Homebrew Gnoll (Build by DM Tuz) (Fixed Version) Species Details

True Survivors
Gnolls as a people have had to learn to live in the worst places of the world. From scavenging food where crops refuse to grow to hunting terrifying beasts for basic materials and maintaining steady relations with the more intelligent monsters they share territories with. Because of their harsh environment, the very concept of hardship has been built into Gnoll's culture. Though the methods and extremes are not universal between the different families and tribes, all belief in passing on The Wisdoms of Survival, and telling tales of overcoming pain for the future with wit, guts, and grit. Just as their forebears did for them.


Practical Oriented
You are alive with every limb intact. For a Gnoll, it is a good day. Gnolls do not need much, a warm heart and a full belly is a welcomed comfort, but they have lived with less and do not crave much more. To some this is a humble trait, while others will accuse a Gnoll of lacking ambition; an unkinder soul might call them simple. Gnolls have found it hard to integrate into societies dependent on social and economic class. They are often seen as rude and crass, having no concept of formal speech, and having a habit of ignoring rank and titles. The idea of showing respect to one who has not earned it through hardship and glory is an alien concept. In turn, Gnolls are often found in the lower tiers of communities outside their own lands.


Thrill Seekers
Despite their survivalist, nature Gnolls are far from cautious. More often than not they will happily venture into high-risk situations without hesitation. To them, the danger is a challenge waiting to be overcome, with the chance of reward at the end. They are curious by nature, experiencing deep satisfaction in finding new things through combat and exploration. A trait often rewarded in the wastes, and perhaps the very reason Gnolls continue to exist. Modern-day Gnolls have managed to translate this homed instinct into different avenues, adventuring becoming the perfect mantle for the once nomadic people. Though Gnolls have a habit of being caught up in the moment and may drag their companions into unnecessary trouble if the danger proves too exciting. Others may find their thrills in more unexpected ventures, but all are united by their need to seek new things. However, if left unstimulated, instinct quickly turns into an urge. Most Gnolls find monotonous, unchanging life to be a nearly tortured existence, and have been known to become troublemakers when forced into an unexciting environment.

Pack Bonds

A survivalist quickly learns to respect a helping hand in dire situations. One universal lesson all Gnolls pass on to their families is The Wisdom of The Pack. Despite what outsiders may assume, Gnolls are very social and loyal to their pack, and who they define as a member can have great implications for the one chosen. Gnolls will go to great lengths to protect, and perhaps overprotect their members, and Gnolls will resort to any means necessary to secure the wellbeing of their packmates. They will be the first by your side in any situation, no matter the odds. Dying together is a Gnoll's only wish when faced with the end. Dying alone is the greatest hardship a Gnoll can face.

Physiology

Upon first meeting one, unfamiliar travelers might mistake a Gnoll for a monstrous beast. They are tall grown humanoids with bestial features; covered in fur, a hyena-like head, with claws and fangs. They possess tall and usually lean bodies, and commonly possess a slight hunch, though the degree of that can vary. Their furs can show different patterns and various colorations, ranging from dark brown, almost black, to bright rust colors.

Way of the Hunter
You hail from a lineage of hunters who tracked the great beasts across the wastelands long ago. These forebearers hunted for the sake of their tribes. Homing agility and battle prowess to take down monsters twice their size, and turn apex predators into their prey.


Ability Score Increase.
Your Strength score increases by 2, or your Strength score increases by 1, and your Dexterity score increases by 1.


Rush.
You can use a bonus action to move up to half of your speed and make a bite attack against a target in range. Once you use this trait, you can’t use it again until you have finished a short or long rest, or you reduce an enemy creature to 0 hit points.


Powerful Bite. Your bite deals 1d6 damage, instead of 1d4.

Sprint. When you use your action to dash, you gain an additional 20 ft. of extra movement, unless your movement is reduced by any amount.

Way of the Scavenger
You have the blood of sturdy scavengers in you. Crafty survivors that pilfered the unfarmable wilderness for food. There are places in the wastes that barely hold life, and these forebearers adapted by consuming things the flies would not touch, rewarding their descendants with iron tenacity and resistance. Ability Score Increase. Your Constitution score increases by 2, or your Dexterity increases by 1, and your Constitution increases by 1.

