Homebrew Ornithor Species Details

"An ornithor is just another mystery in the complex toy box of the multiverse."

                                                                   --Rescuer the Loxodon, an adventurer in Curse of Strahd


 Unknown Origins

The history of the ornithor race has been a mystery for quite some time. Historians and scientists can only guess how the race came to be: perhaps a science experiment went awry, or a god or goddess created the race long ago, or maybe the chaos of Limbo got bored and decided to have some fun. Whatever the case, ornithors are truly astonishing creatures, resembling small, humanoid platypuses with fur, a duckbill, webbed hands and feet, and a beaver tail. Their fur ranges from various shades of brown to gray, with black or orange bills, tails, hands, and feet.


 Life and Personality

Ornithors rarely live alone. Instead, groups of ornithors live together in small towns along the sides of large rivers and lakes. Most houses are shaped into domes along the shore using natural resources such as wood, mud, and stone, but some ornithors are lucky enough to find and live in abandoned giant beaver dams or even underwater caves with air pockets. Every ornithor in an ornithor society works together to collect resources and overall provide the most peaceful environment for themselves. Tasks and activities such as fishing are important in an ornithor civilization, and ornithors who become masters of the catch are well-respected in their community. Ornithors are also very loving and kind, especially towards bonded ones, like family and good friends, but in general, ornithors are polite to almost anyone they meet, starting long-lasting conversations and tipping well at restaurants.


An Inspiring Leader

One ornithor by the name of Perry left the tranquil life of his kin to join the Harpers, wanting to show the world that his race, a race of peace-living mammals, could do more than just fish and be kind. Rising to a high rank quickly, Perry became the best secret agent for the Harpers (his code name is Agent P), and to show his enthusiasm he dyes his fur teal regularly and proceeds to wear a simple fedora. Perry is still an agent of the Harpers today, and is an idol for ornithors wishing to step away from their peaceful society to be apart of a more action-filled life. Thanks to Perry, some enthused ornithors dye their fur bright colors to cover up their original dull complexion.


Adventure's Call

An ornithor's connection with nature causes some to become adventurers in search of thrills. Perry, the Harper's best agent, once commented on "hearing a call from beyond, urging me to step outside and run away." Perry has also said that, after joining the Harpers, he believes that his purpose is fulfilled. With nature's calling in their head, and Perry as an example, curious ornithors will find themselves leaving the safety of their hometown to walk the way of an adventurer.


Ornithor Names

Ornithors are given names at birth, but later can choose new names for themselves. Anything that sounds cool sparks the interest of many ornithors, like Striker, Windswept, Thornwhip, Tom, Gallitrad, Breeze, Moonbeam, Fred, Dallistar, Bob, Darsh, Morros, and Piccamin.

Ornithor Traits

Your have many special traits thanks to your platypus heritage.

Ability Score Increase

Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.

Age

Most ornithors mature in between the ages 20 and 30, and they can live up to 100 years.

Alignment

Ornithors usually don't take sides in the long run, making most neutral, but some can choose to step outside the box, especially if they decide to take on a holy/divine career.

Size

Ornithors average around 3 feet tall and never make it past 4 feet, and they weigh around 40 pounds at most. Your size is Small.

Speed

Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Darkvision

Thanks to your platypus-like anatomy, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it was dim light. You can't discern color in darkness, only shades of gray.

Platypus Lungs

You can hold your breath for up to 1 hour.

Slippery Body

You can walk through any creature that is one size larger than you. Additionally, you can take the Disengage or Hide action as a bonus action on each of your turns.

Natural Skills

You gain proficiency in the Acrobatics, Athletics, and Perception skills if you are not already proficient in them.

Bashing Tail

You have a beaver tail that can be used as a melee weapon. Make a melee attack against a target within 5 feet of you. On a hit, the target takes bludgeoning damage equal to 1d6 plus your Strength modifier.

Languages

You can speak, read, and write Common and Ornithoran. The Ornithoran language is made up of clicks and nasal sounds, and it can also be used to communicate with platypuses and platypus-like creatures.

Poison Ankle Barb

IMPORTANT: This is a variant trait that replaces the Slippery Body racial trait.

You have a poisonous barb on the backside of your ankle which can be used as a melee weapon. As an action, you can make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d4 poison damage, and the target is subjected to Serpent Venom (detailed on page 258 in the Dungeon Master's Guide). You can use this trait a number of times equal to your Constitution modifier before finishing a short or long rest to use this trait again.

 

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