Lizardfolk
Description
Lizardfolk with subclasses for varying choices
Lizardfolk Traits
Lizardfolk are ferocious and tough, with an edge in moving silently and swiftly.
Ability Score Increase. Your Constitution score is increased by 2.
Age. Lizardfolk reach adulthood around age 14 and can live to be about 60.
Alignment. Most lizardfolk are neutral, operating on animal instinct and their fierce territorial nature more often than a distinct moral pattern.
Size. Lizardfolk stand 5.5 to 6.5 feet tall and average about 230 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your fanged maw is a natural 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.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Natural Armor. Your tough scales increases your unarmored Armor Class to 13 + your Dexterity modifier. Wearing armor can't reduce your base Armor Class. You can use shields normally.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Languages. You can speak, read and write Common and Draconic.
Sub-species
Waterside
Hold Breath. You can hold your breath for up to 15 minutes.
Desert
Stored Water. You have adapted to the desert and are able to store water in your gullet, you may drink it as a free action or spit it as a bonus action, roll an attack and add your proficency to hit, on a success blind a creature within 5ft. that you are attacking for the rest of your turn, you may use this feature once per day.
Cave
Darkvision. Your time in dark caves enable you vision in the dark. You can see in dim light within 30 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.
Kitsune
Kitsune Traits
Kitsune are anthropomorphic fox tricksters born of the Feywield
Ability Score Increase. Your Dexterity score is increased by 2 and Charisma score by 1.
Age. Kitsune reach adulthood at 16 and cease to physically age at 20, they live to be around 150.
Alignment. Kitsune are mischievious, they are most often Chaotic.
Size. Kitsune range between 4.5 and 5.5ft. tall, your size is medium.
Speed. Your base walking speed is 30ft.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Fox Tails. You have a number of tails equal to the highest level spell you are capable of casting.
Trickster Magic. At 1st level, you gain the Dancing Lights cantrip, at 3rd level you can cast Minor Illusion once per long rest, and at 5th level you can cast Charm person once per long rest. Charisma is your spellcasting ability.
Shape changer. Kitsune are capable of changing between three different forms. Their base form is as an anthropomorphic fox. You may use an action to change form to either a Human or a Fox as if you cast Polymorph on yourself using Charisma as your spellcasting ability, these forms appearance are always the same.
Languages. You can speak read and write Common and Sylvan
Half-Kitsune
Half-kitsune Traits
Ability Score Increase. Your Charisma score is increased by 2, Wisdom score by 1 and Intellect score by 1.
Age. Half-kitsune reach adulthood at 17, they live to be around 90.
Alignment. Your Kitsune blood flows through you still, most Half-kitsune are Chaotic
Size. Kitsune range between 4.5 and 5.5ft. tall, your size is medium.
Speed. Your base walking speed is 30 ft.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Shapechanger Blood. Despite being unable to change shape like your Kitsune ancestors, You have advantage on saves against shapechanging spells and abilities, and are always changed into a fox if a spell tries to change your form. As a Fox you gain the abilities and statistics of a Cat except you retain your intelligence score, anything you are wearing changes with your form.
Fox Eyes. You are able to recognize magical illusions created by cantrips without need to make an ability check.
Human Versatillity. Gain proficiency in one skill of your choice.
Languages. You can speak read and write Common and Sylvan
Oozeling
Description
Oozelings are sentient Creatures that have been absorbed by an Ooze, normally this absorbtion would kill the Creature being absorbed but occasionally an unusual occurance can happen where the Ooze and absorbed Creature share a symbiotic relationship. Oozelings take the upper body form of the Creature they absorb, including arms and head, occasionally their skeleton is still visible beneath the Ooze.
Oozeling Traits
Ability Score Increase. Increase your Constitution score by 2.
Age. Oozelings live until they are unable to find sustenance or their body is destroyed
Alignment. Oozelings take the alignment of the Creature they absorbed
Size. Oozelings stand around 4 feet tall weighing around 100 pounds but this can vary heavily depending on the Creature absorbed. Your size is Medium
Speed. Your base walking speed is 25 feet.
Corrosive Core. Oozlings have an acidic center, your diet is mostly salt, water and organic material which you absorb into yourself. as part of a short rest, you can choose to completely disintegrate any nonmagical object that weighs less than 20lb and can fit entirely inside you.
