Zonerunner Expanded Races - The Homebrewery
Zonerunner Expanded Races - The Homebrewery
A race and feat expansion of Stranger Worlds' Zonerunner Encore Mode, the unofficial
Sonic the Hedgehog homebrew.
Homebrew created by Glam: Oragange™ Edition, Jeff and Nikki, and the great folks of Stranger Worlds.
Made with Homebrewery.
All art credits go to their respective artists and owners (a few too many to look up).
Race Options
Jackal Chipmunk
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 30 feet. Speed. Your walking speed is 35 feet, you also have a
Manipulative. You have proficiency in the Deception skill. climbing speed equal to your walking speed.
Keen Hearing and Smell. You have advantage on Wisdom Fangs. Your fangs are natural weapons, which you can use
(Perception) checks that rely on hearing or smell. to make bite attacks. If you hit with them, you deal piercing
Masterful Illusionist. You know the minor illusion cantrip. damage equal to 1d4 + Strength modifier, instead of the
Starting at 3rd level, you can cast the dissonant whispers bludgeoning damage normal for an unarmed strike.
spell with this trait. Starting at 5th level, you can also cast the Cheek Pouch. You can use your bonus action to store or
major illusion spell with this trait. Once you cast either of withdraw objects of Medium size or smaller from inside your
these spells with this trait, you can't cast that spell again in cheeks. The maximum number of objects you can store in
this way until you finish a long rest. You can also cast these this way is equal to your proficiency bonus. You cannot speak
spells using any spell slots you have. or add verbal components to spells while an object is stored
Intelligence, Wisdom, or Charisma is your spellcasting in this way.
ability for these spells when you cast them with this trait Chipmunk Agility. Your reflexes and agility allow you to
(choose when you select this race). move with a burst of speed. When you move on your turn in
combat, you can double your speed until the end of the turn.
Once you use this trait, you can't use it again until you move 0
feet on one of your turns.
Darkling Hyena
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. You are also Creature Type. You are a Humanoid.
considered an Aberration for any prerequisite or effect that Size. You are Medium or Small. You choose your size when
requires you to be an Aberration. you select this race.
Size. You are Medium or Small. You choose your size when Speed. Your walking speed is 30 feet.
you select this race. Darkvision. You can see in dim light within 60 feet of you
Speed. Your walking speed is 30 feet. as if it were bright light, and in darkness as if it were dim
Superior Darkvision. You can see in dim light within 120 light. You can't discern color in darkness, only shades of gray.
feet of you as if it were bright light and in darkness as if it Fangs. Your fanged maw is a natural weapon, which you
were dim light. You discern colors in that darkness only as can use to make unarmed strikes. If you hit with it, you deal
shades of gray. piercing damage equal to 1d4 + your Strength modifier,
Being of Chaos. You are proficient in the Arcana skill. instead of the bludgeoning damage normal for an unarmed
When you make an Intelligence (Arcana) check to perform a strike.
Chaos Power, you can add double your proficiency bonus to Rampage. When you reduce a creature to 0 hit points with
the roll. a melee attack on your turn, you can take a bonus action to
Unusual Nature. You don't need to breathe. move up to half your speed and make a bite attack.
Sunlight Sensitivity. You have disadvantage on attack rolls Infectious Laughter. You can cast Tasha's Hideous
and on Perception checks that rely on sight when you, the Laughter once using this trait. Intelligence, Wisdom, or
target of your attack, or whatever you are trying to perceive is Charisma is your spellcasting ability for these spells when
in direct sunlight. you cast them with this trait (choose when you select this
race). You regain the ability to do so when you finish a long
rest. You can also cast this spell using any spell slots you have
of the appropriate level.
Zeti Lemur
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. Your size is Medium. Size. You are Medium or Small. You choose your size when
Speed. Your walking speed is 30 feet. you select this race.
Powerful Build. You count as one size larger when Speed. Your walking speed is 35 feet.
determining your carrying capacity and the weight you can Nimble Acrobat. You are proficient in the Acrobatics skill.
push, drag, or lift. Grappling Tail. You can grasp things with your tail. It has a
Horns. Your horns are natural melee weapons, which you reach of 5 feet, and it can lift a number of pounds equal to
can use to make unarmed strikes. If you hit with them, you five times your Strength score. You can use it to do the
deal piercing damage equal to 1d6 + your Strength modifier, following simple tasks: lift, drop, hold, push, or pull an object
instead of the bludgeoning damage normal for an unarmed or a creature; open or close a door or a container; or make an
strike. unarmed strike, which deals bludgeoning damage equal to
Mechanical Savant. You know the mending cantrip. 1d6 + your Strength modifier, instead of the bludgeoning
Starting at 3rd level, you can cast the identify spell with this damage normal for an unarmed strike. Immediately after
trait, without requiring material components. Once you cast hitting, you can try to grapple the target as a bonus action.
that spell with this trait, you can't do so again until you finish Your tail can't wield weapons or shields or do anything that
a long rest. You can also cast it using any spell slots you have requires manual precision, such as using tools or magic
of 1st level or higher. items or performing the somatic components of a spell.
Intelligence, Wisdom, or Charisma is your casting ability
for these spells when you cast them with this trait (choose
when you select this race).
Override. You ignore all class, race, and level requirements
on the attunement of one magic item of your choice.
Seedrian Mole
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. You are also Creature Type. You are a Humanoid.
considered a Plant for any prerequisite or effect that requires Size. You are Medium or Small. You choose your size when
you to be a Plant. you select this race.
Size. You are Medium or Small. You choose your size when Speed. Your walking speed is 30 feet.
you select this race. Claws. Your claws are natural weapons, which you can use
Speed. Your walking speed is 30 feet. to make unarmed strikes. If you hit with them, you deal
Nature's Gift. You know one cantrip of your choice from slashing damage equal to 1d4 + your Strength modifier,
the Druid's spell list. Intelligence, Wisdom, or Charisma is instead of bludgeoning damage normal for an unarmed
your spellcasting ability for that cantrip (choose when you strike.
select this race). Burrower. You have a burrowing speed equivalent to that
One With The Green. You gain proficiency in Nature, and of your common walking speed. In addition, you have
you can add double your proficiency bonus to all Intelligence tremorsense with a range of 10 feet while burrowing.
