Homebrew Didelph (Opossum Folk) Species Details

Didelphs are a humble race that used to dwell exclusively in forests. Ordinarily scavengers and tricksters, when their homes were stolen by bigger and stronger races, while some put up resistance, it was generally futile. Most instead either adapted quickly to an unconventional form of city life, thriving as urchins, or fled to find new homes in new lands.

These humanoid marsupials have grey, white, and sometimes brown fur, and a naked, powerful prehensile tail, and while historically they haven't cared much for clothes, some city-dwellers have adopted their use to better blend in. They thrive both as forest scavengers and street urchins due to their humble, sometimes called cowardly nature and their ability to resist most poisons and diseases while metabolizing nearly everything. To a Didelph, there's rarely something more important than protecting themselves, protecting their family, and finding their next meal, no matter how far off.

Being marsupials, Didelph joeys are born what would be considered immature to most humanoids, as little pink jelly-bean-like things that will spend their first 3 to 5 months in their mother's pouch, before leaving about a comparable size to a new-born halfling.

Didelph (Opossum Folk) Traits

As a Didelph, you have the following traits:

Ability Score Increase

Either increase one of your ability scores by 2 and another by 1, or increase three different ability scores by 1 each.

Age

Didelphs mature after their 10th year, and while legends say they can live for centuries, the oldest know was killed in the middle of his second.

Alignment

One does not live as a scavenger by strict morals, and as such Didelphs are rarely lawful. However, though their frequent ideals of self-preservation can be seen as selfish, they often put their families first, found or otherwise. As such, most are considered good creatures at heart.

Size

Most Didelphs are between 3 and 5 feet tall, with tails often around 5 to 6 feet long regardless, and weigh anywhere from 40 to 100 lbs. Discuss with your DM whether you are small or medium.

Speed

A nimble race built for arboreal living, you have a base walking speed of 30ft, and a climb speed of 20 feet as long as your tail is free.

Darkvision

Didelphs were mostly nocturnal until colonization; as such you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bite

Due to your sharp teeth, you have an improved unarmed strike. When you hit with a bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Prehensile Tail

You have a naked, segmented, prehensile tail, ordinarily used for climbing by grasping ledges. Your tail has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score plus your body-weight. You can use it to do the following simple tasks: lift, drop, or hold an object or a creature; open or close a door or a container; or grapple someone. The GM might allow other simple tasks to be added to that list of options. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Playing Possum

Didelphs are humble tricksters, and often seen as cowards for their willingness to hide in plain sight from their aggressors. As a reaction, when you would take damage, be forced to make a save against the frightened condition, or a trigger of your choice agreed upon by your DM, you may fall prone. Any creature that witnesses this fall must succeed (Insight) or Wisdom (Medicine) check (DC 10 + Proficiency Mod + Charisma Mod) or presume you dead. This check is made at disadvantage if they have not witnessed you attempt this before. If the trigger was against the frightened condition, make your saving throw with advantage. Due to nature of your performance, any attempt to target you with an attack or harmful effect must first succeed the check against your Playing Possum DC or choose a new target if available. You may use this ability once per short or long rest.

At 3rd level, once per long rest you may cast Feign Death targeting yourself without use of components.

Scavenger's Metabolism

Didelphs can eat anything organic and some things inorganic, and yet famously never get sick, nor does venom affect them. You're resistant to poison damage, have advantage on saves against being poisoned.

Languages

You can speak Common and Goblin, and can communicate simple messages to other Didelph via DTS (Didelph Tail Sign)

Previous Versions

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