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04:11, 25th April 2024 (GMT+0)

New Races and Subraces.

Posted by StorytellerFor group 0
Storyteller
GM, 2 posts
Sat 26 Feb 2022
at 18:08
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New Races and Subraces

Elves

Dan/Dannan/Dai Nan/Dani
The Dan are wild elves who are common in forested regions away from the centers of civilisation. The largest concentration inhabits the Aosidh forest in the north of Altera but they can be found across the continents of Altera (Danann), Yitan (Danu) and Mixlan (Dai Nan) and Quivira (Dani)  in forested areas in smaller numbers.
They tend to have light- or dark brown hair with eyes that are green or hazel brown. Their skin color ranges from light, nearly pale to dark bronzed.
Dan live in small villages of 3 to 6 families hidden away in secret groves. There is often a druid, bard or warlock who leads the village, acting as shaman and healer for the tribe. The elves are not fond of humans, retelling the stories of their ancestors having been slain by the Mir empire and the eldest remembering the Celestial Church forcibly seeking to convert the Dan. Dan have learned there is strength in numbers and call on each other if a village is in danger. A Dan warparty can quickly grow into skirmish armies because of the Dannan’s excellent communication network, using animals as messengers. Dan encountered outside the forests they call home often ride wild horses whom they talked into acting as a steed for them. Dan despite their close connection to nature are ferocious relentless hunters. Dan sometimes use poisoned arrows or magic daggers crafted. Before eating its meat Dan thank the spirit of the slain animal. Bones and antlers are carved into utensils and adornments, leather turned into clothes or boots, sinew is made into bowstrings, little is left when a Dan is done with a slain animal. It is how the Dan honor the animal. A Dan party can be pretty intimidating, painted blue with woad, charcoal black and chalk white pigments, hung with bones, teeth and skulls, feathers and fur.
Racial Traits
Ability Score Increase: Constitution +1.
Dan magic: Speak with Animals and Pass without a Trace once/long rest.
Skilled Foragers: Danann start with the Nature Skill and Herbalist Kit.
Elf Weapon Training: Dannan start with the spear, short sword, short bow, quarterstaff.

Quesari
Xenophobic Foresters
Quesari elves are smaller than high elves, standing around 4.5 feet on average. They are furthermore recognizable on account of their hair having been replaced by flowers, grasses, mosses and leaves. Skin tones range from browns to greens and their eyes are all the colours of field flowers. Quesari can be found across the world in forested areas far away from civilization.
Xenophobic
On the continent of Altera the Quesari were hunted into near extinction during the time of the orc wars, and just as their numbers had grown back the empire of Mir inflicted a second genocide on their people when they burned the primordial southern forests on the Alteran continent. As such Quesari elves are raised to be xenophobic and prefer the company of their own kind, avoiding most other species except nadair and certain fae. Rangers and druids do sometimes act as intermediaries between traders and the quesari when the elves need goods from the outside world but such relationships tend to take years to foster. A rare handful of Quesari overcome their adversity to the outside world and travel beyond the boundaries of their homeland woods, cautiously developing relationships most of their kind tend to shun. While delicate at first glance, quesari are quite capable fighters if pressed by necessity to defend themselves, fleet of foot and dextrous. Quesari are not concerned much with civilization as they are with the continued welfare of the natural world and plants in particular.
Unusual Procreation
Quesari don’t procreate normally. Instead they pollinate each other’s flowers. As a consequence there are no half elves of quesari descent, nor can they procreate with other elves.
Traits
Ability Score Increase: Wisdom +1.
Quesari Magic: The Quesari begins with the Shillelagh cantrip.
At level 3
At level 5
Elf Weapon Training: Quesari start with the staff, spear, short sword, short bow, longbow, sling.
Quesari do not need to drink if their skin is regularly exposed to water, like a bath, waterfall shower or soaking rain.

