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Published by goroiamanuci, 2023-07-15 15:36:53

alien races - The Homebrewery

alien races - The Homebrewery

Pturbosaurian Pturbosaurians are a pterodactyl like species from the planet terradino. They have a natural thrusters in their backs that allow them to fly. They can also create whips out of energy and shoot energy from their mouths. Pturbosaurian traits Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Size. Your size is medium Speed. Your base walking speed is 25ft. Flight. due to your natrual thrusters when you use your dash action your walking speed becomes flying speed and is doubled or when using this as a bonus action you gain a flying speed of 30, when not using this trait your wings can only allow you to glide Laser Shot. Four times per short rest you can shoot a laser that deals a line of 1d8 fire damage reaches up to 30ft. Energy Whip. as an action you can create an energy whip from each of your your wrists, It has a reach of 10ft and due 1d6 fire damage (assuming you are attacking with both whips. Talons. unarmed strikes deal slashing damage. Languages. You can speak, read, and write Common Nosedeenian Nosdeenian Traits Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Size. Your size is Small Speed. Your base walking speed is 25ft with a flying speed of 20. Electric Charge. you are immune to lightning damage, when you get hit by lightning damage you heal 1d4. you also can cast shocking grasp. Lightnig fast. On a turn you can move upto 100ft along a material that is electrically charged, this can only occur once per combat encounter. Languages. You can speak, read, and write Common and speak Nosedeenian. Conductoid conductoid traits Ability Scores. you gain a +2 in charisma and a +1 in dexterity. Size. your size is medium Speed: 30ft Absorb Energy. you can absorb energy, and energy based attacks, storing the energy for later use. As a bonus action, you can absorb one source of lightning, psychic or radiant energy within 20ft. of you. The stored energy becomes a Charge. If you absorb energy this way from an object, magical artifact or other energy source, you gain a Charge equal to half your proficiency bonus. Charge. when energy is absorbed you gain charge you can use charge to enhance your attacks. Electric Bolt: you can target a creature and fire a bolt of energy that does 1d4 (per charge spent) lightning damage with a range of 30ft. Charge strike. you can use 1 Charge to add 1d6 lightning damage to your unarmed strikes. Tendril Whip. when making an unarmed strike you have a range of 10ft and deal slashing damage instead of bludgeoning. Resistances. you are resistant to cold and fire damage and immune to psychic damage. Languages. common Cerebrocrustacean cerebrocrustacean traits Ability Scores. you gain a +2 in intelligence and a +1 in constitution. Size. your size is medium Speed. 25ft, climb 25ft. Amphibious. you can breath water and air. Advanced Problem Solving. as an action make an intelligence throw with a DC 17. on a success you can solve a riddle, puzzle, or other intelligence e based obstacle, or Learn from the DM any analytical weaknesses or opportunities an area would provide. Pincers. your unarmed strikes do piercing damage. Shockwave. as an action you can create a 10ft sphere of electricity around you which deals 1d6 lightning damage. Mind Over Matter. you can cast Telekinesis, DC 19. you can only do this twice per short rest. Languages. common Talpaedan Ability Scores. you gain a +2 in constitution and a +1 in strength. Size. your size is large Speed. 25ft, burrow 40ft. Tunneler. by going half their burrowing speed, Talpaedens are able to make their tunnels accessible to other creatures. the tunnel can fit any creature that is large or smaller. Loud Plating. due to their incredibly heavy metal plating, Talpaedans have disadvantage on stealth checks and are unable to be turned invisible by magic. Darkvision. you have 40ft of Darkvision Drills. as a bonus action you can bring out your drills for battle they do 1d6 piercing+STR modifier, you cannot use weapons while your drills are out. Resistances and vulnerabilities. you are vulnerable to lightning and acid damage, you have a resistance to Bludgeoning and slashing from non magical sources. Languages. common


