Alebrijes (5e Race)
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Alebrijes[edit]
Physical Description[edit]
Alebrijes (pronounced as al-lay-bree-hay) are brightly colored Mexican folk-art sculptures depicting fantastical creatures or familiar animals. They can have horns, antlers, wings, fangs, fins, scales, humanoid bodies, and some have all at once. No two are exactly alike, but all alebrijes are painted with intense, vibrant colors and intricate patterns. Artists use detailed patterns of stripes, dots, geometric shapes, flowers, and flames. Many creatures have bodies that are exaggerated, twisted, or contorted. The faces of alebrijes have expressions ranging from peaceful and playful to suspicious and sinister. They are often made from copal wood, papier Mache, or clay.
History[edit]
Pedro Linares was known for making papier-Mache piñatas, carnival masks, and religious figures. One day, he became very ill. While in an unconscious state Linares dreamed of these incredible, scary creatures. The creatures began chanting a single nonsense word: alebrije… alebrije… alebrije! He became afraid and couldn’t tell if they were warning or threatening him. However, it was enough to startle him awake in time for his fever to subside. After recovering from his illness, Linares began using paper and cardboard to craft large, vivid, ethereal creatures that looked like a combination of multiple animals to create a fearsome creature. He called these sculptures alebrijes.
As Linares' papier Mache alebrikies became popular, the artwork inspired Manuel Jiménez Ramírez in the nearby town. Jiménez Ramírez first made animal figures from clay when he was eight, then switched to wood to create spiritual masks. When he saw Linares' alebrijes sculptures, Ramírez created his own version of alebrijes. They are inspired by his town's culture of creating nahuals figurine (shamans with the ability to transform into an animal through a single animal spirit). As such, Ramírez's alebrijes has only one animal with colorful designs. Similar to nahuals, these alebrijes have a strong connection with the animal spirits. In this case, very literal. They are designed to be artistic versions of traditional spirit animals.
After several years had passed, a powerful and popular shaman named Maria Sabina became interested in alebrikie. She can see that a lot of emotions, thoughts, and meaning are made into these popular figurines. She wished to breathe life into the miniatures to serve as familiars and ease her burden. Alebrikies can be a perfect vessel for a helpful spirit. Not only the creator has poured a lot into their alebrikie, but they are also widespread around the desert.
After a few years of research and experimentation, Sabina created the first living Alebrikie. Alebrikies come in two distinct types: Linares and Ramírez. Linares' alebrikies are known to protect their creator fiercely. They are known to frighten anyone who wishes harm to their creator or the people they wish to protect. Ramírez's alebrikies become the spirit animal guides. Through dreams, they help others in their everyday struggles. With a bit of necromancy magic, alebrikie figurine, and the knowledge to call out a willing and friendly spirit, anyone could breathe life into an alebrikie. From that moment, living alebrikies become a popular sight in the desert.
In relative recent times, there was a traveling group of puppeteering shows. It was called Chihuahuan theater group and run by a foreigner named Judith Bronowski. When they traveled through the villages near Linares' and Ramírez's hometowns, they were inspired by the miniature alebrijes. The vibrate colors and designs would fit perfectly in the upcoming festival called the Day of the Dead. Chihuahuan hired local clay potters to create their own version of alebrije. Instead of fearsome creatures from nightmares or the spirit animal that guides the dream, Chihuahua’s alebrije is a combination of two different animals to represent as a spirit animal that is in both worlds: the living and the dead. An alebrije that is spirit animal that guides the dead to their rest and helps the living overcome their grief and regret for the dead.
Chihuahuan theater group performed the play "Alebrije" with their life-less alebrije on the Day of the Dead. The show was a great hit. Quickly, this version of alebrije spread across the desert. Many towns use alebrije as part of the decoration on this celebration. Some shamans have figure out a way to awaken these new versions of alebrije with the ability to serve their new role: the mediator between the two realms.
Society[edit]
Alebrije are always found with other living creatures. They are very social creatures that love to be among other races. It is very rare for two or more alebrije group up together. While they enjoy and socialize with their own kind, alebrije prefer long term relationship with other races.
Alebrije tends to be protective over a certain town, group (like a family or friends), or a single person. It gives them a purpose in life. They are created to help others. As such, these living constructs spend a large amount of time out with other people. Not all alebrije are kind and gentle. They are living, thinking creatures that can make their choices and have their own personality. They feel that their place in life is impacting other living creatures, for the better, good, or bad.