Encanto Elves
Genderfluid
Encanto elves still retain some of that transformative quality that once all elves possessed. Encanto are gender-morphic and can shift between male and female forms. Among the Encanto polygamy is common and inheritance laws can get very complicated. Some households can consist of up to a dozen spouses, all intermarried. As such noble Encanto families will take great care in keeping up an official family tree in their ancestral homes that is researched in case of inheritance disputes and which is updated as needed.
Indulgent hedonists
Encanto tend to take the moment as it comes, enjoying the good times whenever possible.
They tend to have a chosen passion they pursue with zealous fervor. This sometimes makes them appear a little indulgent to outsiders. But they are not lazy. Encanto love adventure, arts and crafts and some even war, and thoroughly indulge in their chosen passion with single-minded focus. It’s hard to force an encanto elf to do something they are not passionate about and this has made them a difficult people to conquer.
Prolific
Encanto are relatively common given that all Encanto are technically capable of giving birth and can easily slip under the radar of those who might otherwise shun them. Through the centuries Encanto elves have infiltrated other societies, hiding in plain sight. More experienced Encanto are also adept at surviving under difficult circumstances given their ability to alter their bodies to counter hostile environments.
The offspring of an encanto and a human is a half elf who trade their Skill Versatility trait for their parent’s Gendershift trait. The offspring of an encanto with another elf subrace takes the traits of either one of its parents. The very rare offspring of an encanto and an orc is a Cumadh. The tragic offspring of an Encanto with a Therian is a half elf who develops lycanthropy around puberty. This inborn lycanthropy cannot be removed by spells other than a Wish.
Racial traits
Ability Score Increase: Charisma +1
Gendershift: All Encanto elves can shift between genders at will. Base hair color, eye color and skin color remain the same but everything else changes.
Born Shapeshifter: When reaching 3rd level an Encanto elf can cast Alter Self once/short rest. If cast as part of their natural ability the duration of the effect lasts for 8 hours (but not if a spell). Under extreme circumstances an Encanto can maintain Alter Self longer but they must succeed at a Constitution check every hour or the disguise drops.

Leanan Si
Matriarchal Society
Leanan Si elves are a female species of elves. There are no male Leanan Si. All children born from Leanan Si couplings are female Leanan Sidhe regardless of what species the father was. If a Leanan Si wants a baby they will usually charm a human or elf and seduce the male. Rarer romantic couplings have been known to happen but the offspring is invariably a female Leanan SI. Males from other races are sometimes kidnapped and act as servants and breeding stock for the Leanan Si in their forest dwellings. Men are not necessarily terribly maltreated but they are essentially slaves of a matriarchal society.
Proud Warriors
Leanan Si are trained from a young age to fight. Young girls are trained in archery, athletics and swordplay well before they reach adulthood. By the time they enter adulthood Leanan Si are quite capable of defending themselves.
Bad Moon Rising
Leanan Si have been associated with hags for as long as they have existed and more often than not for good reason. These monstrous witches have taught the Leanan Si their magic in exchange for gifts of blood and sacrifice granted on dark moonlit nights in secret places in forests deep and desolate. This is not to say all Leanan Si ally with hags but the stereotype exists for a reason.
Traits
Ability Score Increase: +1 Charisma
Leanan Si Magic: At level 1 you get the Vicious Mockery cantrip. At level 3 a Leanan Si can cast Charm Person once a day. At level 5 the Leanan Si can cast Suggestion once a day.
Elf Weapon Training: Leanan Si start with the spear, short sword, short bow, quarterstaff.

Sluagh
Damned Souls
Once Dannan elves the Sluagh were damned by their own curse, miscreated when they turned their dark magics against the empire of Mir and cursed the province of Dunsinar. In exchange for destroying all life in Dunsinar they in turn were transformed into harbingers of death. No longer beautiful, their faces are a mask of death, their eyes milky white and lacking pupils, their features marked with grief. Their dessicated bodies appear frail though such appearances can be deceiving. They live at night as the sun cannot abide their presence during the day and they are said to eat the flesh of other humanoids, as well as their own dead. They are most hated and feared in southern Altera where they are called death elves in folklore and fairytales.
Sunburned loners
The Sluagh cannot tolerate the sun, it literally kills them. When their curse backfired they fled into the crags and caves that led them down and further down into the earth where they reside to this day. Sluagh are not particularly social, not wanting to be reminded by seeing their own curse reflected in the faces of others and as such tend to form small communities only. Being forced to stay indoors during the sunlight hours also limits their travelling to underground movement or nighttime travel and as such they rarely form into large above ground armies.
Traits
Ability Score Increase: +1 Intelligence.
Immune to possession: Sluagh cannot be possessed by undead or fiends.
Resistant to Death Magic: Sluagh take only half damage from necrotic damage.
Sun Sensitivity: Sluagh take 1 hit point of damage while exposed to the sun. While they can protect themselves by covering all their exposed skin, anything unexposed is slowly burned by the sun’s rays.

