Choobs

Choobs are a strange folk by many accounts. Beings that sprung about through unknown means (Although Fey influence is theorized due to their mischievous nature), Choobs resemble bipedal mustelids and come in a wide range of colors and styles, although the most common color is different tones of black, white and brown on their fur. Their culture, never quite assembling into fully formed societies, exists in the form of tribes, villages and small towns, but it is fairly common for a Choob to exist within other cultures. Many Choobs find comfort in the simple life of farming, hunting or trade, having a particular knack for locating and analyzing valuable things and seemingly being drawn to shiny ones. It is also fairly common to find a Choob living the adventuring life, as their usual attitude is a very good fit for the sort of things the job entails. Great companions and skillful artists, a Choob is almost always a joy to see. If you play a Choob, you gain the following traits:  

Ability Score Increase. Your Wisdom and Dexterity scores each increase by 1

Age. Choobs mature around the age of 8 and live up to 50 years.

Alignment. Choobs are usually Good but will lean toward chaos more often than law.

Size. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sharp Teeth. You can make an unarmed bite attack for 1d4 Piercing damage.

Languages. You can speak, read, and write Common and Choob

Unpredictable. Choobs hold a particular unpredictability to themselves. Some might see it as unreliable, but they fail to see the full picture. Once per day, when you make an ability check, attack roll or saving throw, you can choose to forgo the roll and treat it as if you had rolled a 10 (Similarly to the rogue's reliable talent feature). Once you use this, the fates seek to balance out your mingling. The DM chooses one ability check, saving throw or attack roll you make and deems it a natural 1 instead. This can only happen on the same day that you used this feature. At 5th level you can use this feature twice, but only after you've received a natural 1 from its last use.

Subrace.

There are several varieties of Choobs, each adapted to their own environment. Choose one from the following list:  

Otter

Ability Score Increase. Your Charisma score increases by 1.

Amphibious. You have a swim speed of 40 feet, and can hold your breath for 10 minutes.

Water Child. You have advantage on all Perception checks while submerged in water. To gain this benefit, the body of water must be comfortable enough to fit you and allow you to freely move around.

Otter Love. When you bond with a creature, it's for life. Choose one willing person that you know and are friendly with. They become your mate. While your mate is within 30 feet of you, you both gain a +1 to your ACs. If your mate dies or breaks off the connection, you must wait 1d4 months to be able to use this feature on a different person.

 

Skunk

Ability Score Increase. Your Constitution score increases by 1.

Skunk Spray. You can make a natural spray attack in a 15-foot cone as an action. Any creature in the cone must succeed on a Constitution save or become poisoned for 1d4 rounds. The DC for this save equals 8 + your Constitution modifier + your proficiency bonus. A creature hit by this attack has disadvantage on all Charisma based skill checks for 2d4 days or until cured with a special deodorizing bath or if cleaned with the prestidigitation cantrip. You can do this a number of times equal to 1 + your Constitution modifier per long rest.

Strong Musk. Your natural odor is strong enough to repel most creatures. Any creature that has a sense of smell and starts its turn within 5 feet of you must make a DC 8 + your constitution modifier + your proficiency bonus Constitution save or have disadvantage on the first ability check or attack roll they attempt on their turn. Creatures with Poison resistance and immunity are unaffected. You also have disadvantage on persuasion skill checks.

Poison Resilience. You are resistant to Poison damage.

 

Mink

Ability Score Increase. Your Charisma score is increased by 1.

Semi-Aquatic. You have a 30-foot swim speed.

Natural Beauty. You have advantage on Deception and Persuasion skill checks to any creature that is friendly to you and your companions. In combat, you can attempt to charm a creature within 30 feet of you. As an action, make a Persuasion check against a creature's Wisdom saving throw. On a failed save, the creature is charmed by you for 1 minute or until you and your companions do anything harmful to it. It will continue to fight but will otherwise try not to harm you. On a success, a creature is immune to your Natural Beauty for the next hour. You can use this ability a number of times equal to 1 + your charisma modifier before taking a long rest.

Friendly. You know the friends cantrip and can cast it without any components. Charisma is your Spellcasting ability for this spell.

 

Weasel

Ability Score Increase. Your Dexterity score is increased by 1.

Bravado. You have advantage on Wisdom saves against fear effects.

Proficient Hunter. Once per long rest, you may designate one specific creature as your prey. You gain advantage on all checks related to tracking or locating that creature until your prey is dead, your goal regarding that creature is fulfilled, or you complete a long rest.

Rodent Allies. You can communicate with rodents as if you shared a language and have advantage on ability checks to influence them.

 

Ferret

Ability Score Increase. Your Dexterity score increases by 1

Burrower. You have a 15-foot burrow speed.

Inquisitive Mind. You are proficient in the Insight skill.

Uncanny Sense. You gain a bonus to your Passive Perception equal to your proficiency bonus.

 

Meerkat

Ability Score Increase. Your Wisdom score increases by 1.

Lookout. You have proficiency in Perception. You have advantage on Perception checks while on watch. If you would be surprised at the beginning of combat, you may take the dodge action as a reaction to a harmful effect targeting you.

Agile Escape. When using the disengage action, you may move an extra 5 feet as long as you don't move within 5 feet of another hostile creature.

Burrower. You have a 15-foot burrow speed.

 

Mongoose

Ability Score Increase. Your Dexterity score increases by 1.

Draconic Slayer. You have advantage on attacks and skill checks against creatures with the dragon type. You can make an opportunity attack against a creature with the dragon type even if it uses the disengage action. You have resistance to poison damage.

Bravery. You have advantage on saving throws to resist fear effects.


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