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Moonspods Races
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## Table Of Contents# - [**3 - Races**](#p3) - [3 . Lizardfolk](#p3) - [4 . Karakuri](#p4) - [5 . Kitsune](#p5) - [6 . Half-Kitsune](#p6) - [7 . Oozeling](#p7) - [8 . Skaven](#p8) - [9 . Hecate](#p9) - [10 . Floraun](#p10) - [11 . Quasi Genasi](#p11) - [**12 - Racial Feats**](#p12)
\pagebreak ## 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.
\columnbreak ***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. ## Subraces ### 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.
\pagebreakNum ## Karakuri ### Description Karakuri are made from ivory wood and metal, and are powered by a spirit. Their structure is composed of a metal frame, layered over in certain places with wood for flexibility. Above this they have an outer shell of ivory and sometimes porcelain that covers all of their body except for around the joints. They are usually crafted by Artificers
A Karakuri's outer shell is fashioned to resemble a human body and the face of a Karakuri is in the appearance of a young man or woman. However, this face is only a mask and can be removed and replaced at the Karakuri's will without affecting the Karakuri's speech or other motor functions.
From their back, usually between the Karakuri's shoulder blades, a 10 foot tube extends down to a small box called a Shibari. These boxes, which all Karakuri have, are where the spirit that powers them are contained, and is the source of the Karakuri's movements. The boxes are usually 5 inches by 8 inches by 5 inches and about 6 pounds. They are carried by the Karakuri whenever they have to move, usually being put in a bag, carried around by hand or attached to their back.
\columnbreak Karakuri are asexual, however they often define themselves as the gender they were when alive. The spirit that resides inside the Shibari was at somepoint a wondering spirit unable to pass on. The Shibari and Karakuri body give the spirit a chance to fufill what is halting them from passing on, though a Karakuri does not have to pass on should they choose to remain after achieving their goal. ### Karakuri Traits A mechanical race, each bound to a small box containing their spirit
***Ability Score Increase.*** Your Intellecet score is increased by 2 and Constitution score by 1.
***Age.*** Karakuri are made fully matured and live for a very long time or until their bodies begin to fail. While there are no confirmations on the maximum age of a Karakuri, it is speculated that if a Karakuri keeps itself well maintained, and its Shibari safe, it could live for about 500 years, at which point the Shibari might start to malfunction.
***Alignment.*** Karakuri tend towards the alignment of their creator or that they had when alive.
***Size.*** Karakuri range between 5 and 6ft. tall, your size is medium.
***Speed.*** Your base walking speed is 30ft.
***Darkvision.*** Your Karakuri eyes enable you vision in the dark. 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.
***Living Construct.*** While you were constructed you are still considered to be living. You don't need to eat or breathe and are immune to disease and resistant to poison, you can fall into a trance for 4 hours per day to gain the benefit of sleeping for 8 hours. In this trance you are perfectly aware of your surroundings.
***Shibari.*** You may not travel more than 10ft. from your Shibari, your Shibari does not count towards your encumberance. If the Shibari is damaged, you take the damage also. If it is destroyed (specifically targeted), you are instantly dead as your spirit passes on. If your body is destroyed and the Shibari remains, you may be revived if a new Karakuri body is created to host your Shibari or your current body is repaired, it may be repaired with a set of Tinker's tools on a successful DC 10 Intelligence (Arcana) check. A Healers kit has no effect on you.
***Languages.*** The language you knew when alive and that of your creator
This homebrew is an alteration of a piece from the [DandWiki ](https://www.dandwiki.com/wiki/Karakuri_(5e_Race))
\pagebreakNum ## Kitsune ### Description Kitsune are anthropomorphic foxes. In their natural state, these nimble tricksters are humanoid in shape. They are covered in fur that most commonly is red with a white belly, but can be an array of different types depending on their birth environment. Kitsune can grow up to 9 tails which they gain throughout their lifetime. Aside from their tails, a kitsune does not appear to age after first reaching adulthood.
As well as their normal anthropomorphic appearance, Kitsune are capable of taking the form of a normal Fox and a Human, though this appearance is always the same when they do. \columnbreak ### 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 they 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, these forms appearance are always the same. As a Fox you gain the abilities and statistics of a Cat except for Intellect which remains the same. Your equipment and anything you carry changes with your form.
***Languages.*** You can speak read and write Common and Sylvan
\pagebreakNum ## Half-Kitsune ### Description Half-Kitsune are able to retain physical features from both of their parents, like skin or hair colour, although certain dominant characteristic are obvious. Most prominent are the tail and the fox ears that replace the human ears. ### Half-kitsune Traits Half-kitsune are the offspring of a human and kitsune.
***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).
***Fox Eyes.*** You are able to recognize magical illusions created by cantrips without needing 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
\pagebreakNum ## Oozeling ### Description Oozelings are sentient Creatures that have been absorbed by an Ooze, normalally 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.
\columnbreak ***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.
## Subraces ### 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 can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ### 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 and may cast spells through, 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 > - **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.