Amorphous. Your body is soft and squishy, weapons and armor with the heavy stat cannot be wielded, though you can use light or medium armor. You also gain resistance to Acid Damage, and your unarmored AC is equal to 11 + Constitution Modifier. Additionally you may morph your shape to squeeze through gaps without expending additional movement.
Unarmed Strike. When you make an unarmed attack, the damage is acid instead of bludgeoning.
Languages. You can speak, read and write Common, Primordial and one other language.
Sub-species
Gray
Ability Score Increase. Increase your Intelligence score by 1.
False Appearance. You may spend an action to change into the form of an oily pool with bones lying in it, you may spend another action to revert back.
Black
Ability Score Increase. Increase your Strength score by 1.
Sticky. You have advantage on grapple checks and are always under the effects of the spider climb spell.
Orange (Ochre)
Ability Score Increase. Increase your Dexterity score by 1.
Split. When you receive lightning or slashing damage, you may use your reaction to split a part of you of into a new Ooze which you control, its hitpoints are equal to the damage which split you (max. 30) and it cannot wield weapons, all other statistics and abilities can be found below, You must finish a long rest before you can use this trait again.
Split Oozeling
Small Ooze
- Armor Class 8 + your Proficiency modifier
- Hit Points The damage which split you (max. 30)
- Speed 10 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 14 (+2) 4 (-3) 6 (-2) 1 (-5)
- Damage Resistances Acid
- Senses blindsight 30ft., passive Perception 8
- Languages Understands Primordial but cannot speak
Actions
Pseudopod. Melee Weapon Attack: your ranged attack modifier to hit, reach 5ft., one target. Hit 4 (1d6 + 1 + your proficiency modifier) Acid damage.
Hecate
Description
For my homebrew world
Hecate Traits
Ability Score Increase. Increase your Dexterity score by 2, and Charisma score by 1.
Age. Hecate reach adulthood at age 0 and live up to 30 years.
Alignment. Hecate are typically Neutral
Size. Hecate stand around 5 feet tall weighing around 70 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blindsight. You can perceive your surroundings without relying on sight up to 40 feet. If you are blinded you can still perceive the world using Blindsight
Sunlight Sensitivity. While in sunlight, Hecate have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Reflective Lens. Your eyes reflect light, causing them to appear to glow, Creatures trying to perceive you while light is shone upon your uncovered eyes in dim or darker lighting, have advantage to perceive you with sight.
Mist Magic. You know the Gust cantrip. When you reach 3rd level, you can cast the Silent Image spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak Auran.
Floraun
Description
Flower people
Floraun Traits
Ability Score Increase. Increase your Constitution score by 2.
Age. Floraun reach adulthood at age 6 and live up to 500 years.
Alignment. Floraun are typically Neutral
Size. Floraun stand around 3 to 4 feet tall weighing around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Green Thumb. You have vulnerability to fire damage and resistance to poison damage. Additionally, you have advantage on saving throws against the poisoned condition.
Verdant Camoflauge. You have advantage on Dexterity (stealth) checks to hide in floral terrain.
Fey Ancestry. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
Herbaceous Creature. You are always under the effects of Speak with Plants and count as a Plant type creature in addition to humanoid.
Languages. You can speak, read and write Common and Sylvan.
Blossom
Pretty Floraun
Ability Score Increase. Increase your Charisma score by 1.
Pleasent to be near. You are proficient in the Persuasion skill.
Pollen Magic. You know the Druid Craft cantrip. When you reach 3rd level, you can cast Charm Person once per long rest. When you reach 5th level, you may cast Calm Emotions once per long rest. Charisma is your spellcasting ability for these spells.
Bramble
Scary Floraun
Ability Score Increase. Increase your Dexterity score by 1.
Sharp to the Touch. While you are being grappled, you may choose to deal 1d6 piercing damage to a Creature that is grappling you at the start of your turn.
Thorn Magic. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast Hail of Thorns once per long rest. When you reach 5th level, you may cast Spike Growth once per long rest. Constitution is your spellcasting ability for these spells.
Sapling
Tough Floraun
Ability Score Increase. Increase your Strength score by 1.
Size. Your size is 3 foot greater than it would normally be, your weight is increased by 100lbs and your size is medium. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Take Root. If you did not move on your turn, you have advantage on strength checks and saving throws made to resist being shoved, pulled, pushed or made prone.
Tree Magic. At 3rd level you can cast Earth Tremor once per long rest. When you reach 5th level, you may cast Barkskin once per long rest. Constitution is your spellcasting ability for these spells.