(Nature) checks. Efficient Breath. By reabsorbing your own exhaled breath,
Photosynthesis. You don't need to eat or drink so long as you can breathe normally in places with low oxygen for 1
you are exposed to sunlight for 1 hour each day. To gain the hour. Once you've reached that limit, you can't use this trait
benfits of a long rest, you must spend at least 6 hours in an again until you finish a short or long rest.
inactive, motionless state, though you remain aware of your Keen Smell. You have advantage on Perception checks
surroundings. that rely on smell.
Plantspeak. You can communicate simple ideas with plant Superior Darkvision. Accustomed to life underground,
life. They can understand the meaning of your words, you have superior vision in dark and dim conditions. You can
although you have no special ability to understand them in see in dim light within 120 feet of you as if it were bright
return. light, and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Sunlight Sensitivty. You have disadvantage on attack rolls
and Perception checks that rely on sight when you, the target
of your attack, or whatever you are trying to perceive is in
direct sunlight.
Cephalopod Squid
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid. Escape Artist. You can squeeze through a space as narrow
Size. You are Medium or Small. You choose your size when as 1 inch wide, provided you are wearing and carrying
you select this race. nothing. You also have advantage on ability checks you make
to initiate a grapple.
Speed. Your walking speed is 30 feet, you also have a Stronger Tentacles. Using both your primary arms and
swimming speed equal to your walking speed. your tentacles, you may dual wield two handed weapons, or a
Amphibious. You can breathe air and water. two handed weapon and a shield at the same time.
Secondary Tentacles. You have slightly smaller tentacles
that can be used like secondary arms. The secondary arms Kraken
function like your primary arms, with the following You gain the following additional traits.
exceptions: Monstrosity. Your creature type is monstrosity, rather than
You can use a secondary arm to wield a weapon that has humanoid.
the light property, but you can't use a secondary arm to Monstrous Build. You have advantage on Strength-based
wield other kinds of weapons. ability checks and Strength saving throws. In addition, you
You can't wield a shield with a secondary arm. count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift. You also
Inky Veil. You know the poison spray cantrip. Starting at have advantage on ability checks you make to iniciante a
3rd level, you can cast the blindness/deafness spell with this grapple.
trait. Once you cast the spell with this trait, you can't cast it in Long-Limbed. When you make a melee attack on your
this way again until you finish a long rest. You can also cast turn, your reach for it is 5 feet greater than normal.
this spell using any spell slots you have of the appropriate
level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Subraces. Choose one of the following subraces: Nautilus,
Octopus, Squid, or Kraken.
Nautilus
You gain the following additional traits.
Conch Armor. Due to your armor shell, you are ill-suited to
wearing armor. Your shell provides ample protection,
however; it gives you a base AC of 18 (your Dexterity modifier
doesn't affect this number). You gain no benefit from wearing
armor, but if you are using a shield, you can apply the shield's
bonus as normal.
Living Fossil. You have proficiency in two of the following
skills of your choice: Arcana, History, Insight, Perception, or
Religion.
Octopus
You gain the following additional traits.
Escape Artist. You can squeeze through a space as narrow
as 1 inch wide, provided you are wearing and carrying
nothing. You also have advantage on ability checks you make
to initiate a grapple.
Mimic. As a bonus action you can turn invisible until the
start of your next turn or until you attack, make a damage roll,
or force a creature to make a saving throw.
Once you use this trait, you cannot do so again until you
complete a short or long rest.
Bandicoot Nightmaren
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. Your size is Medium.
you select this race. Speed. Your walking speed is 30 feet.
Speed. Your walking speed is 30 feet. Flight. You have a flying speed equal to your walking
Aku Aku's Blessing. When you roll death saves, you can speed. You can't use this flying speed if you're wearing
treat a roll of a 1 as a normal failure instead of a critical medium or heavy armor.
failure. Mental Discipline. You have resistance to psychic damage.
Wumpa Whirlwind. You can use your action to make a Mind Link. You can speak telepathically to any creature
melee attack against any number of creatures within 5 feet of you can see, provided the creature is within a number of feet
you, with a separate attack roll for each target. You can do so of you equal to 10 times your level. You don't need to share a
a number of times equal to your proficiency bonus, and you language with the creature for it to understand your
regain all expended uses when you finish a long rest. telepathic utterances, but the creature must be able to
Subraces. Choose one of the following subraces: understand at least one language.
Adventurer, Techie, or Battler. When you're using this trait to speak telepathically to a
creature, you can use your action to give that creature the
Adventurous ability to speak telepathically with you for 1 hour or until you
You gain the following additional traits. end this effect as an action. To use this ability, the creature
Dimwitted. You have advantage on saving throws against must be able to see you and must be within this trait's range.
being charmed or frightened. You can give this ability to only one creature at a time; giving
it to a creature takes it away from another creature who has
Techie it.
You gain the following additional traits. Bound to Dreams. You don't need to sleep, and magic
Mechanical Savant. You gain proficiency with Tinker's can't put you to sleep. You can finish a long rest in 4 hours if
Tools and one skill proficiency of your choice. you spend those hours in an inactive, motionless state, during
which you retain consciousness. However, you are not
Battler immune to spells and other magical effects that require you
You gain the following additional traits. to dream, like dream.
Powerful Build. You count as one size larger when Somnambular Training. You have proficiency with one
determining your carrying capacity and the weight you can musical instrument of your choice, and two of the following
push, drag, or lift. skills of your choice: Acrobatics, Performance, Persuasion
Brutal Savage. Your hands are natural melee weapons, and Intimidation.
which you can use to make unarmed strikes. If you hit with
them, you deal bludgeoning damage equal to 1d8 + your
Strength modifier, instead of the bludgeoning damage normal
for an unarmed strike.
Machine E-100 Series
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid and Construct. Built for War. You know one Fighting Style of your choice
Size. You are Medium or Small. You choose your size when from the Fighter list.
you select this race. Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
Speed. Your walking speed is 30 feet. push, drag, or lift.
Constructed Nature. You were created to have Siege Machine. You deal double damage to objects and
remarkable fortitude, represented by the following benefits: structures.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
You don't need to sleep, and magic can't put you to sleep.
You can finish a long rest in 4 hours if you spend those
hours in an inactive, motionless state, during which you
retain consciousness.