Gnomes
Hob
Rebel Slaves
Hobs are the hybrid result of breeding goblins with gnomes. Bred as menial servants for their hobgoblin masters 2000 years ago they escaped slavery, feeling unappreciated by their former masters, and fled into the Aosidh forest to the west and from there spread across Altera and further, hiding on ships. They left chaos in the Goblin empire in the wake of their departure. The Hob rebellion is not talked about by Hobgoblins who were embarrassed by the whole affair, though some rebel goblins still secretly tell the tale among themselves.
While uncommon, any natural offspring from a goblin-gnome coupling is also a Hob but usually doesn’t exhibit the same cultural habit of insisting on living in someone else’s house.
Uninvited houseguests
Hobs are peculiar night creatures who are helpful by nature but become spiteful when spurned. Despite their diminutive stature Hobs are exceptionally strong. Hobs like to secretly live in other people’s houses, in basements, attics, sheds or under the bed and expect to be offered food and drink. They ‘pay the rent’ with housekeeping tasks they perform at night. If the house owner rewards the hob for his services it stays and keeps the house clean, otherwise it leaves and might prank the spurned household. Sometimes the pranking spins way out of hand into murderous rage if the Hob in question is maleficent. Ironically, despite their inborn talents as a potential thief very few hobs become burglars, as they consider the household sacred and breaking in to do evil one only does to a household who doesn’t appreciate its hob resident. There are exceptions of course such as infamous Jimminy Blackblade, a scary boogie man hobgoblin children are still told about by their parents and who murdered 75 goblinoid households according to legends, men, women, children and livestock before he fled to the Aosidh woods.
Racial traits
Ability Score Increase: +2 str
Dark Vision 60 feet.
Sensitive to sunlight.
Prestidigitation Cantrip. Mending 1/long rest.
Skulker: Hob have Advantage on Stealth rolls.

Menehune
Hidden People
Menehune are the smallest known subspecies of gnomes. Menehune are adept at hiding using their natural fae abilities which they have done for most of their existence. It’s only very recently some menehune have dared step into the bigger world. Menehune gnomes are found in small tribes living in underground houses overgrown with vegetation, interconnected by long stretching tunnels. For most people in the region Menehune were legends from the jungle borders, something you might catch a glimpse of before falling asleep. Ancient tunnels have occasionally been found by explorers that appear to be of Menehune origin dating back more than 4000 years. Menehune is what the hidden people are called on the continents of Khandara and Yitan, on Mixlan and Qinan they are called the Man Hujan, on Altera where they are rare they are known as the Dolmen people, the latter preferring homes built under rocks rather than trees.
Traits
Ability Score Increase: +1 Wisdom.
Distress signal: A Menehune who feels endangered broadcasts a telepathic distress signal other Menehune will pick up if they are within a mile radius of the distressed Menehune.
Danger Sense: The Menehune cannot be surprised. During a Surprise round they can use all their usual actions.
Lullaby:Sleep spell 1/long rest.
Camouflage: +5 to Stealth.

Halflings
Pharvat

Wandering Vagabonds
Pharvat are nomadic halflings traveling in dog drawn carriages between Northern Khandara, the civilised nations of Altera and the Sylvan Highlands, often in family groups consisting of between 4 to 50 halflings. Pharvat mounted warriors often ride large mastiffs into combat armed with short bows and spears. Pharvat have a reputation for being thieves and fences and are often unwelcome in big cities, but this is largely a stereotype and most are simply traders, carrying goods from city to city as they travel.
Halfling pitbulls
Pharvat have a stubborn streak. They are tenacious to a fault. Once they hold a grudge it can last for decades. When they start a fight they prefer to finish off the opponent permanently. If they take on a mission they tend to see it through to the end if it’s the last thing they do. If a pharvat bites your ear it’s gonna come off. As such they are hard to manipulate and have somewhat of a reputation as hotheads. At the same token they make relentless bounty hunters due to their single minded focus.
Wolf Riders
Pharvat often develop strong ties with canines who act as their mounts and protectors. Most adult Pharvat have their own wolf.
Traits
Ability Score Increase: +1 Constitution.
Dog Whisperer: Pharvat start with the Animal Handling and Nature skills. They are good with most animals but have Advantage on Animal Handling rolls when attempting to train canines specifically.
Strong willed: Pharvat get Advantage on Intelligence and Wisdom saves.