Alebrijes Names[edit]
They are often named by their creators which has large variety. The more traditional or less creative creators would pick Mexican inspired names as seen in the example names below:
Male: Xavier, Juan, José, Francisco, Antonio, Jesús, Diego, Gael, Gabriel, Vicente, Dario, Dante, Pedro, Alejandro, Mario, Damián, Esteban, Sergio, Carlos, and Enrique
Female: María, Juana, Leticia, Rosa, Rosaura, Rosalía, Isabel, Elena, Laura, Graciela, Imelda, Remedios,, Socorro, Pilar, Victoria, Deliaa, Fernanda, Teresa, Sofía, Camila, Valentina, Isabela, Ximena, Natalia, Mía, Nicole, Melanie, Regina, Renata, and Luna.
Alebrijes Traits[edit]
colorful animalistic spiritual or dream guides
Ability Score Increase. Your Wisdom score increases by 1 and your Charisma score increases by 1
Age. The maximum lifespan of the Alebrijes remains a mystery; so far, Alebrijes have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Any alignment. There is a slight preference to lawful good.
Size. Alebrijes vary massively in height and build, from barely 1 inch to well over 12 Feet tall. Your size is Small.
Type. Construct
Speed. Your base walking speed is 25 feet.
Darkvision. Darkvision
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have the advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
Sentry's Trance. Alebrijes don’t need to sleep. Instead, their spirits leave the body to allow the body to properly rest, for 6 hours a day. When you are in a trance, your facial expression is locked into the expression that your creator has chosen during your creations, usually positive or fearsome. While in trance, you may enter dream land and become a lucid dreamer or keep watch on the surrounding by entering the ether plane. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Artistic Creation. You are made to look pretty and stand out. You have an advantage on performance but disadvantage on stealth checks as long as your bright skin is revealed to the world.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Ramírez, Chihuahuan, or Linares
Ramírez[edit]
You are based off of Ramírez' famous art style of creating an artificial spirit guide from a single animal. During your creation, your creator calls for an animal spirit and place it inside a life-less alebrije. You are called to be the spirit animal for the people. It is your duty to guide people through their dreams.
Dream Guide. You use your powers to take a peek at a dream. As an action, you touch one dreaming creature. You know one description of the dream. The description is usually are good, bad, crazy, ok, or realistic.
Spirit Guide. You do your best as a spirit guide to others. At 5th level, during a long rest, choose a dreaming creature that you can see. You enter into their dream. You have the ability to make the dream nicer and more peaceful but the dreamer's subconscious chooses how this is achieved. The dreamer will wake up with memories of a good dream.
You can use the help action as a bonus action to only the creatures that are effected by this trait.
Simple Beast Creature. You are made to look like an existing or fictional creature. You gain the ability score increasement and two traits from one of the animals below.
These traits must come from a different part of the animal, head, wing, arm, body, and legs. Ramírez has all or most the body parts of the given by the animal. Only two of these traits are functional and the remaining traits are decoration.
Chihuahuan[edit]
You are based off of Chihuahuan' famous art style of combining two different animals to represent the two realms: the living and the dead. During creation, an animal spirit that wishes to be different, inhabits your shell. Chihuahuan alebrijes has a strong tie to the afterlife. They are made for the role of calming and guiding spirits to the afterlife.
Traditionally, the animals used in Chihuahuan are from the 20 animals in the Zapotec calendar (Iguana, coyote, turtle, chameleon, snake, armadillo, deer, rabbit, frog, dog, monkey, owl, possum, jaguar, eagle, cenzontle, butterfly, snail, fish, and hummingbird). Modern Chihuahuan have expanded to any animal and mythical beast.
Dead Guide. You help spirits reach the afterlife. You gain 30 ft of ethereal sight. At 3rd level, you can cast gentle repose as a ritual.
Hybrid Creature. You are made of the best of two animals. You gain one ability increasement from one of the two animals. You gain one body trait from any animal from below and one non-body trait from any other animal from below.
Chihuahuan may have other body parts from two animals. Only two of these traits are functional and the remaining traits are decoration.
Linares[edit]
You are based off of Linares' famous art style of combining three or more different animals. Each animal represents one of the elements. During creation, a spirit that wishes to become powerful. You are created to be the best of all the animal parts that you are made of. Your role is to protect the future and balance the elements of this world.