Specialized Design. You gain one skill proficiency and one
tool proficiency of your choice.
Subraces. Choose one of the following subraces: Badnik,
Gizoid, Robot Master, Reploid, or E-100 Series.
Badnik
You gain the following additional traits.
Roboticization. Through a painful process, your sinew
was replaced by steel and you became a machine. You gain
all independent racial traits from a single humanoid race,
with the exception of additional proficiencies.
Gizoid
You gain the following additional traits.
Prediction. You gain the ability to predict an enemy's
movements before they make them. If a creature makes an
attack against you, you may use your reaction to make a
Wisdom (Insight) check. If you beat their attack roll, it misses
and you take zero damage.
Replicated Ability. You may replicate a racial trait or class
feature from a creature you've seen of the same level as you
or lower. If the desired ability is an improvement of a prior
feature that you do not have, you are ineligible for the choice.
You lose your Replicated Ability once you finish a long rest.
Reploid
You gain the following additional traits.
Robot Master. You ignore immunity of constructs to the
charmed and frightened conditions.
Variable Weapon System Prototype. You learn one
cantrip of your choice, with the spellcasting ability being
determined by which class’s spell list you choose the cantrip
from. Additionally, if you have the Extra Attack feature, you
can cast this cantrip in place of one of those attacks.
Primate Macaque
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid. Clever Tail. You can grasp things with your tail. It has a
Size. You are Medium or Small. You choose your size when reach of 5 feet, and it can lift a number of pounds equal to
you select this race. five times your Strength score. You can use it to do the
following simple tasks: lift, drop, hold, push, or pull an object
Speed. Your walking speed is 30 feet, you also have a or a creature; open or close a door or a container; grapple
climbing speed equal to your walking speed. someone; or make an unarmed strike. Your DM might allow
Nimble Fists. Your hands are natural melee weapons with other simple tasks to be added to that list of options. Your tail
the finesse property, which you can use to make unarmed can't wield weapons or shields or do anything that requires
strikes. If you hit with them, you deal bludgeoning damage manual precision, such as using tools or magic items or
equal to 1d6 + your choice of Strength or Dexterity modifier, performing the somatic components of a spell.
instead of the bludgeoning damage normal for an unarmed Training of the Monkey King. You have proficiency with
strike. the quarterstaff, spear, glaive and pike.
Speech of Beasts. You have the ability to communicate in Hot Spring Connisseur. You are resistant to cold and fire
a limited manner with beasts. They can understand the damage.
meaning of your words, though you have no special ability to
understand them in return. You have advantage on all Orangutan
Charisma checks you make to influence them. You gain the following additional traits.
Subrace. Choose one of the following subraces: Baboon, Ape Dispassion. You have advantage on all Intelligence,
Chimp, Gorilla, Macaque, or Orangutan. Wisdom, and Charisma saving throws.
Improved Speech of Beasts. You have the ability to
Baboon communicate with beasts. They can understand the meaning
You gain the following additional traits. of your words and you can understand them in return. You
Aggressive. You can move up to your movement speed as a have advantage on all Charisma checks you make to
bonus action to move towards a hostile creature. Once you influence them.
use this trait, you can't use it again until you move 0 feet on Long-Limbed. When you make a melee attack on your
one of your turns. turn, your reach for it is 5 feet greater than normal.
Pack Tactics. If one of your allies is within 5 feet of you,
you can use the Help action as a bonus action.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
rest.
Chimp
You gain the following additional traits.
Clever Tail. You can grasp things with your tail. It has a
reach of 5 feet, and it can lift a number of pounds equal to
five times your Strength score. You can use it to do the
following simple tasks: lift, drop, hold, push, or pull an object
or a creature; open or close a door or a container; grapple
someone; or make an unarmed strike. Your DM 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.
Roamer. Your base walking speed increases to 35.
Gorilla
You gain the following additional traits.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Brutal Fists. Your fists deal 1d8 bludgeoning damage
instead of 1d6, with which you can use Strength or Dexterity
for the attack and damage rolls of.
Long-Limbed. When you make a melee attack on your
turn, your reach for it is 5 feet greater than normal.
Tanuki Opossum
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 30 feet. Speed. Your walking speed is 30 feet, you also have a
Tail. You can use your bushy tail to make unarmed strikes. climbing speed equal to your walking speed.
If you hit with your tail, you can deal bludgeoning damage Clever Tail. You can grasp things with your tail. It has a
equal to 1d6 + your Strength modifier, instead of the reach of 5 feet, and it can lift a number of pounds equal to
bludgeoning damage normal for an unarmed strike. five times your Strength score. You can use it to do the
Belly Drum. Your belly is considered a musical instrument following simple tasks: lift, drop, hold, push, or pull an object
which you are proficient with. or a creature; open or close a door or a container; grapple
Jump Up, Superstar! Your jump distance is doubled, and someone; or make an unarmed strike. Your DM might allow
you have advantage on saving throws to avoid being knocked other simple tasks to be added to that list of options. Your tail
prone. can't wield weapons or shields or do anything that requires
Light-Footed. You take no falling damage when falling manual precision, such as using tools or magic items or
from heights of 45 feet or lower. performing the somatic components of a spell.
Stony Stealth. While you remain motionless, you can Play Dead. While you remain motionless while prone, you
become indistinguishable from an inanimate statue. You can can become indistinguishable from a dead corpse. You can
only benefit from this trait once per long rest. only benefit from this trait once per long rest.
Rabies Immunity. You are immune to disease.
Platypus Jerboa
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 30 feet. Speed. Your walking speed is 30 feet.
Swim Speed. You have a swimming speed of 40 feet. Darkvision. You can see in dim light within 60 feet of you
Hold Breath. You can hold your breath for up to 15 as if it were bright light, and in darkness as if it were dim
minutes at a time. light. You can't discern color in darkness, only shades of gray.
Inconspicuous. You have proficiency with two of the Ranged Proficiency. You gain proficiency in one martial
following skills of your choice: Acrobatics, Deception, ranged weapon of your choice. If your DM allows Firearms,
Performance, Stealth and Survival. you are also proficient in those.
