race features:
Diverse. Stablers have many features and qualities that come with their animal parts. If you have the physical attribute, you can pick up to three (3) subfeatures from below. If you pick only one you can increase one ability scores of your choice by 1.
Clawfolk - Sharp claws. You have sharp claws that you are proficient with and can use them to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Critterfolk - Feel you. You have antennas on your head. You gain blindsight of 10 feet.
Commonfolk - Blending in. You dont have any distinguish animalistic features besides your eyes. You gain one feat of your choice.
Earfolk - Keen hearing You have animalistic ears that pick up sound different. You have advantage on Wisdom (Perception) checks that rely on hearing
Furfolk - Natural defence. At least 1/3 on your body is covered in fur, scales or feather. You have resistance to cold damage and your base AC is 11 + your Dexterity modifier.
Gillfolk - Amphibious. If you have gills you can breathe air and water. If you have a breathing hole, you can hold your breath hours equal to 1 + your Constitution modifier.
Hooffolk - Leg day You have strong hind legs so your base walking speed is 35 feet. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Hornfolk - Ram it You have a horn or horns on your head that you are proficient with and can use them to make unarmed strikes. If you hit with them, you deal bludgeoning or piercing damage (debends of the shape of your horn) equal to 1d4 + your Strength modifier and can make a shove attack as a bonus action.
Tailfolk - Grab it. You have a tail that functions as a third limb. You can use it to make a melee attack as a bonus action and if you are wielding a weapon with it you follow the rules of two weapon fighting. You cant cast spells with you tail. If you pick this feature, you forgo the standard Ability Score Increase with the following: Your Dexterity score increases by 2.
Teethfolk - It'll bite. You have sharp teeth that you are proficient with and can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike
Wingfolk - Fly away. You have massive wings on your back or in place of your arms. You have a flying speed equal to your base walking speed. To use this speed, you can’t be wearing medium or heavy armor. You can stay up in the air and fly hours equal to 1 + your Constitution modifier. You cant fly more than minutes equal to 1 + your Constitution modifier until you take a Short or Long Rest.
Vakaväellä on yleensä ihmismäiset kasvot, jäsenten asento sekä sormet ja varpaat. Merkkejä väkisyydestä voi olla mm. eläimen korvat, häntä, silmien muoto, runsas karvoitus tai jopa osittainen sulka- tai suomupeite sekä torahampaat ala- tai yläpurennalla. Vakaväen piirteet vahvistuvat iän myötä ja ne vakiintuvat 10 vuotiaaksi mennessä, jonka jälkeen ne eivät enää muutu. Vakaväestä puhutaan yleistäen näiden ulkositen piirteiden mukaan.