Fulmini Ability Scores. you gain a +2 in Strength and a +1 in constitution. Size. your size is large Speed. 30ft Living energy. you emit 60ft of bright light, and 120ft of dim light, you are immune to lightning damage. Electric Melee. you can turn your hand into any nonmagical melee weapon and attack with it. You add your proficiency bonus to hit and damage rolls. Shocking Aid. three times per day you can merge your body with an ally, enhancing their physical form. While aiding an ally this way you can still speak on your turn, but can not move or take other actions. You provide one benefit from each of the rows listed: – an additional 5 + your proficiency bonus to one stat (STR, DEX, CON) – Add your proficiency bonus to all of their attacks, 10 times your proficiency bonus THP or add your proficiency bonus to their AC – +30ft flying speed, double ground speed or the ability to attack twice per turn. Languages. common Vaxasaurian Ability Scores. you gain a +2 in Strength and a +1 in constitution. Size. your size is medium Speed. 30ft Enlarge as a full-turn action, you swell in size. your AC increases by 2, STR increases by 3, DEX decreases by 2, speed decreases by 10 ft, you can no longer use weapons when enlarged but your unarmed strikes deal 1d6 + your stregnth modifier. you now count as half a size larger(you count as large). you can not use this trait to become larger than large. Shrink. as an action, you decrease in size. your AC decreases by 2, STR decreases by 3, DEZ increases by 2, speed increases by 10ft. you count as half a size smaller. you cannot use this abbility to become amaller than medium size Tail Swipe. 2, times per encounter you can make a DC12 +STR modifier saving throw to swing your tail to deal damage to enemies. it has a reach of 10ft, 15ft cone dealing 1d6 + strength modifier bludgeoning damage. When enlarged its reach is increased to 15ft, 20ft cone dealing 2d6 + STR modifie. languages. Common Galilean Ability Scores. you gain a +2 in charisma and a +1 in constitution Size. your size is medium Speed. 30ft Living Planet. you can breath freely in air, water and the vacuum of space. Gravity Control. while you can controll the effects of gravity, your power is contested by various natural and super natural forces. to succede on any of your gravity manipulation abbilities, roll+CHA and +prof., you must pass a DC depending on the target size: Size DC Tiny or smaller 5 small 7 medium 10 large 15 Uplift. you can choose a target to hold in the air with your gravity manipulation. while concentrating the creature floats 5ft in the air and loses their land movement speed. they cannot move unless they have a flying speed. this has a range of 30ft. Planet Form as an action you curl up into a 15ft sphere. Your movement speed is reduced to 0ft, you gain 15ft flying speed. your gravity manipulation abbilities now affect an area in a sphere with a 15ft radius, centered on you, and will effect all targets in range, including allies and objects, insead of a single target. languages commom sonorosian Abillity score. you gain a +2 in dexterity and a +1 in charisma. Size. Your size is small. Speed. 20ft. Sonic Clone. as an action, make an identical clone of yourself. Each clone has the same stats as the original sonorosian, with its own pool of 2HP and shares its conciousness with your original form. Destoying one clone has no effect on other clones. Unlike Splixans, Sonorosian clones act as a hive mind, and all take identical actions in their turn, though they move and take reactions independantly. you can make 1 clone per action, the max amount of clones you can have is equal to your proficiency bonus. sonic Scream. as an action, you release a blast of sonic force in a 15 ft cone. this deals 1d4 thunder damage per clone. creatures in the area of effect must succeed a number of saves depending on how many clones they are being hit by, with a DC of 11 clone grapple. when making a grapple against atarget, the target must succeed a DC 8+number of clones, or be grappled. they may may repeat the save every subsequnt turn to free themselves. Living Sound. you gain a tremorsense of 60ft and are imune to being deafened. Laguages. common


Mendelotovian Ability score. you gain a + 2 in constitution and a +1 in wisdom Size. your size is medium. Speed. 30ft Debreather. you do not need to breath, and are immune to any effects carried by gas. Gas CLoud. twice per day as an action, create a 30ft cube of gas within 30ft of you. this gas can deal acid, necrotic or poison damage, or inflict any condition. if this gas deals damage anything that enters or ends its turn in the gas area of effect takes 1d4 of that damage type per turn, as long as it is in the gas area of effect. if the gas inflicts a condition anything that enters or ends its turn within the gas area of effect must make a DC10 constitution saving throw, or become afflicted by the gas condition. the gas area persists a number of turns equal to your proficiency bonus. Agropitridon Abillity Score. you gain a +2 to dexterity and +1 to strength. Size. you are medium. Speed. 30ft Keen Sight. you have an advantage on Wisdom (perception) checks that rely on sight. Distracted by Seeds. when in the presence of seeds of any kind, you need to make a DC17 Charisma save, or be compelled to consume the seeds. Talons. your unarmed strikes deal 1d6 slashing damage + strength modifier. Languages. common Oryctini Abillity Score. you gain a +2 in constitution and a + 1 in strength. Size. your size is medium. Speed. 30ft Big Eater. you can eat anything you find, your stomach is super resillient being able to digest it and store it as power. the digested food is storednin your stomach for 1 minute (10 turns). Horn Laser. from the top of your horn you can shoot out a laser. the power of the laser depends on how much you eat. for each 1 cubic foot of solid matter the laser powers up by 1d8 radiant damage, starting at 0. Strong Jaw. your teeth and mouth can tear through metal. you can make a DC10 STR check to attempt to bite through and tear off 1 cubic foot of metal or stone. language common Amperi Abillity Scores you gain a +2 in dexterity and a +1 in strength. Size. your size is medium. Speed. fly 30ft (hover), swim 40ft Supra-Amphibious. you can breath freely in air, water and the vacuum of space. Freedom of movement. You ignore difficult terrain. You can spend 5 feet of movement to escape from non magical restraints or being grappled. Surface Shock. while partially submerged in water, you cannot recklessly use your electrical abilities. While partially or more submerged in water if you miss you become stunned for 1d4+3 turns. Electric Bolt. 4 times per encounter you can shot a bolt of electricity at a target up to 90ft that deals 1d8 lightning damage Electric Jellyfish. you are resistant to lightning damage and your unarmed strikes deal lightning damage. Languages. Common Necrofriggian Ability Scores. You gain a +2 in dexterity and a +1 in strength. Size. your size is medium Speed. 30ft, Fly 30ft, swim 30ft. Space Survivability. you do not need to breath, and can survive in the vacuum of space. Wing cloak. as a bonus action you can unfurl your cloak revealing your wings. You can only fly when your wings are unfurled. (Will remove if this is deemed unnecessary) Chill Touch. you can deal 1d4 + 2 cold damage though you must be touching the target. Frost Breath. you can breath supercooled air in a 15ft cone. Anything within the area of effect must make a DC 10 dexterity or constitution saving throw, and take 2d6 cold damage on a failed save. On a successful save those in the area of effect take half damage. Intangibility. 4 times per day you can become incorporeal as a bonus action, allowing you to move through other creatures and objects as if they were difficult terrain until the end of your next turn. Passing through something causes the creature or object to take 1d4 cold damage. Adapted to the Cold. you are immune to cold damage. Languages. common