Poisonous Spur. There are poisonous spurs on your feet, Crack Shot. When you would make a ranged weapon
which you can use to make unarmed strikes. You add your attack roll, you do not have disadvantage for attacking at long
Constitution modifier, instead of your Strength modifier, to range. You also do not have disadvantage for making a
the attack and damage rolls when you attack with your spur. ranged weapon attack within 5 feet of an enemy creature.
It deals 1d4 piercing damage on a hit. When you would miss with a ranged attack roll, you may
When you attack with your spur and hit a creature that isn't reroll the result and must use the new roll. You can reroll an
a Construct or an Undead, you can attempt to poison them. A attack like this three times per long rest, but no more than
creature struck by this spur must make a Constitution saving once per turn.
throw (DC 8 + your proficiency bonus + your Constitution Desert Denizen. You are not affected by the drawbacks of
modifier) or be poisoned for 1 minute. a hot climate, and do not treat sand or coarse dirt as difficult
The poisoned creature can repeat this saving throw at the terrain.
end of each of its turns, ending the effect on itself on a Jerboa Jump. As a bonus action, you can jump a number of
success, and you can't poison that creature in this way again feet equal to five times your proficiency bonus, without
until you finish a long rest. provoking opportunity attacks. You can use this trait only if
your speed is greater than 0. You can use it a number of times
Hippopotamus equal to your proficiency bonus, and you regain all expended
You have the following racial traits. uses when you finish a long rest.
Creature Type. You are a Humanoid.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Swim Speed. You have a swimming speed of 40 feet.
Hold Breath. You can hold your breath for up to 15
minutes at a time.
Aggressive. You can move up to your movement speed as a
bonus action to move towards a hostile creature. Once you
use this trait, you can't use it again until you move 0 feet on
one of your turns.
Damage Dealer. When you roll a 1 on a damage die for a
melee attack, you can reroll the die and use the new roll. You
can do so no more than once per turn.
Hippo Build. You have advantage on Strength-based ability
checks and Strength saving throws. In addition, you count as
one size larger when determining your carrying capacity and
the weight you can push, drag, or lift.
Raccoon Capybara
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 30 feet, you also have a Speed. Your walking speed is 25 feet.
climbing speed equal to your walking speed. Swim Speed. You have a swimming speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you Everybody's Friend. You can cast the Sanctuary spell with
as if it were bright light, and in darkness as if it were dim this trait. Starting at 3rd level, you can cast the Animal
light. You can't discern color in darkness, only shades of gray. Friendship and Calm Emotions spells with this trait. Once
Ambidexterity. You have proficiency in Sleight of Hand. you cast any of these spells with this trait, you can't cast that
Subrace. Choose one of the following subraces: Trash spell with it again until you finish a long rest. You can also
Panda or Techie. cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting
Trash Panda ability for these spells (choose the ability when you gain this
You gain the following additional traits. lineage).
Superior Darkvision. Your Darkvision racial trait Hold Breath. You can hold your breath for up to 15
increases to 120 feet. minutes at a time.
Thievery. You gain proficiency in Acrobatics and Stealth. Pack Tactics. If one of your allies is within 5 feet of you,
Trained Ambidexterity. You have expertise in Sleight of you can use the Help action as a bonus action.
Hand. Tranquil. You have advantage on saving throws against
being frightened.
Techie
You gain the following additional traits.
Mechanical Savant. You gain proficiency with Tinker's
Tools and one skill proficiency of your choice.
Technical Artisan. As part of a short rest, you can harvest
parts from a slain construct creature of size Small or larger
to create one of the following items: a shield, any simple
melee weapon, any type of crossbow, or 1d4 arrows/bolts. To
use this trait, you need the appropriate artisan's tools, such as
tinker's tools. If your Dungeon Master uses the rules for
firearms from Chapter 9 of the Dungeon Master's Guide, and
your character has been exposed to the workings and
operation of such weapons, you may also craft a pistol and
1d4 bullets.
Ranged Focus. You are proficient with all crossbows. If
your Dungeon Master uses the rules for firearms from
Chapter 9 of the Dungeon Master's Guide, and your
character has been exposed to the workings and operation of
such weapons, you are considered proficient with all
firearms.
Striding Bird Peacock
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid. Big Hops. Your jump height is doubled.
Size. Your size is Medium. Peacock Strut. You gain proficiency in Performance.
Speed. Your walking speed is 30 feet. Gliding Fall. When you fall, you can use your reaction to
slow your descent. Your rate of descent slows to 60 feet per
Strong Legs. Your unarmed attacks deal 1d4 slashing round until the start of your next turn, taking no damage and
damage and may use your Strength or Dexterity for attack landing on your feet.
and damage rolls. If your attack is made using your legs, it Plumage Flourish. You can use your bonus action, or your
deals 1d6 damage instead. reaction if you or an ally within 10 feet of you is targeted by
Roadrunning. When you move using your walking speed an attack, to spread your tailfeathers and show off their
on your turn in combat, you can double said walking speed beautiful pattern.
until the end of the turn. Once you use this trait, you can't use When you do so, all creatures that can see you must make
it again until you move 0 feet, walking or flying, on one of a Wisdom saving throw against your Charisma (8 + your
your turns. proficiency bonus + your Charisma modifier). On a failure,
Subraces. Choose one of the following subraces: each creature effected is enamored with your tail's patterns
Secretary, Ostrich, Warbird (Emu), or Peacock. until the start of your next turn. They have disavantage on
attacks against you and allies within 10 feet of you. Along
Secretary with that, you and allies within 10 feet of you have advantage
You gain the following additional traits. on attacks against those that failed.
Flying Speed. You have a flying speed equal to your Creatures that succeed their saves make you their primary
walking speed. You cannot use this speed while wearing target until the end of their next turn.
medium or heavy armor. You can do this a number of times equal to your proficiency
Graceful Dodge. If a hostile creature hits you with a melee bonus per long rest.
weapon or spell attack, you may use your reaction to reduce
the attack roll by 1d4. You may use this trait a number of
times equal to your proficiency bonus, and regain all uses on
a long rest.
Regal Demeanor. You have proficiency in Persuasion, as
well as your choice of Performance or Intimidation.
Ostrich
You gain the following additional traits.
Gliding Fall. When you fall, you can use your reaction to
slow your descent. Your rate of descent slows to 60 feet per
round until the start of your next turn, taking no damage and
landing on your feet.