The Nightmare Repeats. You can give your enemies nightmares. At 5th level, during a long rest, as an action, touch a dreaming creature and they make an intelligence saving throw vs 8 + your charisma modifier + your proficiency modifier. On a pass, the dreamer wakes up and knows that you attempted to curse them. On a failure, the dreamer gets a nightmare. This nightmare is about all different types of horrifying Linares Alebrijes. Each of them only says the word "Alebrijes" and seem to be trying to tell or warn the dreamer about something very important. When the dreamer wakes up, they are frightened until the end of this turn (6 seconds). Until the next long rest, the effected creature as advantage to saving throw against a disease.
Divination Guide. You do your best to guide others to a better future. During a long rest, choose a dreaming creature that you can see. You enter into their dream. You have the ability to make the dream nicer and more peaceful but the dreamer's subconscious chooses how this is achieved. After a good dream, the effected creature next ability, saving throw, or attack roll will have advantage. You can only affect one creature with this ability and the effected creature will remember most of their dream.
Elemental Creatures. You are made of the best of three animals. You gain one trait from three different animals. You don't gain any of the animal's ability score increasement.
These traits must come from a different part of the animal, head, wing, arm, body, and leg. Additionally, the chosen animals must not share the same elements.
Linares may have other body parts than what has been picked from each three animals. Only three of these traits are functional and the remaining traits are decoration.
A Linares could have a fourth animal from the fourth element. All traits from the fourth creature are decoration.
Animals[edit]
The following are animal traits to choose from:
Puma, Margray, Jaguar, or Ocelot (Cat) (Earth)[edit]
This creature represents your bold character and fierce loyalty. You fearlessly charge into the unknown, always seeking new adventures with a playful spirit that is truly infectious.
- Ability Score Improvement
Dexterity score increases by 1
- Hidden Prowl (Body)
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Feline Agility (Leg)
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns and 1 minute has passed.
- Pounce (Leg)
If you jump at a creature and then succefully hits it with an unarmed attack on the same turn, that target must succeed on a DC 8 + your strength modifier + your proficiency bonus of Strength saving throw or be knocked prone.
- Rampage (Arm)
When the you reduces a creature to 0 hit points with a melee attack on your turn, the you can take a bonus action to move up to half its speed and make an unarmed attack.
Spotted Owl (Air)[edit]
Bestowed with wisdom beyond their years, individuals possess a profound, intuitive understanding of the world. Your insightful nature shines through, illuminating the path for others.
- Ability Score Improvement
Wisdom score increases by 1
- Flyby (Arm)
Any attacks against a creature, miss or hit, they have disadvantage to attacks of opportunity until the end of this turn.
- Wise Owl (Head)
You gain proficiency in any wisdom based skill. At the end of a long rest, you may change this skill proficiency to another wisdom based skill.
Cottentail Rabbit (Earth)[edit]
You embrace exploration and the pursuit of freedom. You possess an infectious enthusiasm that lights up any room. Your charismatic energy draws people in, making you a natural-born storyteller and the life of the party.
- Ability Score Improvement
Charisma score increases by 1
- Lucky Footwork (Leg)
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.
- Rabbit Hop (Leg)
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Kick (Leg)
You have powerful legs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier for an unarmed strike.
- Nimble Escape (Body)
You can take the Disengage or Hide action as a bonus action on each of your turns.
Berylline or Azure-crowned Hummingbird (Air)[edit]
You tend to be gentle nature and ability to find joy in every moment. Just like this small bird flitting from one colorful flower to another, you navigate life with grace and beauty. Your compassionate heart and empathetic spirit shine through, inspiring others to cherish the little things in life.
- Ability Score Improvement
Charisma score increases by 1
- Calming Mist (Head)
You releases a calming gas in a 5-foot-radius sphere centered on you. Each creature in that area must succeed on a DC of 8+your charisma modifier+your proficency modifier on Charisma saving throw or become charmed by you for 1 minute. While charmed in this way, the creature has disadvantage on perception checks and has a speed of 0. You can use this trait once per long rest.
- Thunderous Wings (Body)
You know the thunder clap cantrip. At 3rd level, you can cast Thunder Wave without any spell slots once per short or long rest. Charisma is your spellcasting modifier.
Vermillion Flycatcher, Eagle, Blue Cenzontle (Mockingbird), or Elegant Euphonia (Birds) (Air)[edit]
You are like the soaring spirit of this regal creature. You exude confidence and leadership, making your presence known wherever you go. Your keen vision and unwavering determination allow you to conquer new heights and inspire those around you to do the same.
- Ability Score Improvement
Dexterity score increases by 1
- Wind Caller (Body)
Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for it when you cast gust of wind with this trait.