Mangalo

Mangalo halflings are brown or bronze skinned with thick dark wild hair mostly concentrated on the Khandaran continent with a smaller number spread across the Yitai continent. If encountered in civilised nations they often find employment as teachers and overseers. Some rulers convinced of the mangalo’s ability to invoke fortune have 3 or more mangalo servants who ensure they decide wisely and are victorious in battle. Most mangalo however live in the jungle where they are very successful hunters, running in ruthlessly efficient packs to catch wild or collect eggs. Mangalo are very family oriented to the point where you rarely meet a single mangalo unless it has lost its family or was shunned. Shunning is one of the worst punishments to a mangalo.
Traits
Ability Score Increase: +1 Charisma
Fortune’s Favored: Once a long rest a Mangalo can give Advantage to someone within 20 feet of them (but not themselves) on a skill or attack roll. This is usually conferred as a shouted warning, positive encouragement or sage advice.

Pirui

Tough as Nails
The majority of Pirui halflings hail from their tribal territories in Pirui’Kando. A second large population group of Pirui, known as the Zebra people for the masks they wear and their riding animals, live in the region known as Umaya. Nittaweo once held enclaves of Pirui but these are believed to either have been massacred or displaced by the ape race that conquered the region.
The hardy halflings are dark skinned, with curly black or dark brown hair. Rarer are the red haired children considered blessed by the spirits. Pirui halflings living in the jungle regions wear little or no clothes but those living in the coastal cities usually wear bright fabrics and leathers imported from Zaranda and farther lands. Because of the heat the clothes and armors worn tend to be roomy and light. Pirui wear jewelry made with hemp and beads and polished metals. When they wear armor it is usually piecemeal plates or leather because the heat of their homelands makes wearing full armor uncomfortable at best. Pirui often paint their bodies with red, black and white paints, the patterns painted tend to be geometric.
City dwelling Pirui tend to be curious and welcoming to travelers and merchants from other lands. Some end up traveling to those strange lands, often in small family groups, usually aboard ships visiting their coasts. Pirui’Kando doesn’t have its own fleet. Fisherboats are the biggest ships in  its harbors. Visitor ships therefore always draw attention.
Mainstaple meals usually consist of insects, fish, roots, nuts and fruits, often ground into a paste and baked like pancakes. Giant water beetles are a particular delicatesse among the Pirui. Occasionally wild animals are hunted or trapped and these meals tend to have a ceremonial nature with the meal shared among the tribe or with guests. Pirui halflings are not particularly interested in alcoholic drinks, except perhaps for the flavour, because their body usually breaks down the alcohol like poison and so Pirui would need to drink bucket loads of beer to get drunk.
Spiritual pursuits
Pirui are animists and have a deep respect for nature. They consider all things to have a spiritual essence that in some cases can develop sentience and even manifest as a personality. Pirui always try to return something to nature if they take from it, burying bones after eating meat or planting seeds after eating fruit..
Pirui also believe that the tribe they belong to has a spirit of itself and a totem is always at the centre of a village. The tribal totem is sometimes accompanied by other totems, dedicated to animal or elemental spirits the tribe feels kinship with. The Pirui have a deep respect for the Fae but rarely worship them. Pirui respect their ancestors and bury the bodies under their houses and huts to keep them close. Birthdays are still celebrated even after an ancestor passes away up to four generations back. Pirui halflings believe in reincarnation but believe that most are cycled through various animal incarnations before returning as halflings to purify their souls.
Traits
Ability Score Increase: +1 con.
Resilient: Resistant to poison and disease.
Barefeet: Pirui do not require shoes, naturally developing leathery souls under their feet
If walking bare feet a Pirui has Advantage on Stealth rolls unless in full sight.
Sharp eared: Pirui have increased hearing which they use to circumvent threats in their home jungles and listen for wildlife while hunting. When listening a Pirui has Advantage on Perception rolls.

Dwarves

Aurim (Gold Dwarf)
Aurim dwarves are adept students of magic. Aurim take particular pride in using their arcane knowledge to craft powerful weapons and armor. Aurim are rare, only living on the isles of Vinici and the principality of Malakesh.
Racial traits
Ability Score increase: Intelligence +1
At level 1 the aurim can cast Light.
At level 3 the aurim can cast See Invisibility.
At level 5 the aurim dwarf can cast Daylight once per long rest.

