Peterchum
Peterchum Traits
Your peterchum character shares the following traits with other members of your race.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Peterchum age at around the same rate as humans, reaching maturity by the age of 20 and living to be around 80.
Size. Peterscum range in size from around 5 to 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elitist. You have advantage on saving throws against being charmed or frightened.
Promenade Walker. Your base walking speed increases to 35 feet if you start your turn on a road or pathway.
Languages. You can speak, read, and write Common and Injoke. Injoke is an obscure language unrelated to any others, and is completely incomprehensible to anyone that hasn't studied it.
Subrace. The peterchum have fractured into several different subraces based on heritage: the bencow, connine, emrider, factjack, hodgxin, scubivan, and xandercook.
Bencow
The bencow are the grittiest of the peterchum. They are able to work long hours without pause and are excellent at working with animals. In fact, bencows are so in tune with animals since they descend from a lineage of lycanthropes, and are able to turn into cows at will.
Ability Score Increase. Your Constitution score increases by 1.
Cattle Rage. As a bonus action on your turn, you can assume the form of a cow. You remain a cow for 1 minute or until you drop to 0 hit points or die.
Your game statistics are replaced by the statistics of a cow. You assume the hit points of a cow. When you revert to your humanoid form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce you to 0 hit points, you aren't knocked unconscious.
As a cow, you are limited in the actions you can perform to actions that could be performed by a cow. You can't speak, cast spells, or take any other action that requires hands or speech.
Your gear melds into your cow form. As a cow, you can't activate, use, wield, or otherwise benefit from any of your equipment.
As a cow, you have advantage on all attack rolls and all saving throws.
Natural Animal Handler. You gain proficiency with the Animal Handling skill.
Restless. You have advantage on Constitution saving throws made to resist gaining levels of exhaustion.
Connine
Akin to the bencow, the connine descend from a lineage of lycanthropes, specifically werewolves. They are able to channel the fearsome nature of the wolf, making them reputable warriors. Additionally, connines are known for their ability to treat all kinds of animals.
Ability Score Increase. Your Dexterity score increases by 1.
Calm Animals. You can cast calm emotions once and regain the ability to do so when you finish a short or long rest. You can only target beasts when you cast calm emotions in this way. Intelligence is your spellcasting ability for this spell.
Head of the Pack. As a bonus action, you can let out a roaring howl to signal your pack to attack. Until the start of your next turn, friendly creatures that can hear you and are within 60 feet of you have advantage on attack rolls against creatures that are within 5 feet of you.
Once you use this feature, you can't do so again until you finish a short or long rest.
Veterinarian. You can cast cure wounds once as a second level spell and regain the ability to do so when you finish a long rest. When you roll dice to restore hit points to a beast, you can restore the maximum amount of hit points. Intelligence is your spellcasting ability for this spell.
Emrider
The sight of a battalion of emriders rising over the horizon brings fear to many children. Emriders are the most proficient cavalrymen to ever walk the Material Plane. Despite their immense capability in combat, emriders have a sensitive side for animals.
Ability Score Increase. Your Wisdom score increases by 1.
Cavalryman. You can cast find steed once and regain the ability to do so when you finish a long rest. When you summon your steed using this feature, it gains a number of temporary hit points equal to your level.
Deadeye. If you miss with a ranged weapon attack on your turn, you can use your bonus action to make another attack with the ranged weapon. Once you hit using this feature, you can't use it again until you finish a long rest.
Pamper Beast. Over the course of a short rest, you can choose to pamper a beast that is friendly to you or your steed summoned with find steed. For the next 8 hours, that beast has advantage on all saving throws against magic. Wisdom is your spellcasting ability for this spell.
Factjack
Studious and funloving, the factjack relish knowledge, especially of the obscure and arcane varieties. Factjacks are often sages of trivia and wish to spread their knowledge to all. Secondary to the factjacks' love of knowledge is their love of getting swole at training centers, and they are by far the speediest of all peterchum.