Big Bird. You gain proficiency in Intimidation. You also
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Sand Dunk. As an action, you can dunk your head in the
sand. While like this, you are considered to be knocked
prone, but you have advantage against the Fear and Charmed
conditions. You also gain Tremorsense out to 20 feet.
Warbird (Emu)
You gain the following additional traits.
Intimidating Presence. You gain proficiency in
Intimidation.
Prepared for War. You know any two Fighting Styles of
your choice.
Soldier's Skill. If a hostile creature hits you with a melee
weapon or spell attack, you may use your reaction to reduce
the attack roll by 1d6. You may use this trait a number of
times equal to your proficiency bonus, and regain all uses on
a long rest.
Kangaroo Bully
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid. Doin' my Job After successfully hitting a target with an
Size. You are Medium or Small. You choose your size when unarmed strike you may spend a bonus action to roll an
you select this race. Intimidation or Persuasion of your choice vs the target's
Wisdom saving throw. On failure the target is under the
Speed. Your walking speed is 30 feet. effects of the spell Command until the end of your next turn.
Athletic. You have proficiency in Athletics. You may use Bully again after a short or long rest.
Boxing. Your limbs are specialized for hand to hand Flex. Once per long rest, you may cast the spell Compelled
combat, including your arms, legs, and tail. Your Unarmed Duel using Strength as your spellcasting ability.
Strikes deal 1d8 Bludgeoning damage, instead of the Slap to the Senses. After successfully using a shove
bludgeoning damage normal for an unarmed strike. action on an ally under the effects of the Charm, Fear or
Tail Balancing. Your tail acts as a fifth limb capable of Stunned status effects, you may use a bonus action to cure
balancing your weight freeing your feet to be used as them of one of the listed status effects. You may use Slap of
unarmed weaponry. You have advantage on saving throws the Senses again after a short or long rest.
against being knocked prone. Standing up from being Pushing Cast. If you successfully hit a target with a melee
knocked prone only requires 10 feet of movement. spell attack, you push them back 5 feet. If a spell effect would
Subrace. Choose one of the following subraces: Brawler, already do this, it adds another 5 feet.
Roadie, or Bully.
Brawler
You gain the following additional traits.
Versatile Offense. Your improvised weapons deal 1d8
damage instead of the usual damage for an improvised
weapon, and are considered Versatile weapons. Using an
improvised weapon with two hands will change the damage
die to 1d10. Damage typing for improvised weapons are up to
the DM's discretion.
Punishing Blow. After successfully hitting a target with an
Attack of Opportunity, you may also attempt to use a shove
action on the target with advantage. If you successfully shove
the target, the target may no longer use its move action this
turn. You may use Punishing Blow again after a short or long
rest.
Tail Sweep. On a successful hit with an Unarmed Strike
you may use a reaction to roll an Athletics vs Strength Save.
On failure the target is knocked prone, you may perform a tail
sweep again after a short or long rest.
Roadie
You gain the following additional traits.
Sprinting Leap. After use of a movement action, you may
use a reaction to perform a dash, moving up to your dash's
movement speed in a straight line. Once you use this, you
may not do so again until after a long rest.
Pouch. You are considered Large for the purpose of
Carrying Capacity, lifting, pushing and dragging.
You may use a bonus action to place an object within, or to
retrieve an object within your pouch. You may only store
small objects within your pouch such as potions, trinkets,
gold, etc. You may carry one medium sized ally, or up to two
small sized allies within your pouch. Any willing ally within 5
feet of you may use 5 feet of their movement speed to enter
or leave your pouch, while within your pouch the ally's
movement speed is 0.
Murinefolk Axolotl
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. Your size is Small. Size. You are Medium or Small. You choose your size when
Speed. Your walking speed is 35 feet, and you have a you select this race.
climbing speed equal to your walking speed. Speed. Your walking speed is 30 feet, you also have a
Fangs. Your fangs are natural weapons, which you can use swimming speed equal to your walking speed.
to make bite attacks. If you hit with them, you deal piercing Amphibious. You can breathe air and water.
damage equal to 1d4 + Strength modifier, instead of the Darkvision. You can see in dim light within 60 feet of you
bludgeoning damage normal for an unarmed strike. as if it were bright light, and in darkness as if it were dim
Fury Of The Small. When you damage a creature with an light. You can't discern color in darkness, only shades of gray.
attack or a spell and the creature's size is larger than yours, Slippery. You secrete a moist substance that keeps your
you can cause the attack or spell to deal extra damage to the body hydrated outside the river’s comfortable waters,
creature. The extra damage equals your level. Once you use however, this substance can cause surprising events to occur.
this trait, you can't use it again until you finish a short or long You have advantage on Acrobatic rolls against being grappled
rest. or restrained.
Murine Bond. You can cast the Animal Friendship spell an Mudskipper. Difficult terrain composed of deep mud or
unlimited number of times with this trait, but you can target water doesn't effect you.
only rodents with it. You can also cast it using any spell slots Rapid Regeneration. As a bonus action, you can expend a
you have. single hit die, rolling it and regaining an amount of hit points
Intelligence, Wisdom, or Charisma is your spellcasting equal to the number rolled. You add your Constitution
ability for this spell when you cast it with this trait (choose modifier to the results of this roll.
when you select this race). When you regenerate, you can restore a single severed
Nimble Rodent. You can move through the space of any body member. You can restore a severed body member a
creature that is of a size larger than yours. number of times equal to your proficiency bonus, and you
Subrace. Choose one of the following subraces: Mouse or regain all expended uses when you finish a long rest.
Rat. Water Combat Training. You have proficiency with the
spear, trident, and net.
Mouse
You gain the following additional traits.
Pathfinder. You have proficiency in the Perception skill,
and you can add double your proficiency bonus to Wisdom
(Perception) checks you make to find hidden passages and
traps.
Squirmy. You have advantage on saving throws you make
to avoid or end the grappled or restrained conditions on
yourself.
Rat
You gain the following additional traits.
Plague Carrier. You have resistance to poison damage and
have advantage on saving throws against being poisoned or
diseased.
Prying Bite. Your fangs deal 1d6 piercing damage instead,
with which you can use Strength for the attack and damage
rolls of. Additionally, your fangs deal double damage to
objects and structures.