Infectious Bite. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals additional poison damage equal to your proficiency modifier, and if the target is a creature, it must succeed on a Constitution saving throw or is poisoned until the end of your next turn. The DC is equal to 8 + your Constitution modifier + your Proficiency bonus. Once you use this trait and the attack hits, you can’t use it again until you finish a short or long rest. Immunity. You are resistant to poison damage and have an advantage on saving throws against being poisoned and diseases.


Way of The Fiend Eater
You descend from a lineage of Gnolls that faced the truly unspeakable horrors that dwell in the most dangerous parts of the world, every day a savage fight for survival. Be it in desperation or celebration, your ancestors feasted upon the corpses of their defeated foes and became touched by otherworldly corruption.Ability Score Increase. Your Charisma score increases by 2, or your Dexterity increases by 1, and your Charisma increases by 1.

Wicked Bite. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals damage as normal, and if the target is a creature, it must succeed on a Wisdom saving throw or is frightened by you and can’t make opportunity attacks against you until the end of your next turn. The DC is equal to 8 + your Charisma modifier + your Proficiency bonus. Once you use this trait and the attack hits, you can’t use it again until you finish a short or long rest.

Vile Cackle. You know the Vicious Mockery cantrip. Charisma is your spellcasting ability.

Gnoll Unique Feats
Gnoll characters have access to unique feats when they level up in a class. Some DMs allow the use of feats to further customize a character, see chapter 6, “Customization Options”, of the Player’s Handbook. The following special feats allow your character to expand upon their innate abilities, as each feat represents an evolution of your character’s nature and traits.

Adrenaline
Prerequisite: Gnoll
In the thick of action adrenaline surges through your veins, allowing you to be numb to wounds and quicken your stride. You gain the following benefits:


• Your Exhilarating Thrill trait now also activates when you reduce an enemy creature to 0 hit points with an attack or spell.


• When you use your Exhilarating Thrill trait, you can gain temporary hit points equal to your level which last until the end of your next turn, and you gain +10 speed until the end of your next turn. Once you use this feature, you can’t use it again until the end of your next turn.

 

Fight On
Prerequisite: Gnoll
Bloodied, beaten, and with your back to the wall, you are able to tap into a ferocious fighting spirit. You gain the following benefits:


• When you are below half of your maximum hit points, the first time in a turn you deal damage with an attack, you deal additional damage equal to your proficiency modifier.


• When you are reduced to 0 hit points and not outright killed, you can use a reaction to move up to half of your speed towards the nearest enemy creature and make a melee weapon attack before you fall unconscious (if more than one creature is nearest to you, you can choose between them). If this attack reduces a creature to 0 hit points you regain 1 hit point and don’t fall unconscious.

 

Trap Jaw
Prerequisite: Gnoll, Strength 13 or higher
Your jaws lock like a deadly vice around your foes, making escape impossible. You gain the following benefits:

  • When you use an action to attack with your bite and hit a creature, you can attempt to grapple the creature as part of the same action. While you have a creature grappled this way, you have an advantage on attack rolls with your bite against that creature, but you can’t use your bite against another creature.
  • The first time in a turn you hit a creature grappled by you with a bite attack, you can force the grappled creature to succeed a Strength saving throw or be knocked prone. The saving throw is equal to 8 + your Strength modifier + your Proficiency bonus.

Gnoll (Build by DM Tuz) (Fixed Version) Traits

Gnolls but if they were more like Hyenafolk rather than demonic savages

Bite

our bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Alignment

While gnolls respect established rules, they are free spirits and can easily sway to bend the rules if need be, especially if these rules impede the well-being of their pack. Gnolls are commonly chaotic in their nature but can show lawful behaviors within their own pack.

Size

Gnolls grow up to 7 feet. Your size is medium.

Speed

Your base walking speed is 30 feet.

Language

You can speak, read, and write Common and Gnoll.

Darkvision

Because of your animalistic senses, 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 were dim light. You can’t discern color in darkness, only shades of gray.

True Survivor

You gain proficiency with one of the following skills: Athletics, Perception, Stealth, Survival.

Exhilarating Thrill

When you roll a 20 on an attack roll, ability check, or saving throw, you have an advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn.

Ability Score Increase

Your Dexterity score increases by 1.

Way of the Hunter

You hail from a lineage of hunters who tracked the great beasts across the wastelands long ago. These forebearers hunted for the sake of their tribes. Homing agility and battle prowess to take down monsters twice their size, and turn apex predators into their prey.

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