\pagebreakNum ## Skaven ### Description Skaven description, (Ratmen, treacherous, diabolical, skavenblight city underground, found in swarms, subterrain race) ### Skaven Traits
***Ability Score Increase.*** Increase your Dexterity score by 2, and Constitution score by 1.
***Age.*** Skaven reach adulthood at age 6 and live up to 50 years.
***Alignment.*** Skaven are typically Evil
***Size.*** Skaven stand around 5 feet tall weighing around 130 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***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 gray.
***Plague blood.*** You have advantage on constitution saving throws against diseases, and you have resistance to poison damage.
***Keen Smell.*** You have advanatage on Wisdom (perception) checks that rely on smell.
***Languages.*** You can speak, read and write Common and Undercommon.
\pagebreakNum ## 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, 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.
\pagebreakNum ## 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 and 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. \columnbreak #### 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. \pagebreakNum ## Quasi Genasi ### Description Expanded Genasi subrace options ## Subrace ### Clay Traits
***Ability Score Increase.*** Increase your Strength or Wisdom score by 1.
***Clay Hair.*** Your hair is soft moldable clay, it can be shaped into any style, you have up to 5lbs of it and grow 1lb every week, it can be removed and used as material.
***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.
\columnbreak ### Steam Traits
***Ability Score Increase.*** Increase your Intelligence or Wisdom score by 1.
***Slow Descent.*** As an reaction you may be 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.
\pagebreakNum ## Uncursed Medusa ### Description A Medusa whos curse was mostly removed, as such your snake hair is not as effective ### Uncursed Medusa Traits
***Ability Score Increase.*** Increase your Constitution score by 2, and Dexterity score by 1.
***Age.*** Your lifespan becomes a number of years equal to your original races age limit halved.
***Alignment.*** Typically Evil
***Size.*** You stand around 6 feet tall weighing around 150 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***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.
***Poison Resistance.*** Your have resistance to Poison damage.
***Slowing Gaze.*** While the curse of your snake hair is mostly removed, it can be invoked once per day, after which the snakes in your hair fall asleep to rest. As an action, choose a Creature who can see you within 30 feet, that Creature must make a Constitution saving throw versus 8 + Proficieny modifier + Constitution modifier, if the target failed their saving throw by 5 or more, they are restrained and can use only an Action or Bonus action until the start of your turn, else on a regular failure their speed is halved and they may only use one of an Action, Bonus action or Move until the start of your turn.
***Snake Hair.*** You can make an unarmed attack using your hair, they use Dexterity and you are proficient with them, they deal 1 piercing damage and 1d4 poison damage on a hit.
***Language.*** You can speak, read and write Common and one other language of your choice.
\pagebreakNum # Racial Feats# #### Adavanced Trickster Magic *Prerequisite: Kitsune, Charisma score of 13 or higher* 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, Constitution score of 13 or higher* You have learned how to melt down arrows and similar ranged fire. * You gain resistance to non-magical ranged attacks * Your Constitution score increases by 1, to a maximum of 20. #### Customizable Frame *Prerequisite: Karakuri* With time and careful tinkering, you are able to customize and enhance your body, choose one of the following. * **Natural Weapon**: You have enhanced one of your arms with a Simple/Martial weapon that attaches to your wrist which does not use the reach, heavy or two-handed properties, this weapon cannot be thrown. You cannot be disarmed and can conceal and reveal the weapon from inside your arm as an action. * **Shock Fists**: You have enhanced your fists to cause lightning damage when you hit a creature with an unarmed attack, you may do this once per hour and must declare you are doing so before you make an attack, on a hit deal 1d6 lightning damage instead of your usual damage and the target must make a DC 10 + your proficiency modifier Constitution saving throw or be stunned until the end of their turn. * **Tightly Sprung Legs**: You have enhanced your legs, increasing your speed by 10ft. and vertical jump height by 10ft. #### Feign Death *Prerequisite: Gray Oozeling, Dexterity score of 13 or higher* You have learned how to play dead in combat. * As a reaction 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. * Oncer per day, as an action, you may shapechange into a fox at will, your equipment and anything you are wearing changes with you, spend an action to revert back. This transformation lasts 1 hour. \columnbreak #### Splashback *Prerequisite: Orange Oozeling, Dexterity score of 13 or higher* You have to release parts of your Ooze to cause corrosive damage to those that hit you. * Upon getting hit by a melee weapon attack, you may use your reaction to splash 1d6 acid damage at the attacker, the target of this splashback must make a DC 10 your proficiency Bonus dexterity saving throw, on a failed save they take full damage and on a successful one none. #### Tail Attack *Prerequisite: Lizardfolk, Strength score of 13 or higher* Your tail becomes more powerful. * You have proficiency with your tail which does 1d6 plus your strength modifier bludgeoning damage. * When you make a critical hit with a tail attack, you can choose to knock the victim prone at the cost of dealing critical damage (roll damage as if it was not a crit). #### NAME *Prerequisite: Floraun, # score of 13 or higher* #### NAME *Prerequisite: Quasi Genasi, # score of 13 or higher*