Methanosian Abbility Scores. you gain a +2 to dexterity and a +1 to strength. Size. your size is medium. Speed. 30ft Regeneration. your body naturally recovers over time. Every 2 turns as an action you can heal 1d4 health. Whats That Smell? you smell like methane gas. Any creature within 30ft of you can smell this. It is considered generally unpleasant, but not repulsive. You gain a disadvantage on stealth checks. Fire Blast. as an action you can blast a ball of fire (this is not fire ball) at one target with a range of 20ft it deals 1d6 + DEX modifier fire damage. Plant Speaker. as an action you can cast druidcraft. languages. common Biosovortian Ability scores. you gain a +2 in wisdom and a +1 in strength. Size. you are medium. Speed. 30ft, fly 15ft (hover). Headshot. when your head is struck by a blow, take no Damage and instead, roll 2d12 and move the distance rolled in the direction of the attack. Magnetism. you can use an action to cast the telekinesis spell at 5th level on anything metallic. Crush Metal. you can crush metal as easily as you can manipulate it. Twice per day as an action you can target a metal object, or a creature covered in metal, and force it to make a DC16 Strength saving throw. On a failure the metal folds in on itself dealing 4d8 force damage and half as much on a success. Languages. Common Aposopterran Ability scores. you gain a +2 in dexterity and a +1 in strength. Size. you are medium. Speed. 30ft, fly 30ft (hover). Resistant Biology. you cannot suffer amy detrimental effect from a substance you ingest or breathe in. Bioluminescent. you emit 30 feet of bright light and 60 feet of dim light, Poison Build Up. each time you hit a target with stinger shot your roll threshold for a critical hit is reduced by 2 for that target. Serrated Claws. your unarmed strikes deal 1d4 + DEX modifier slashing damage, if its a critical hit it inflicts 1d4 poison for 1d4 turns **Stinger Shot.**as an action you can shoot a stinger at a target this stinger does 1d4 piercing and has a range of 20ft, if its a critical hit it inflicts 1d4 poison for 1d4 turns. Acid Spit. 4 times per short rest you can spit acid at a target up to 25ft this acid does 1d4 acid damage. Languages. common, Aposopteran Lingo. Appoplexian Abbillty Scores. You gain a +2 in charisma and a +1 in strength. Size. your size is medium. Speed. 35ft, climbing 25ft. Animal Magnetism. you are in a perpetually aggravated state, trashtalking anyone or anything that gets in your way (Including Allies). You gain advantage on all Charisma akill checks and disadvatage on all Intellegence skill checks with the exception of investigation. Battle Rage. you fight with primal ferocity. onece per short rest on your turn, you can enter a rage as a bonus action. whike raging, you gain the following benefits: you have advantage on Strength checks and strength saving throws. when you make a melee weapon attack using Strength, you gain a bonus to the damage role equal to your strength modifer. you have resistance to bludgeoning, poercing, and slashing damage. your rage ends early if you are knocked unconcius or if your turn ends and you haen’t attacked a hostile creaturesince your last turn or taken any damage since then. you can also end your rage as a bonus action. Let me tell you something! as a reaction to taking damage you can make a short rant at the creature that damaged you. it must succeed a Charisma save (DC12) or become freightened for one turn. you can only use this abbility once per target. Claw. your unarmed strikes deal 1d6 + STR modifier Slaashing damage. Languages. Common. Rodentoid Abbility Scores. you gain a +2 in charisma and a +1 in dexterity. Size. your size is small. Speed. 30ft, burrowing 30ft, climbing 30ft. Immaculate Vernacular. You are incredibly well spoken. when attempting a vocal charisma (Performance, Persuasion, Deception) check, you roll with advantage. Stache Your Shields. your Long Shot abbility deals a unique damage type, reffered to as stache damage. this damage overcomes all resistances. Long Reach. you can use the ends of your moustache to grab, hold and manipulate objects with a reach equal to the reach of your Long Shot abillity. Long Shot. as an action you can target one creature to attack with your moustach, reach 10ft with 1d6 stache damage. Language. common


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