Sylvir (Silver Dwarf)
Sylvir dwarves are born with silver hair which grows white as they grow older. Their skin is greyish from light to dark grey with hints of blue, green or brown depending on the region they live in. Sylvir dwarves sometimes accentuate their grey skin with ashes. Sylvir tattooists use a silver colored ink to inscribe intricate patterns on the bodies of their brethren, in particular their champions. You know a Sylvir dwarf is not to be underestimated when they have a lot of silver tattoos.
Sylvir are relatively common.
Racial traits
Ability Score Increase: Wisdom +1.
Psychic Impression: A Sylvir dwarf can detect the past by touching rocks. To find specific trails of people that passed through an area scryed the usual rolls are made but they extend up to a week into the past. Even if a trail is erased the rocks and stones still tell their tale. The Sylvir will sometimes receive postcognitive flashes revealing clues to what made the trail or even portent events along the trail (up to DM). This ability can be used once per long rest for a maximum of 8 hour.

Cobrir (Copper Dwarf)
Storm Worshippers
Cobrir dwarves prefer to live in locations where thunderstorms are common, often on mountains whose tips peak into the clouds. Storm sorcerers often lead a tribe.
Cobrir dwarves have copper colored skin color and black hair that turns copper red as they grow older. In rare cases cobrir dwarves develop green toned hair.
Racial traits
Weather sense: A Cobrir dwarf has a keen ability to predict the weather hours and sometimes days in advance.
Shocking Grasp: Cobrir dwarves begin with the shocking grasp cantrip.
Resistance to lightning damage: Cobrir dwarves have resitance to lightning and electricity.

Silicar (Desert Dwarf)
Sand colored dwarven race that live in burrows, dug with their own thick claws. Desert Dwarves are also sometimes pejoratively called Mole People. Desert Dwarves carry very little. What implements they do have are plundered from the dead or raided.
Racial traits
*Claws: 1d4 damage. Desert Dwarves can use their claws to dig into the earth at 1/10th normal move speed in loose earth or sand.
*Detect Tremors: Desert Dwarves are hard to surprise because they easily detect tremors in the earth. They have Advantage on perception rolls to detect an ambush or an assassin sneaking up on them.
*Bad sight: Desert Dwarves
*Semi-permeable skin: Desert Dwarves don’t breathe normally, instead relying on a skin that absorbs oxygen. While this allows them to breathe beneath sand or mud it also means they will instantly start drowning when immersed in water or wet dirt and cannot hold their breath to avoid gas attacks. At the same token you can't choke out a Silicar dwarf by squeezing his neck.

Nekheb

A Nekheb is a humanoid with a vulture head and clawed hands. They inhabit ancient necropoli living near graveyards when found alone but in ancient Zhur the Nekheb rule absolutely as the nation’s noble class over servants and slaves. The Nekheb are carrion eaters, they want their food dead for at least a week, preferably rotten.

Ancient history
According to common lore of the region the Nekheb are remnants of the dead Shavari civilization, cursed in their current form by the god of death for disturbing the natural order of life and death. The Nekheb have a different interpretation of history, they claim they were created by the wizard Tuktemon for the purpose of instructing students of his school to become full fledged necromancers so that they in turn could assist Tuktemon in his grand scheme to wrest control of the god of death.

Heralds of Death
Nekheb have a natural affinity to death, the stench of it lingers around them. Plants wither in hours, food rots in a day, clothes at best a month. They are instinctively attracted to necromantic magic and artefacts. This natural intimacy with death has an effect on the Nekheb’s personalities. Nekheb are dour and fatalistic at best, tyrannical and psychotic at their worst. They tend to be mistrusting.

Greedy overlords
Nekheb are obsessed with gold. Of all metals in the world gold stands the test of time the longest. Gold doesn’t rust.

Nekheb Traits
Ability Score Increase: +2 Intelligence.

Death sight: Nekheb can detect hidden undead within 60 feet with a successful Arcana roll.

Resistance to Disease: Nekheb do not get sick very often.

Rotting Aura: Anything within a 10 foot radius from the Nekheb is subject to slow rotting. Food spoils in a day. Textiles and rope unravel in a week. Leather moulds and cracks in a month.

Carrion Eater: A Nekheb can eat rotting meat without getting sick.

