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Penguinfolk

Penguinfolk Features

  • Ability Score Improvement. Your Constitution score increases by 1 and one mental ability score (Intelligence, Wisdom, or Charisma) of your choice increases by 1.
  • Aerodynamic. You can be thrown twice as far as normal.
  • Age. Penguins reach adulthood between ages 5-7, and can live to be as old as 30 or as young as 8.
  • Alignment. Penguins tend heavily towards lawfulness, and as a rule they are good and kind-hearted. A small number of chaotic and/or amoral penguins exist, and even they are swayed by the prospect of community.
  • Beak Attack. Your beak functions as a honed weapon -- as sharp as a sword, it is your pride and joy. You can use your beak as a melee weapon, dealing 1d4 + Dexterity or Strength modifier as piercing damage when you hit with it. You are proficient with this melee weapon.
  • Languages. You can speak, read, and write Common, Aqua, and Penguin. Penguin is a bird's language that consists solely of squawking.
  • Natural Swimmer. You have a swim speed equal to two times your base walking speed and can see normally underwater.
  • Polar Resistance. You have resistance to cold damage.
  • Size. Penguins are between 3 and 5 feet tall and average about 60 pounds. Your size is Small.
  • Speed. Your base walking sped is 25 feet.
  • Variant Penguin Traits: Prinny. These two traits may replace the Natural Swimmer feature.
  • Prinny Bomb. When you are thrown, roll 1d20. On 2-5. On 1 you explode and take 1d4 damage. All creatures within 30ft make a Dexterity save. On fail, they take (level)d12 piercing damage. On success, they take half that. The DC for this save is 8 + Proficiency + Constitution.
  • Tiny Wings. Your jump distance and height both increases by 10ft, though you still fall normally.
  • Subrace. You must choose between three subraces of penguinfolk: Polar, Sub-Arctic, or Atoll.
 

Polar

  • Ability Score Improvement. Your Charisma or Wisdom score increases by 1.
  • Cultured Upbringing. You can speak, read, and write one additional non-exotic language.
  • Extraordinary Cuteness. You are a cute penguin. As such, you have proficiency in Persuasion.
 

Sub-Arctic

  • Ability Score Improvement. Your Intelligence score increases by 1.
  • Cartographer's Lore. Whenever You make a History check, related to locations, places, structures, or well-known points of interest that have been mapped you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinkerer. You have proficiency with one set of artisan's tools and tinker's tools. Using these tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
 

Atoll

  • Ability Score Improvement. Your Strength or Dexterity score increases by 1.
  • Speed. Your base walking speed increases to 30 feet.
  • Martial Training. You have proficiency with the Mace, Trident, Sling, and Warhammer.

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