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Species
Feats

Adaptable

Prerequisite: Troglodyte

 

Your time adventuring away from the dank caves and your typical clan has forced you to adapt to your surroundings. You gain the following benefits:

  • Increase your Strength or Constitution score by 1.

  • You gain a +1 to AC while not wearing armor.

  • You ignore your Sunlight Sensitivity feature


Bonded Companions

Prerequisite: Canisovan


In the time you have spent adventuring, you have become close to the ones you adventure with. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • At the end of a long rest, you can choose an ally to become a bonded companion. A creature can only have one bonded companion at any time. As long as you and your bonded companion are within 30 feet of each other, and can see or hear each other, either of you can use your reaction to give the other a 1d4 bonus to a failed saving throw, potentially turning the failure into a success.

  • You gain the ability to cast the calm emotions spell, but only on your bonded companion, and only to end a charmed or frightened effect.

Fang of the Laughing Prince

Prerequisite: Gnoll

 

Your triumphs in life and battle have lead to a special blessing from the Laughing Prince, or one of his servants.  You have been blessed in the following ways:

  • Your Bite attack's damage die increases from 1d6 to 1d8.

  • When you hit a creature with your bite attack, the target must succeed on a DC 12 Constitution saving throw or take 7 (2d4) poison damage.  

  • When you reduce a creature to 0 hit points with a critical hit, you can use your Rampage feature without expending a use of it.


Gift of the Cavern Lord

Prerequisite: 4th Level, Troglodyte

 

The Cavern Lord has looked upon you and gifted you with his blessings.  You gain the following benefits:

  • You gain advantage on Wisdom (Perception) checks relying on hearing and smell.

  • Once per turn, when you hit a creature with an unarmed strike or natural weapon, you can use your bonus action to automatically grapple the target. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

  • You can swallow a Small or smaller creature. Make a Bite attack against a creature you are grappling. If the attack hits the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 2d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time. If you are incapacitated, a swallowed creature is no longer restrained by you and can escape from your gullet using 5 feet of movement, exiting to an unoccupied space within 5 feet of you. You cannot swallow another creature until the first creature has died, and if a creature deals damage to you while inside of you, you must succeed a Constitution saving throw equal to half the damage dealt, or 10 (whichever is higher). On a failure, the creature is no longer swallowed and falls prone in an occupied space within 5 feet of you.


Guardian Charge

Prerequisite: 4th Level, Ursidon

 

You keep a watchful eye over your pack, and retaliate with your full fury if one of your own is harmed. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • When an ally you can see is hit by an attack, you can use your reaction to move up to your movement speed toward the attacker. If you end your movement within 5 feet of the attacker, you can make a Mighty Claw attack against them as part of the reaction. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Hardened Carapace

Prerequisite: Must have a shell or natural carapace

 

Your time adventuring has hardened your shell or carapace, better protecting you from the dangers that lurk on the magical worlds. You gain the following benefits:

  • Increase your Strength of Constitution score by 1 to a maximum of 20.

  • Your base armor class provided from your natural shell or carapace increases by 1.

  • You gain resistance to nonmagical slashing.

Intimidator

Prerequisite: 4th Level, Mustel

 

You have ceased trying to hide your true nature and have decided to unleash your mustel fury, frightening those around you. You gain the following benefits:


  • Increase your Strength, Intelligence, or Charisma score by 1 to a maximum of 20.

  • You gain proficiency in the Intimidation skill. If you are already proficient in this skill, you gain expertise in this skill, meaning you can add your proficiency bonus a second time.

  • As an action, you can give an intimidating growl. When you do, creatures of your choice within 10 feet of you must succeed a Wisdom saving throw or be frightened of you until the end of their next turn. The DC for this Wisdom save is 8 + your proficiency bonus + the ability increased by this feature. A frightened creature must use its action and movement to safely move away from you, as far as its movement speed allows.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.


Messenger of the Gods

Prerequisite: 4th Level, Yakfolk

 

Yakfolk have made the mountaintops their homes, some say to be closer to their deities. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You can cast the sending spell without expending a spell slot and regain the ability to do so at the end of a short rest or long rest. You can also cast this spell using spell slots you have of the appropriate level.

  • You can cast the commune spell as a ritual without a material component. When you do, you can only ask one question, rather than three. Once you have cast this spell in this way you cannot do so again until the end of your next long rest.  If you have spell slots of 5th-level or higher, commune is added to your class' spell list.


Surfacing Heritage

Prerequisite: Stone Elf

 

The great ancestry of the Dwarves and Elves refuses to be suppressed by the other.  As such, your ancestor's dwarvish and elvish traits have begun to show.  Select one Dwarf Trait and one Elf Trait from the following list and gain the listed benefit.

Dwarf Traits

  • You gain advantage on saving throws against illusions and against being charmed or paralyzed.

  • Your hit point maximum increases by 1 for each level you have, and it increases by 1 every time you gain a level.

  • You gain proficiency with light and medium armor.

Elf Traits

  • You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma (your choice when you select this feat) is your spellcasting ability for it.

  • Your base walking speed increases by 5 feet.

  • You learn the faerie fire, and darkness spell and can cast each of these spells once with this trait and regain the ability to do so when you finish a long rest. Wisdom, Intelligence, or Charisma (your choice when you select this feat) is your spellcasting ability for these spells.  You can also cast these spells using spell slots you have of the appropriate level.

  • As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

  • You have a swimming speed of 30 feet, and you can breathe air and water.

  • As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.  Once you use this trait, you can’t do so again until you finish a long rest.


Training of the Tribe

Prerequisite: Grippli

 

Grippli's form strong connections with their surrounding tribes and often learn from one another.  These skills are passed down generation to generation.  Your training has granted you the following benefits:

  • When you use your tongue to attempt to grapple a creature, you may instead make an unarmed attack against it.  If the attack hits, the creature is automatically grappled.

  • While wielding a melee weapon that deals piercing damage, and you have advantage on the attack roll, the weapon deals an additional 1d4 piercing damage.

  • You gain proficiency in the Trident and Shortbow.


Unrestricted Flight

Prerequisite: 8th level, Gryffon

 

Your muscles have strengthened beyond others of your kin, and you can fly with more strength and agility than those before you. You gain the following benefits:


  • Increase your Strength or Dexterity score by 1, to a maximum of 20.


  • You can move at your full flight speed while wearing medium armor. You still cannot fly while wearing heavy armor.

  • If you are knocked prone while flying, you can use your reaction to make a Dexterity saving throw equal to 10 or half the damage you take, whichever is higher, to not be knocked prone.

Whole Hog

Prerequisite: 8th Level, Suscrofa

 

Your ancestral connection to the slop and mud of the world has bolstered your defenses against its most microscopic intruders. You gain the following benefits:


  • Increase your Constitution score by 1, to a maximum of 20.

  • You are immune to poison and disease.

  • You can eat poisoned or diseased foods and still gain nourishment from them.

Species
Feats
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