- Mimicry (Head)
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
- Inspiring (Head)
By spending an action and giving words of advice or encouragement, you can inspire an ally who is able to see and hear you. The ally can roll a d4 and add the number rolled to their next ability check, attack roll, or saving throw.
- Songbird (Head)
When you perform, you can demonstrate the innate and mystical power of your Charisma. You may cast the charm person spell once per long rest. This spell does not require any somatic components to cast. Charisma is your spellcasting ability for this spell.
- Aerial Defense (Body)
Creatures that attack you while you are falling, gliding, or jumping have disadvantage on their attack roll.
Red Brocket Deer (Equine) (Earth)[edit]
You possess a calm and empathetic nature. Just as this creature gracefully navigates through the forest, you find peace in nature and have a deep connection to the world around you. Your reliability and practicality make you a pillar of support for your loved ones, as you guide them through life’s challenges.
- Ability Score Improvement
Strength score increases by 1
- Equine Speed (Legs)
Your walking speed is increased to 35 feet.
- Fortune from the Many (Body)
If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Speech of Beast and Leaf (Head)
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Pygmy Rattlesnake, Coffee Snake, Mouse Snake, Boa, or Jumping Pit Viper (Earth)[edit]
A mysterious energy flows within them. You possess a transformative spirit that embraces change and growth. Your ability to adapt and see the hidden truths in any situation makes you a wise and trusted confidant for others.
- Ability Score Improvement
Intelligence score increases by 1
- Magic Resistance (Body)
You have advantage on saving throws against spells.
- Slither (Leg)
You slither on the ground instead of walking. While you are prone crawling costs you no additional movement.
- Constrictor (Arm)
Whenever you hit a creature with an unarmed attack, you can make a grapple check against that creature without requiring an action. You can only have one grappled creature at a time.
- Intimidating Presence (Head or Wing)
As a bonus action, you rattle your tail or your open your neck flap and hiss in promise of danger. Until the end of this turn, you gain advantage on intimidation checks against creatures that can see or hear you.
- Slithering Jump (Leg)
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.
Howler or Spider Monkey (Ape and Monkey) (Earth)[edit]
You process a mischievous spirit that sparks curiosity and creativity. Just like this playful creature swinging through the trees, you approach life with a sense of adventure and a thirst for knowledge. Your passion and intensity draw others to you, as they are captivated by your contagious zest for life.
- Ability Score Improvement
Intelligence score increases by 1
- Primate Armor Training (Body)
You have proficiency with light and medium armor.
- Cantrip (Body)
You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
- Specialized (Head)
You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
- Dexterous Leg (Leg)
As a bonus action, you can use your Leg to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Additionally, you gain a climbing speed of 20 ft.
- Ape Dodge (Body)
The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d4. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait once per long rest.
Coyote or Gray Fox (Dog) (Earth)[edit]
You embody loyalty, warmth, and a deep sense of companionship. You offer unwavering support and love to those around you. Your optimistic nature and ability to bring joy into any situation make you a cherished friend and confidant.
- Ability Score Improvement
Wisdom score increases by 1
- Cainine Speed (Legs)
Your walking speed is increased to 35 feet.
- Canine Howl (Head)
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait once per short or long rest.
- Pack Empowerment (Body)
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. You can use this trait up to your charisma modifier. You regain all uses after a short or long rest.
- Team Tactics (Body)
You can use the Help action as a bonus action.
Monarch Butterfly (Air)[edit]
Ah, the enchanting butterfly! This delicate creature symbolizes transformation and personal growth. As it gracefully emerges from its chrysalis, the butterfly teaches us to embrace change, leave the past behind, and step into a more beautiful future. Its vibrant colors remind us to celebrate the diversity and unique beauty within ourselves and others.
- Ability Score Improvement
Charisma score increases by 1
- Butterfly Magic (Body)
You know the druidcraft cantrip.
Starting at 3rd level, you can cast the calm emotion spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast calm emotion or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom or Charisma is your spellcasting ability for these spells when you cast them with this trait.
- Distracting Camouflage (Wing)
Your wings can change color/pattern and positioning/shape to avert attention away from vital body parts. As a reaction, you turn a critical hit against you into a normal hit. You can use this feature up to your charima modifier (minimum 1) before needing to take a long rest.
Clymene Dolphin (Water)[edit]
You are known for your playful nature and harmonious energy. You remind others of the importance of connection, both with ourselves and others. You show the imporance of the value of cooperation, communication, and lightheartedness in our relationships.