Ability Score Increase. Your Dexterity score increases by 1.
Contrarian. If a creature misses you with a spell attack, you can use an action on your next turn to cast the spell they missed you with at its lowest level. You can only cast spells that have a casting time of 1 action, and the spell can't be of a level higher than one-third of your level. Additionally, you must provide any material components for the spell (if any). Once you cast a spell using this feature, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for any spells you cast using this feature.
Fun Facts. You gain proficiency with one of the following skills of your choice: Arcana, History, Nature, or Religion.
Improved Promenade Walker. If you start your turn on a road or pathway, your base walking speed increases to 40 feet and you can use a bonus action to Dash.
Hodgxin
Hodgxins are meddlers in the matters of disease and plagues. They are proficient healers, and have gained a natural immunity to poisons and the ilk. In fact, hodgxins have developed a way of manifesting the disease and utilizing it in combat.
Ability Score Increase. Your Wisdom score increases by 1.
Plague. When you catch a disease, you are immune to its effects. The disease isn't contagious while you have it and will naturally disappear after 7 days have passed. While you have a disease, you know the toll the dead cantrip. You deal an extra 1d4 necrotic damage when you cast toll the dead using this feature. Intelligence is your spellcasting ability for this spell.
Additionally, you can attempt to spread any disease you have to another creature. You can rid yourself of a disease and touch a creature as an action on your turn. That creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier or catch the disease. Either way, you are cured of the disease.
Remedy Touch. You can cast lesser restoration once and regain the ability to do so when you finish a long rest. When you do so, you also give the creature you touch when you cast the spell a number of temporary hit points equal to your level. Intelligence is your spellcasting ability for this spell.
Unyielding Vigor. You have advantage on saving throws against poison.
Scubivan
Scubivan's are peterchums that have been transormed by the Plane of Water. They are naturally at home under the sea and wish for others to enjoy its comforts.
Ability Score Increase. Your Charisma score increases by 1.
Amphibious. You can breathe underwater and you gain a swimming speed of 30 feet.
Gift of Air. As an action, you can touch a creature and bestow them with a bubble of air that forms around their head. That creature gains the ability to breathe underwater for 1 hour. Once you use this feature, you can't do so again until you finish a long rest.
Home at Sea. While you are fully immersed in water, you have immunity to fire damage.
Rough and Tumble Waters. You have advantage on Strength (Athletics) checks made to swim in rough waters. Additionally, murky or churning waters do not impose disadvantage on your Wisdom (Perception) checks.
Xandercook
Transformed by the fiery depths of the Plane of Fire, the xandercook have flames bursting out of their heads. They use their natural heat to prepare meals of outstanding quality, which they use to bolster their comrades in battle.
Ability Score Increase. Your Charisma score increases by 1.
Flaming Hair. You can use your hair to make unarmed strikes. When you do so, you deal 1d4 fire damage, instead of the normal bludgeoning damage for unarmed strikes.
Impeccable Chef. You gain proficiency with cook's utensils. Over the course of a short rest, you can use your cook's utensils to magically transform a ration into an impeccable meal. A meal retains its magic for 1 hour, or until you prepare another impeccable meal. A creature can use its action to consume a meal. When you create the meal, you determine the meal's effects, choosing from the table below. Once a creature eats an impeccable meal prepared by you, it can't gain the benefits of another meal prepared by you until it finishes a long rest.
| Meal | Effect |
|---|---|
| Spicy | The creature is overwhelmed with a spicy rage. For the next minute, the creature's melee weapon attacks deal an extra 1d4 damage. |
| Sweet | The creature is uplifted by a shimmering sensation. For the next minute, the creature is healed for 1d4 hit points at the start of each of their turns. |
| Tangy | The creature is inspired to dance flourishingly. For the next minute, each time the creature makes an ability check or saving throw, it can roll a d4 and add the number rolled to the ability check or saving throw. |