Shark Walrus
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 30 feet, you also have a Speed. Your walking speed is 30 feet, you also have a
swimming speed equal to your walking speed. swimming speed equal to your walking speed.
Amphibious. You can breathe air and water. Hold Breath. You can hold your breath for up to 15
Rough Skin. You have a natural armor, granting you an AC minutes at a time.
of 11 + your Dexterity modifier. You gain no benefit from Ice-Born Resilience. You are resistant to cold damage and
wearing armor, but if you are using a shield, you can apply the are naturally adapted to cold climates, as described in
shield's bonus as normal. Chapter 5 of the Dungeon Master’s Guide.
Fierce Bite. You have a natural bite attack that deals 1d8 + Powerful Build. You count as one size larger when
your Strength modifier piercing damage. determining your carrying capacity and the weight you can
Blood Frenzy. You can give yourself advantage on melee push, drag, or lift.
attack rolls against any creature that doesn't have all its hit Tusk Fling. After hitting with a melee attack, you can make
points a number of times equal to your proficiency bonus, but a shove attack with your tusks as a bonus action. If you
no more than once per turn. You regain all expended uses succeed in shoving your target, it takes 1d6 + your Strength
when you finish a long rest. modifier piercing damage.
Electrosensitivity. You gain proficiency in Perception. As a Ice Fishing. You have proficiency with the spear, trident,
bonus action, you may use blindsight to perceive within 15 and net.
feet of you. This ability lasts until your next turn. Once used,
this ability may only be used again after completing a long
rest.
Water Combat Training. You have proficiency with the
spear, trident, and net.
Red Panda
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when
you select this race.
Speed. Your walking speed is 30 feet, you also have a
climbing speed equal to your walking speed.
Claws. Your claws are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Tailspin Talent. You have proficiency in your choice of
either Athletics or Acrobatics.
Natural Charter. You are proficient with Cartographer’s
Tools.
Deer Skunk
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. Your size is Medium. Size. You are Medium or Small. You choose your size when
Speed. Your walking speed is 30 feet. you select this race.
Antlers. Your antlers are natural melee weapons, which Speed. Your walking speed is 35 feet.
you can use to make unarmed strikes. If you hit with them, Warning. You have proficiency in Intimidation.
you deal piercing damage equal to 1d6 + your Strength Acrobatic. You have proficiency in Acrobatics.
modifier, instead of the bludgeoning damage normal for an Poison Resistance. You have resistance to poison damage
unarmed strike. and advantage on saving throws against the poisoned
Frost Pelt. You gain resistance to cold damage, and are condition.
not affected by the drawbacks of a cold climate. Deadly Sprays. You know the cantrip Poison Spray, but
Goring Rush. Immediately after you use the Dash action with a range of 30 feet. At 3rd level, you may cast the spell
on your turn and move at least 20 feet, you can make one Stinking Cloud centered on you without the need for material
melee attack with your antlers as a bonus action. components using this trait. At 5th level, you may cast the
Subraces. Choose one of the following subraces: Elk, spell Dragon's Breath on yourself, but you must choose
Moose, or Reindeer. poison or acid for your damage type (choose when you select
this race).
Elk You can also cast these spells using any spell slots you have
You gain the following additional traits. of the appropriate level. Intelligence, Wisdom, or Charisma is
Elusive. Creatures attempting to track you make their your spellcasting ability for this spell when you cast it with
Investigation checks with disadvantage. this trait (choose when you select this race).
Roamer. Your base walking speed increases to 35 feet. You are immune to the effects of the Stinking Cloud
Speech of Beast and Leaf. You have the ability to created by this trait. As a reaction to using the Noxious Spray
communicate in a limited manner with beasts and plants. trait, you can use your tail to waft the Stinking Cloud into a
They can understand the meaning of your words, though you 15-foot cone aimed in the direction you are facing.
have no special ability to understand them in return. You have Once you use this feature, you may not do so again until
advantage on all Charisma checks you make to influence you finish a short or long rest.
them.
Moose
You gain the following additional traits.
Imposing Build. You are proficient with the Intimidation
skill. In addition, you count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Mighty Antlers. Your antlers are much larger than those of
your peers. Your Unarmed Strikes deal 1d8 piercing damage
instead, with which you can use Strength for the attack and
damage rolls of.
Improbable Swimmer. You have a swimming speed equal
to your walking speed, and you can hold your breath for up to
10 minutes.
Reindeer
You gain the following additional traits.
Blessed Antlers. You know one cantrip of your choice
from the Cleric's spell list, and can use your antlers as a
spellcasting focus for any spells you cast. Intelligence,
Wisdom, or Charisma is your spellcasting ability for that
cantrip (choose when you select this race).
Frostwalker. You have advantage on any rolls you make to
avoid falling prone on a slippery surface, and do not treat
snow or ice as difficult terrain.
Cetacean Whale
You have the following racial traits. You gain the following additional traits.
Creature Type. You are a Humanoid. Abyssal Call. When you take the Attack action on your
Size. Your size is Medium. turn, you can replace one of your attacks with a deafening
Speed. Your walking speed is 30 feet, you also have a hum in a 15-foot cone. Each creature in that area must make
a Dexterity saving throw (DC = 8 + your Constitution modifier
swimming speed equal to your walking speed. + your proficiency bonus). The creature takes 1d10 thunder
Echolocation. You have 60 feet of blindsight. You cannot damage on a failed save, and half as much on a successful
use your blindsight while deafened. one. This damage increases by 1d10 when you reach 5th
Hold Breath. You can hold your breath for up to 90 level (2d10), 11th level (3d10), and 17th level (4d10).
minutes at a time. You can use your Abyssal Call a number of times equal to
Subrace. Choose one of the following subraces: Dolphin, your proficiency bonus, and you regain all expended uses
Narwhal, Orca, or Whale. when you finish a long rest.
Thick Blubber. Whenever you take bludgeoning, piercing,
Dolphin or slashing damage from a nonmagical weapon and don’t
You gain the following additional traits. drop to 0 hit points, you can use your reaction to roll a d6 and
Nimble Swimmer. While using your swimming speed, you reduce the damage taken by the number rolled.
can Dash as a bonus action.
Deadly Charge. If you move at least 20 feet straight
toward a target and then hit it with a melee attack on the
same turn, the target takes an extra 1d6 of the attack's
damage.
