Koala Kin
Koala Kin
Sentient koala bear with prehensile tail. Culture is like a primitive tribal culture. Possible racial bonus to nature and survival checks in native terrains. It is said that their shamans are able to cast the Plant Growth spell as ritual using their blood as a ritual component. This quality of their blood causes anything biting them or consuming their blood to take a necrotic poison effect. It's a symbiotic mycelium that grows in their blood. Causes the Koala Kin to need to eat twice as much as anyone else their size, but in return they recover much faster than other creatures. Their rests are half as long as humans, both short and long rests. Their blood can be used with a successful DC 17 Alchemy or Herbalism check to make a drug that grants the increased appetite and improved rest time benefits. Long term use causes madness. Any race immune to poison is unaffected by this drug except for a mild mood elevating effect that wears off in an hour. Dwarves are known to brew ales and Bourbons with the blood infused in it on purpose for that effect.
Ability scores: +2 Charisma, +1 Strength Size: small. Average height for adults is 1.5-2 feet tall. Average tail length is 3 feet long. Natural Terrain: Choose one natural Terrain from the following list- Arctic, forest, jungle, mountain, plains, swamp. You have advantage on nature, perception, and survival checks in your natural Terrain. Natural climber: as long as you are able to use your tail and claws, you have advantage on athletics checks for climbing. Omnivore: claw and bite attack 1d4 each. Immune to poison and rotten food. Prehensile tail: anything they could do with a hand or foot, they can do with their tail instead. They have advantage on grappling and trip attacks with their tail. Cute but Deadly: Koala Kin can use the Booming Blade and Friends cantrips at will as well as the Hunter's Mark and Charm Person spells once per short rest each. When they reach level 11 they may use them twice per short rest each. Charisma is the spellcasting ability for these spells. They may use their claws or bite with their booming blade attack.
Sentient koala bear with prehensile tail. Culture is like a primitive tribal culture. Possible racial bonus to nature and survival checks in native terrains. It is said that their shamans are able to cast the Plant Growth spell as ritual using their blood as a ritual component. This quality of their blood causes anything biting them or consuming their blood to take a necrotic poison effect. It's a symbiotic mycelium that grows in their blood. Causes the Koala Kin to need to eat twice as much as anyone else their size, but in return they recover much faster than other creatures. Their rests are half as long as humans, both short and long rests. Their blood can be used with a successful DC 17 Alchemy or Herbalism check to make a drug that grants the increased appetite and improved rest time benefits. Long term use causes madness. Any race immune to poison is unaffected by this drug except for a mild mood elevating effect that wears off in an hour. Dwarves are known to brew ales and Bourbons with the blood infused in it on purpose for that effect.
Ability scores: +2 Charisma, +1 Strength Size: small. Average height for adults is 1.5-2 feet tall. Average tail length is 3 feet long. Natural Terrain: Choose one natural Terrain from the following list- Arctic, forest, jungle, mountain, plains, swamp. You have advantage on nature, perception, and survival checks in your natural Terrain. Natural climber: as long as you are able to use your tail and claws, you have advantage on athletics checks for climbing. Omnivore: claw and bite attack 1d4 each. Immune to poison and rotten food. Prehensile tail: anything they could do with a hand or foot, they can do with their tail instead. They have advantage on grappling and trip attacks with their tail. Cute but Deadly: Koala Kin can use the Booming Blade and Friends cantrips at will as well as the Hunter's Mark and Charm Person spells once per short rest each. When they reach level 11 they may use them twice per short rest each. Charisma is the spellcasting ability for these spells. They may use their claws or bite with their booming blade attack.
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