Therian
Mysterious Origins
There have always been humans with animal traits. Early men painted them on walls and worshipped them or cast them into the role of monsters, humanoid figures with horns and antlers, wings and tails, half human, half animal. Often outcast as freaks or demons, sometimes worshipped as gods, Therian are humans who can shapeshift into an animal form. Therians are a rare sight in the civilised cities these days but are said to have once been far more common. These days most Therian seek secluded places to live where residents respect shapeshifters as representatives of the wildlands they inhabit, the druids and the Fae, who tend to be more tolerant. Some sages consider Therians throwbacks to a time when the gods were tinkering with forms and shapes, a dying anomaly that in time will vanish and die out altogether. Others suggest the Therian are descendants of the Fae, changelings perhaps, left by the Fae in place of a stolen human child. Some cultures believe Therians are the descendants of lycantropes or responsible for the disease themselves and have them hunted down on sight. In other cultures Therians are considered half gods and worshipped. Some sages claim all humanoid species with animal traits are Therian offspring and a rare few claim Therians were the original race of shapeshifters from which all humanoid species descended. Those sages most knowledgeable know that Therian births from human parents sometimes just happen, albeit very rarely. It is a leftover trait from a time when the forms and functions of physical bodies were not as set in stone as they are today. Most modern day Therian births however are from Therians mating with humans, which has a 50% of creating another Therian of the same type. Therians of two different types cannot produce offspring together.
Therians of the same type mating will produce another Therian of the same type. When Therians of the same type mate together for generations a new species forms from that branch which cannot mate with actual Therians anymore. Nittaewo and Skirrits according to sages were once Therians who interbred solely among their own kind and eventually established themselves as a unique species.

Racial traits
Ability Score Increase: Constitution +1. Dexterity +1.
Shapeshift: Therian have 3 forms they can shift between. The animal form and the hybrid form and the superior animal form. The transformation takes an action.

Animal Form: The Therian can shift into their common animal form an Unlimited number of times but the transformation is limited to only one common animal form. If brought to 0 hitpoints the Therian reverts to its Hybrid Form and excess damage transfers to the Hybrid Form. If forced to revert to Hybrid Form the Therian cannot shapeshift until after a short rest. Common types: Cat. Mastiff. Rat. Bat. Eagle. Goat. Raven. Boar. Frog. Hyena. Owl. Reef Shark. Giant Lizard. Dolphin.

Animal Hybrid: Pick 2 traits that fit your chosen animal form. These manifest in your hybrid form which largely is humanoid but expresses your animal traits as well.
Predatory traits: Bite. Claws. Speed burst. Enhanced smell. Leap. Enhanced hearing. Dark Vision 60ft.
Prey Traits: Speed burst. Enhanced hearing. Leap. Camouflage. Horns. Hoofs. Enhanced smell. Dark Vision 60ft.
Aquatic Traits: Breathe underwater. Electric Touch. Poison Spines. Bite. Pincers. Double swim speed. Bioluminescence. Sonar.
Avian Traits: Beak. Claws. Wings. Sharp vision. Mimicry.

Bite (piercing)/Claws Slashing/Beak Piercing)/Horns (piercing or blunt)/Hoofs (Blunt)/Pincers (slashing): Unarmed attack 1d6 dmg.
Speed burst.
Enhanced smell: Advantage on smell Perception rolls and Survival Tracking rolls.
Leap: Double Leap distance.
Enhanced hearing: Advantage on hearing Perception rolls.
Camouflage: Advantage on Stealth rolls (but only if not wearing clothes)
Breathe underwater: You can breathe underwater and above water.
Electric Touch: 1d6 electric damage on successful unarmed attack.
Poison Spines: 1d6 poison damage/round to target who grapples.
Double swim speed: Double land speed when swimming.
Bioluminescence: cast dim light in a 10 foot area.
Sonar: Advantage on Perception roll underwater (but is audible when used).
Sharp vision: Advantage on seeing Perception rolls.
Dark vision: see up to 60 feet in normal darkness.
Mimicry: mimic voices and sounds.
Wings: While wings in your hybrid form don't allow full flight you can slow your fall to avoid damage and land up to 10 feet from where you would otherwise slam into the ground.

Superior Transformation: At level 3 Therian develop more control over their animal for and get Superior Shapeshift: As a full round action you can assume a larger version of your common animal form.: 1x/short rest. Tiger. Wolf. Giant Rat. Giant Bat. Giant Eagle. Giant Goat. Giant Raven. Giant Boar. Giant Frog. Giant Hyena. Giant Owl. Hunter Shark. Crocodile or Pteranodon.

https://homebrewery.naturalcrit.com/share/h57DPKrckew_
This message was last edited by the GM at 10:11, Mon 04 Apr 2022.
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