Narwhal
You gain the following additional traits.
Horn. Your great horn is a natural melee weapon, which
you can use to make unarmed strikes. If you hit with it, you
deal piercing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Goring Rush. Immediately after you use the Dash action
on your turn and move at least 20 feet, you can make one
melee attack with your horn as a bonus action.
Arctic Diver. You gain resistance to cold damage, and are
not affected by the drawbacks of cold environments.
Orca
You gain the following additional traits.
Rampage. When you reduce a creature to 0 hit points with
a melee attack on your turn, you can take a bonus action to
move up to half your speed and make an additional melee
attack.
Seige Creature. You deal double damage to objects and
structures.
Crab Otter
You have the following racial traits. You have the following racial traits.
Creature Type. You are a Humanoid. Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose your size when Size. You are Medium or Small. You choose your size when
you select this race. you select this race.
Speed. Your walking speed is 25 feet. Speed. Your walking speed is 35 feet, you also have a
Amphibious. You can breathe air and water. swimming speed equal to your walking speed.
Carcinization. Evolution has only one step, and it is crab. Hold Breath. You can hold your breath for up to 15
You are immune to any spell or effect that would alter your minutes at a time.
form against your will. Blood Frenzy. You can give yourself advantage on melee
Grappling Claws. You have two big, meaty claws. As an attack rolls against any creature that doesn't have all its hit
action, you can use them to try to grapple a creature. Each points a number of times equal to your proficiency bonus, but
one is also a natural weapon, which you can use to make an no more than once per turn. You regain all expended uses
unarmed strike. If you hit with it, the target takes slashing when you finish a long rest.
damage equal to 1d6 + your Strength modifier, instead of the Pack Tactics. If one of your allies is within 5 feet of you,
bludgeoning damage normal for an unarmed strike. you can use the Help action as a bonus action.
Immediately after hitting, you can try to grapple the target as Insulated Fur. You have resistance to cold damage, and
a bonus action. are not affected by the drawbacks of a cold climate.
Strong Carapace. Your thick carapace makes you ill-
suited to wearing armor. Your carapace provides ample
protection, however; it gives you a base AC of 16 (your
Dexterity modifier doesn't affect this number). You gain no
benefit from wearing armor, but if you are using a shield, you
can apply the shield's bonus as normal.
Subrace. Choose one of the following subraces: Coconut,
Hermit, or Spider.
Coconut
You gain the following additional traits.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Savage Claws. Your claws deal 1d8 slashing damage
instead of 1d6, with which you can use Strength for the
attack and damage rolls of.
Hermit
You gain the following additional traits.
Seashell Artisan. You are proficient with Tinker's Tools.
As part of a long or short rest, you can harvest items from the
ocean floor to create one of the following items: scale mail,
breastplate armor, halfplate armor, or a shield.
Soft Shell. You gain a +1 bonus to AC when you're not
wearing heavy armor. This trait replaces your Strong
Carapace trait.
Spider
You gain the following additional traits.
Crustacean Climb. You have a climbing speed equal to
your walking speed. In addition, at 3rd level, you can move up,
down, and across vertical surfaces and upside down along
ceilings, while leaving your hands free.
Long Legs. Your base walking speed increases to 30 feet.
Unsettling. You gain proficiency in the Intimidation skill.
Feats
Variable Weapon System Prototype You may use the spell from this feature your proficiency
bonus times per long rest. You can also cast this spell using
Prerequisites: Machine without this trait/feat any spell slots you have of the appropriate level.
Your mechanical body has been upgraded, granting you a
special weapon or defensive measure to use as you see fit. Variable Weapon System MKIV
You learn one cantrip of your choice, with the spellcasting Prerequisites: Machine, Variable Weapon System MKIII
ability being determined by which class’s spell list you choose You gain your final special armament, the last one your
the cantrip from. Additionally, if you have the Extra Attack
feature, you can cast this cantrip in place of one of those mechanical body can handle. You're one of the strongest
attacks. machines out there. You gain the following benefits:
You gain one ability score improvement of your choice.
Variable Weapon System MKI You learn one 4th level spell of your choice, with the
Prerequisites: Machine, Variable Weapon System Prototype spellcasting ability being determined by which class’s spell
Your mechanical body has been upgraded a touch further, list you choose the spell from from. Additionally, if you
granting you a second armament, but with limited have the Extra Attack feature, you can cast this spell in
ammunition to do so. You gain the following benefits: place of one of those attacks.
You gain one ability score improvement of your choice. You may use the spell from this feature your proficiency
You learn one 1st level spell of your choice, with the bonus times per long rest. You can also cast this spell using
spellcasting ability being determined by which class’s spell any spell slots you have of the appropriate level.
list you choose the spell from from. Additionally, if you
have the Extra Attack feature, you can cast this spell in
place of one of those attacks.
You may use the spell from this feature your proficiency
bonus times per long rest. You can also cast this spell using
any spell slots you have of the appropriate level.
Variable Weapon System MKII
Prerequisites: Machine, Variable Weapon System MKI
You gain a third special armament installed somewhere
within. You gain the following benefits:
You gain one ability score improvement of your choice.
You learn one 2nd level spell of your choice, with the
spellcasting ability being determined by which class’s spell
list you choose the spell from from. Additionally, if you
have the Extra Attack feature, you can cast this spell in
place of one of those attacks.
You may use the spell from this feature your proficiency
bonus times per long rest. You can also cast this spell using
any spell slots you have of the appropriate level.
Variable Weapon System MKIII
Prerequisites: Machine, Variable Weapon System MKII
You gain your penultimate special armament, becoming
closer to the ultimate mechanical warrior. You gain the
following benefits:
You gain one ability score improvement of your choice.
You learn one 3rd level spell of your choice, with the
spellcasting ability being determined by which class’s spell
list you choose the spell from from. Additionally, if you
have the Extra Attack feature, you can cast this spell in
place of one of those attacks.
Kitsune Ancestry Anubis Ancestry
Prerequisites: Fox Prerequisites: Jackal
You've manifested some of the power of your divine You've manifested some of the power of your deathly
ancestors, granting you the following benefits: ancestors, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to Increase your Intelligence, Wisdom, or Charisma by 1, to
a maximum of 20. a maximum of 20.