- Ability Score Improvement
Intelligence score increases by 1
- Friend of the Sea (Head)
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
- Dolphin's Gift (Body)
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
- Hospitality: You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
- Passage: You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
- Spite: Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
Peccary or Tapirs (Pig) (Earth)[edit]
The peccary, often referred to as the “wild pig” in Mexican culture, brings a sense of humor to the party's journeys. You reminds them not to take themselves too seriously. Embracing our playful and silly side allows us to navigate life’s challenges with a light heart and a giggle.
- Ability Score Improvement
Charisma score increases by 1
- Porquine Speed (Legs)
Your walking speed is increased to 35 feet.
- Taunt (Head)
You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Wisdom or Charisma modifier (choose when you select this feature).
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Savage Attacks (Arm)
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Spined Micrathena or Tropical Orbweaver Spider (Earth)[edit]
Don’t let its eight legs and sticky webs scare you! Known for its cunning and trickster nature, this crafty arachnid symbolizes the duality of life and death. It weaves intricate webs, not only capturing prey but also symbolizing the interconnectedness of the human experience. Just be prepared for some sneaky surprises when this eight-legged companion follows you on your adventure.
- Ability Score Improvement
Intelligence score increases by 1
- Nimble Climber (Legs)
You have a climb speed equal to your walk speed. The you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Sense (Legs or Arms)
While in contact with a web, you knows the exact location of any other creature in contact with the same web.
Additionally, you ignores movement restrictions caused by webbing.
- Web Shooter
At 3rd level, you can cast web without material compoments. You can use this trait once per short or long rest.
Fire Dragon (Fire)[edit]
You are extremely ambitious, wise and always motivated to succeed. You work hard and are respected by your peers for your skills. You have the makings of a leader and if given the chance, will accomplish much. You don't always follow the advice of others, so they may upset them without realizing it. You could go a long way if you tried to be more understanding of other people's opinions and feelings.
- Ability Score Improvement
Constitution score increases by 1
- Breath Weapon (Head)
You can use your action to exhale destructive energy. Your draconic ancestry determines the size and shape of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw vs a of DC 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a long rest.
Dragon Scales | Area of Breath |
---|---|
Brass | 5 by 30 ft. line |
Gold | 15 ft. cone |
Red | 15 ft. cone |
- Flight (Wing)
You have a flying speed of 15 feet. If you are wearing any armor, you fall if you end your turn in the air and nothing else is holding you aloft.
Additionally, as a reaction, when you would take falling damage, you can furiously flutter your wings to slow your fall and land on your feet, taking no damage
- Fire Resistance (Body)
You have resistance to fire damage.
Grizzly Bear (Earth)[edit]
The bear is an awe-inspiring creature whose presence evokes respect and admiration. Animal of the forest and solidly anchored on the ground, it reminds everyone to stay connected to ourselves and the Earth. It illustrates the delicate balance between being protective of one’s own interests and reacting overly aggressively, retreating within and daring to go outside of the comfort zone, reconciling our needs with the needs of others and acknowledging the importance of self-care.
- Ability Score Improvement
Strength score increases by 1
- King of the Forest (Head)
You can use your raw strength to intiminate others. When you make a Charisma (Intimidation) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a long rest.
- Savage Attacks (Arm)
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
- Relentless Endurance (Body)
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Agouti, Paca, Fox Squirel, and Pygmy (Rodent) (Earth)[edit]
You have the gift for paying attention to the minutest of details in everything you do. You can also easily discern which aspects are the important ones and which ones do not need your attention. You have a heightened awareness of their surroundings, which allows you to spot danger long before others around them. You also tend to be rather timid or shy in times of stress. However, you recognize your timidity and compensate for it with your adaptability and determination.
- Ability Score Improvement
Intelligence score increases by 1
- Rodent Psionics (Head)
You know the mage Arm cantrip. When you cast the cantrip with this trait, you can use thieves' tool with the mage Arm.
Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence or Wisdom is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components when you cast them with this trait.
- Nimble Escape (Body)
You can take the Disengage or Hide action as a bonus action on each of your turns.
- Lithe (Arm)
Your swiming and climbing speed is 20 ft and your movement speed is increased by 5 ft when both hands are free.
=== Hooded Skunk, Weasels, Ringtails, and Coatimundis (Earth), Sureño Opossum (Fire) (Ratcoons and other small mammals) You’re playful, quick, clever, and cheerful. You are always looking to the future and paying attention to what is in front of your noses. You are good at concentrating and maintaining focus. You plan ahead and always has a figurative rainy-day fund ready. You often takes to its tasks alone, walking a solitary path while being careful observing its surroundings for contingencies.
