The Mimiga Race - Stats Only

by dmblc

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Last Updated 21/11/03

Mimiga

This document presents a new race option known as Mimiga for player characters. Adapted from The Mimiga Race and Additional Mimiga Subraces.

Ability Score Increases

The following races get a trait called Ability Score Increase. At your DM's discretion, you may instead ignore said trait and assign ability score increases tailored to your character. You may increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Mimiga Traits

Your sylvan heritage manifests in a number of traits you share with all other Mimiga.

Ability Score Increase: Your Charisma score increases by 2.

Age: Mimiga mature at the same rate as humans but can live up to 300 years.

Size: Mimiga are slightly shorter than humans but have similar proportions; usually standing about 5 to 6 feet tall and weighing around 110 pounds. Your size is Medium. You can determine your character's height and width randomly with the following:

Height = 4'5" + 2d10 inches

Weight = 90 lbs x 1d4

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 cannot discern colour in darkness, only shades of grey.

Animal Whisperer: You can communicate in a limited manner with mammalian beasts of Small and Tiny sizes. They can understand the meaning of your words, though you can only understand them through gestures, body language, and movement. You have advantage on all Charisma checks you make to influence them.

Claws: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages: You can speak, read, and write Common and Sylvan.

Subraces: Choose one of the following subraces.

Kawauso Mimiga

You have features resembling sea and river otters.

Ability Score Increase: Your Wisdom score increases by 2, and your Charisma score increases by 1.

Hold Breath: You can hold your breath for up to 15 minutes at a time. This trait replaces the Claws trait.

Otter's Vigor: You have a swimming speed of 30 feet.

Tool Mastery: You gain two tool proficiencies of your choice. In addition, choose one tool you are proficient with. It does not have to be from the ones granted by this trait. You double your proficiency bonus for any ability checks you make with it.

Kitsune

You have features resembling foxes and some canids.

Ability Score Increase: Your Intelligence score increases by 1.

Fox's Cunning: You have proficiency in Insight.

Crafty Magic: You know the minor illusion cantrip. You can also cast disguise self once, and it recharges after a long rest. Intelligence is your spellcasting ability for these spells.

Koumori Mimiga

You have features resembling bats and some nocturnal gliding mammals.

Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increased by 1.

Fangs: Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. This trait replaces the Claws trait.

Bat's Wings: You have a flying speed of 30 feet while you aren’t wearing heavy armor.

Blindsight: You can perceive your surroundings without relying on sight within 20 feet of you. You can't use this feature while deafened. This trait replaces the Darkvision trait.

Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Echolocation: As a bonus action you can emit a series of high frequency sound pulses to determine the location of solid objects and creatures within 30 feet of you. The sound pulses do not go around corners. You have advantage on attack rolls on targets detected by this ability that you can also see. You can't use this feature while deafened. This trait replaces the Animal Whisperer trait.

Neko

You have features resembling domesticated cats.

Ability Score Increase: Your Dexterity score increases by 1.

Cat’s Talent: You have proficiency in Acrobatics.

Nine Lives: 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.

Tanuki

You have features resembling raccoons.

Ability Score Increase: Your Constitution score increases by 1.

Raccoon’s Trickery: You have proficiency in Persuasion.

Witty Escape: You can take the Disengage or Hide action as a bonus action. You can't use this feature again until you finish a short or long rest.

Usagi

You have features resembling rabbits and some rodents.

Ability Score Increase: Your Wisdom score increases by 1.

Rabbit’s Instincts: You have proficiency in Perception.

Lucky Feet: You have strong feet which carry you quickly across the ground. 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.

Yagi Mimiga

You have features resembling goats and sheep.

Ability Score Increase: Your Wisdom score increases by 2, and your Strength score increased by 1.

Horns: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. This trait replaces the Claws trait.

Goat's Tenacity: You have a climbing speed of 30 feet.

Battering Ram: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one unarmed strike against the target with your horns. On a hit, the target must make a a Strength saving throw. On a failure, you can push them 5 feet away from you to an unoccupied space or knock them prone, provided the target is no more than one size larger than you. The DC is equal to 8 + your proficiency bonus + your Strength modifier.