You have advantage on saving throws against being You have advantage on death saving throws, and you gain
charmed, and you gain resistance to psychic damage. resistance to necrotic damage.
You sprout 1d8 additional tails. Using your tails, you gain You learn the Speak with Dead spell. You can cast this
a flying speed equal to your walking speed if you aren't spell without expending a spell slot. Once you cast this
wearing armor and aren't exceeding your carrying spell in this way, you can't do so again until you finish a
capacity. long rest. You can also cast this spell using spell slots you
have. The spell's spellcasting ability is Intelligence,
Phoenix Ancestry Wisdom, or Charisma when you cast it with this feat
Prerequisites: Aaracockra or Owlin (choose when you gain the feat).
You've manifested some of the power of your incandescent
ancestor, granting you the following benefits: Cerberus Ancestry
You have resistance to fire and poison damage. Prerequisites: Wolf
When you are reduced to 0 hit points but not killed You've manifested some of the power of your three-headed
ancestor, granting you the following benefits:
outright, you can drop to 1 hit point instead. You can't use
this feature again until you finish a long rest. You have resistance to fire and necrotic damage.
As a bonus action, you can shed bright light in a 20-foot You gain advantage on saving throws against three
radius and dim light for an additional 10 feet. This light conditions of your choice: being blinded, charmed,
lasts for 1 minute or until you use your bonus action to deafened, frightened, stunned, or knocked unconscious.
turn it off, whichever comes first. You gain 2 extra reactions that can be used only for
opportunity attacks.
Cockatrice Ancestry
Prerequisites: Striding Bird or Kenku
You've manifested some of the power of your petrifying
ancestor, granting you the following benefits:
Scales grow over your feathers. While you aren't wearing
armor, you can calculate your AC as 13 + your Dexterity
modifier. You can use a shield and still gain this benefit.
As an action, you can stare at a creature within 10 feet of
you that you can see. The creature must succeed on a
Constitution saving throw or become petrified for 1
minute. The DC of the save equals 8 + your proficiency
bonus + your Constitution modifier. The petrified creature
can repeat this saving throw at the end of each of its turns,
ending the effect on itself on a success. Once you use this
trait, you can’t use it again until you finish a long rest.
Manticore Ancestry
Prerequisites: Leonin
You've manifested some of the power of your monstrous
ancestors, granting you the following benefits:
You grow a scorpion-like tail which you can use to make
unarmed strikes with the reach property. If you hit with it,
you deal piercing damage equal to 1d6 + your Strength
modifier, instead of bludgeoning damage normal for an
unarmed strike.
Immediately after a creature within 5 feet of you deals
damage to you with a melee attack, you can use your
reaction to make an unarmed strike against that creature
with your tail. You can do this no more than once per turn.
Akhlut Ancestry
Prerequisites: Cetacean (Orca) or Wolf
You've manifested some of the power of your mythical
ancestor, granting you the following benefits:
You have resistance to cold damage, and are not affected
by the drawbacks of cold environments.
You can use your bite as a natural weapon. If you hit with
it, you deal piercing damage equal to 1d6 + Strength
modifier, instead of the bludgeoning damage normal for
an unarmed strike. If you already have a bite attack, the
damage die is increased to 2d6.
You have a swimming speed equal to your walking speed,
and you can hold your breath for 90 minutes. if you
already have a swimming speed, it is instead increased by
10 feet.
Owlbear Ancestry
Prerequisites: Owlin or Ursine
You've manifested some of the power of your feathery
bestial ancestor, granting you the following benefits:
This will be filled in properly later.
Mover Mode Yggdrasil
Prerequisites: Seedrian, level 12. Prerequisites: Seedrian, level 12.
Limitations: If you have Yggdrasil, you cannot take this. Limitations: If you have Mover Mode, you cannot take this.
As an action, you can transform into a mighty, monstrous As an action, you can transform into a mighty tree, your
dinosaur form. Doing this melds your equipment into your roots digging deep into the ground. Doing this melds your
body, so long as you are not over your carrying capacity, and equipment into your body, so long as you are not over your
you do not benefit from their effects. You gain the following carrying capacity, and you do not benefit from their effects.
changes: You gain the following changes:
You are also considered a Beast for any prerequisite or Your size in this form becomes Huge, and you have a
effect that requires you to be a Beast. movement speed of 0 feet. Any Strength and Dexterity
Your size in this form becomes Huge, and you have a saves are automatically failed in this form.
movement speed of 40 feet. You gain temporary HP equal to 10 times your
You gain temporary HP equal to 5 times your Constitution Constitution modifier + your proficiency bonus.
modifier + your proficiency bonus. Your AC in this form equals 12 + your Constitution
Your Strength becomes 18 and your Dexterity becomes modifier + your Intelligence, Wisdom, or Charisma
14. Your AC in this form equals 12 + your Strength modifier. Once the modifier chosen, it sticks for all future
modifier + your Constitution modifier. uses of this form.
Your unarmed strikes, which you are proficient in while in On every turn, you can choose up to 6 creatures within 60
this form deal bludgeoning, piercing, or slashing damage feet of you and heal them for 3d8 + your Intelligence,
equal to 2d8 + your Strength modifier. The damage type Wisdom, or Charisma modifier. Once the modifier is
depends on if you're using your fangs, claws, or tail. If you chosen, it sticks for all future uses of this form. This effect
hit an enemy with an unarmed strike, you can use your does not work on constructs or undead.
bonus action to try and grapple them, no matter what This form lasts up to one minute on average, but it can be
you're using. extended to a maximum of two hours. Once you have used
This form lasts up to one minute on average, but it can be this ability, you cannot use it again until you finish 1d6 long
extended to a maximum of two hours. Once you have used rests, which is rolled by your DM after you use this. If you
this ability, you cannot use it again until you finish 1d6 long extended the form to one hour, when you shift back, you must
rests, which is rolled by your DM after you use this. If you begin to roll death saving throws. If it's extended to the two
extended the form to one hour, when you shift back, you must hour maximum, once time runs out, you're dead, and nothing
begin to roll death saving throws. If it's extended to the two except the power of the Wish spell can prevent it.
hour maximum, once time runs out, you're dead, and nothing
except the power of the Wish spell can prevent it.