Homebrew Bangle Animal Species Details
From a distance, Bangle Animals look like normal strays. But upon closer inspection... they still look like strays. Until they turn to your face and call you a Fat Shank do you realize that there is much more going on.
Bangle Animals are usually very loyal to one person, but some have been known to be loyal to only themselves. Regardless of loyalty they always are prone to be distracted by the finer things in life, like being worshiped.
While in the arms or pouch of their Keeper they are most comfortable, any disturbance is unwelcome. Unknown to many, Bangle Animals can in fact learn how to use the magical items used by their Keepers... Sometimes without permission.
Bangle Animal Traits
Bangle Animals are incredibly weak. Though they do have the ability to use Magical Items, and also make a Min Max all the more powerful. Not only does your DM need to think long and hard about letting you do this, your fellow players need to be comfortable with it.Ability Score Increase
You may increase your Wisdom or Intelligence by 2, then increase your Charisma or the previous choice you declined by 1 (If you added 2 to your Wisdom, you may then add 1 to Charisma or Intelligence, or Vice Versa).
Small Animal Rules.
As a Tiny Animal, your power comes from your brain, not your brawn. No, you can not use a sword.
You may not carry more than 5 pounds, 10 if you have a pouch or something of similar effect.
Your Keeper may make you a small article of clothing that can provide you plus 1 armor, stealth, perception, performance, intimidation, or persuasion. The article must match in some way whatever you are trying to buff (A little helmet for armor, glasses for perception etc.)
Your Tiny Animals Monster Card
Tiny Animals Can have different Pro's and Con's. Depending on the animal you choose you will need to manually enter its movement, armor class, and any other important information from the animal's monster card (Excluding Health and its Default Attack/Action)
Your Tiny Animals Health
Your Tiny Animal's health is usually 1d4, but that's a bit too small. Your starting health and health scaling are determined more so by the paths you take down the road, but initially, your health will be 4d4+1
Attached
If you are securely connected to your Keeper by magic or riding with your Keeper (IE. in a bag, in their coat, etc.) then you are attached to them. While Attached, if you rolled a lower initiative than your Keeper or you are distracted then your initiative is 0.5 lower than your Keepers. If you rolled a higher initiative than your Keeper, you may take your turn as normal, or save your turn to be 0.5 higher than your keeper. You can be attached to characters other than your Keeper (they are called Anchors), though your initiative can not change and some spells may be less effective.
Attached Status
While attached to an anchor you take no damage from AoE attacks nor can you be easily targeted. You are only targetable normally by an attack delt with True Sight. Any healing or buffing spells you may cast on yourself may be cast onto your anchor instead. If your Initiative is higher than your Anchors you may add 2 to their successful attack roll. If your initiative is lower you may add 1 to their attack roll.
You And Me!
At the start of your turn or as a reaction you may dash to a character within 20 feet of you. This is a Dexterity check with an advantage due to your size, and also you may add 1 to your roll per size above medium (Plus 1 to large targets, 2 to huge targets, etc.). Dashing past a character creates an opportunity. Upon attaching You may continue your turn as normal. If you fail to attach, you take whatever damage was intended for you or fall under whatever effect caused you to fail. If you fail just for failure's sake, you make continue your turn unattached. Entering an unattached state means you can not use You And Me! next turn.
Aggressive Attachment
Like Your Ex used to, you also may cling aggressively to an anchor which is guaranteed to connect. Upon attaching you will roll 4d4/2 and deal that dmg to the anchor. The anchor may do any reactions to your damage if they wish. You receive the attached status assuming the anchor did not tear you off.
Zoomies
Through the pure power of your warmth, you may naturally heal 1d4 and Move 5 feet (Does not affect You And Me!'s movement). If you are Attached then you may use this action on your anchor.
Previous Versions
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4/15/2022 4:48:36 AM
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Posted Apr 15, 2022Making a Class for Bangle animals. Work in progress.