Fungus
Weird Floraun
Ability Score Increase. Increase your Wisdom score by 1.
Darkvision. 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 green.
Fungal Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Fog Cloud once per long rest. When you reach 5th level, you may cast Protection from Poison once per long rest. Wisdom is your spellcasting ability for these spells.
Lilly
Aquatic Floraun
Ability Score Increase. Increase your Intelligence score by 1.
Amphibeous. You can breath both air and water.
Natural Swimmer. You have a swimming speed of 30 feet.
Aquatic Magic. You know the Shape Water cantrip. When you reach 3rd level, you can cast Create or Destroy Water once per long rest. When you reach 5th level, you may cast Misty Step once per long rest. Wisdom is your spellcasting ability for these spells.
Quasi Genasi
Description
Expanded Genasi sub-species options
Sub-species
Clay Traits
Ability Score Increase. Increase your Strength or Wisdom score by 1.
Soft Clay. You have resistance to non-magical Bludgeoning damage.
Mold Terrain. You know the Mold Earth Cantrip and can cast the Maximilian's Earthen Grasp spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Magma Traits
Ability Score Increase. Increase your Intelligence or Strength score by 1.
Fire Resistance. You have resistance to Fire damage.
Molten Shell. When you finish a long rest you gain temporary hit points equal to your Constitution modifier + your Proficiency modifier.
Smeltery. You know the Produce Flame Cantrip. Once you reach 3rd level you can cast the Earth Tremor spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Ice Traits
Ability Score Increase. Increase your Dexterity or Wisdom score by 1.
Cold Resistance. You have resistance to Cold damage.
Ice Walk. You can move across difficult terrain made of snow or ice without expending extra movement. Additionally, you may use the dash action as a bonus action while on ice.
Cool Spells. You know the frostbite cantrip. Once you reach 3rd Level, you can cast the snilloc's snowball swarm spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Steam Traits
Ability Score Increase. Increase your Intelligence or Wisdom score by 1.
Slow Descent. As an reaction when you start falling, you may choose to become under the effects of Feather Fall targeting only yourself.
Control Mist. You can cast the Fog Cloud spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Storm Traits
Ability Score Increase. Increase your Dexterity or Intelligence score by 1.
Lightning Resistance. You have resistance to Lightning damage.
Amphibious. You can breathe air and water.
Sparks of Magic. You know the Shocking Grasp cantrip. When you reach 3rd level, you can cast the Thunderwave spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Sand Traits
Ability Score Increase. Increase your Strength or Dexterity score by 1.
Dune Strider. You can move across difficult terrain made of sand without expending extra movement.
Sandy Escape. You have advantage on checks made to escape the grappled or restrained condition.
Desert Sorcery. You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Species Feats
Adavanced Trickster Magic
Prerequisite: Kitsune You learn more of the magic typical of Kitsune.
- You learn the Mage Hand cantrip. You also learn Rope Trick and Pyrotechnics, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Corrosive Absorbtion
Prerequisite: Black Oozeling You have learned how to melt down arrows and similar ranged fire.
- You gain resistance to non-magical projectiles such as arrows.
- Your Constitution score increases by 1, to a maximum of 20.
Feign Death
Prerequisite: Gray Oozeling You have learned how to play dead in combat.
- As a reaction when you receive damage, you may use your False Appearance ability. Creatures who see you Feign Death may make a DC 10 + your Dexterity + your Proficiency insight check to realise you are Feigning Death.
Kitsune Heritage
Prerequisite: Half-Kitsune Your Kitsune heritage has granted you transformation magic.
- You may cast Polymorph targeting yourself to change into a Fox (Cat) once per long rest, you use Charisma for this spell.
Splashback
Prerequisite: Orange Oozeling You have to release parts of your Ooze to cause corrosive damage to those that hit you.
- Whenever you take damage from a melee weapon attack from a creature within 5 feet of you, you may use your reaction to Splashback, the target must make a Dexterity saving throw versus 10 + your proficiency bonus, on a failure they take 1d6 acid damage, else they take no damage.
Tail Attack
Prerequisite: Lizardfolk Your tail becomes more powerful.
- You have proficiency with your tail which does 1d6 + your strength modifier bludgeoning damage.
- When you make a critical hit with your tail attack, you can choose to knock the victim prone in place of dealing damage.