
MOMENTUM. After you move at least 40 feet in a straight line. you gain Momentum. You may maintain Momentum on subsequent turns by moving at least 25 feet in a straight line. Momentum is lost at the end of the turn you do not fulfill this condition.
While you have Momentum, you gain the following benefits: ◊ Your jump distance is doubled
◊ Non-magical difficult terrain doesn't cost you extra movement. You have an advantage on all Strength, Dexterity, and Constitution saving throws against effects that would reduce your speed or caused the Restrained condition.
Your unarmed strikes deal ld6 + your Strength modifier. instead of ld4.
MOTILE GOLD. Your antlers and legs are constructed out of a semi-fluid gold that can move and reconstruct itself to a limited extent. You can use any combination of antlers and hooves
to obtain the identical function of hands: this includes the ability to cast spells by using hooves a11d antlers to perform somatic spell components, as well as use a spellcasting focus or component pouch for material components, manipulate objects and wield weapons.
In addition, you can spend five minutes creating a convenient tool for the situation. giving you an advantage on a single skill check that would otherwise require the use of a tool. The tool shifts back after the skill check, or after ten minutes if not used. You can't use this feature again until you finish a long rest.
QUADRUPEDAL FORM. Due to the limitations of your form, the DM may rule that some certain weapons and armor would be physically incompatible to wear or wield. In such cases, custom weapons or sets of armor should be easily available for commission. If the DM wishes to include an additional cost for doing so, an easy rule of thumb would be to increase the cost by half of the original price/time. LANGUAGES. You can speak, read, and write Common and Sylvan.
Cerynitis Feats
BOUNDING GAIT
Prerequisite: Ceryntis
You have mastered your kind's ability to bound nimbly across the battlefield, leaping without pause, forever moving, never pinned down. You gain the following benefits·
You can perform a standing long .jump as if it were a running long
◊ You have an advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make when long jumping to clear low obstacles or avoid falling prone when landing in difficult terrain.
◊ You can make one change in direction during rn0vement that otherwise requires you to move in a straight line, and still haw it count as a straight line.
Cerynites Traits
2+ to enything ,1+ to dex ,you can cast dancing lights cantrip, Bound in Gold, MOTILE GOLD
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