- Ability Score Improvement
Dexterity score increases by 1
- Stinky Spray (Body)
Limitation to only skunks
You release a nasty spray. As an action, all creatures in a 15 ft cone make a Wisdom saving throw or take 1d6 physic damage. Regardless of the result of the save, the effected creatures have disadvantage on all charisma checks until muliple baths, single special bath, or a magic leveled spell that removes stench permantly.
- Nimble Escape (Body)
You can take the Disengage or Hide action as a bonus action on each of your turns.
- Weasel War Dance
Limitation to only weasel
This dance is a series of frenetic, manic twists, turns and jumps that confuse the prey and allow you to get close enough to go in for the kill. As a bonus action, you can enter your war dance. This dance lasts for 1 minute, until you die, or until you stop dancing as a bonus action. When you dance, you gain temporary hit points equal to your level and your movement speed is increased by 5 ft. Once you dance, you can’t do so again until you finish a long rest.
- Miner's Cat (Leg)
You gain climbing speed equal to your walking speed and your jumping distant is increased by 5 ft. Additionally, you can climb steep surfaces.
- Double-jointed Ankles and Wrist (Arm and Leg)
Special: This can be taken with just the Arm, Leg, or both. When pick both, it only counts as one trait instead of two traits.
Arm: You gain proficiency in thieves' tools. If you already have it, you gain expertise instead. Additionally, you can lock pick locks even if it on the other side as long as your hands can reach to it.
Leg: You gain climbing speed equal to your walking speed. Additionally, if you take the dash action, you do not require to make any checks to remain stable while climbing.
- Play Dead (Head)
You can pretend to play dead and hope other creatures leave you alone. After taking damage and you are below half of maxium hit points, you can use your reaction to rag doll and play dead. While playing dead, the following effects are aplied:
- You are prone and blind
- You drop everything
- You loose concentration on spells
- You face is stuck in the expression of great agony
You can remain in this state indefiantly. If you take any actions, movement, or even twitch a muscle, playing dead ends. A creature use their action or any other senses that sight to discover your act. Once a creature discovers your act, they are immune to Play Dead until the next long rest.
- Fire Eater and Fire Bringer (Head or Wing)
Limitation to only opossum
Folk lore speaks of your ability to eat fire and your burned tail. As a reaction, you gain fire resistance as you eat fire or the fire move to your "burned" tail. Until the end of your next turn, one of the following happens depending on the body part.
If your body part is the head, your bite deals an extra 1d4 fire damage. If your body part is the tail, your tail with wreathed with fire and generates 20 ft of bright light and your tail deals an extra 1d4 fire damage.
Elephant (Earth)[edit]
You are blessed with an array of powerful attributes that can guide and support you on your journey. You embody a unique combination of wisdom, strength, loyalty, and perseverance, qualities that can serve as a source of inspiration and guidance.
- Ability Score Improvement
Intelligence score increases by 1
- Natural Armor (Body)
You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Trunk (Head)
You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
- Never Forget (Head)
You have advantage on Intelligence (History) checks to recall something from within the past year. Additionally, you gain proficiency in history.
Spiny Lizard, Greater Scaly Anole, Sack’s Giant Whiptail Lizard, chameleon, Brown Forest Skink, Spiny-tailed Iguana, or Brown Basilisk (Earth)[edit]
You have the power to regenerate anything that you feel that you have lost. You are prone to repeating some cycles simply because you loves to recreate your emotional attachments in some way. You are extremely good at facing their fears. They are also good at moving between realities and “other worlds.”
- Ability Score Improvement
Strength score increases by 1
- Hungry Jaws (Body)
Requirement: Bite trait
You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Natural Armor (Body)
You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Water Runner (Legs)
Requirement: only Brown Basilisk Lizards
When you take the dash action, you can run across the water or other non-dangerous liquids. You fall into the water if you end your turn on top of the water.
- Chameleon Color Change
Limitation to only chameleon
You can change your coloring and design at will. You can cast disguise self at will.
Purple Snail (Earth), Olive Ridley Sea Turtle (Water), Agassiz's and Morafka's Desert Tortoise or Nine-banded Armadillo (Fire)[edit]
You moves to an inner drummer that is in no hurry. Seeming to have no worries, you plods along at a cosmic, personal pace. If you had a mantra, it would be “one small step at a time.” You truly lives in the moment – taking one after another with simple, innocent acceptance. This is a powerful lesson for people who rush about at unhealthy speeds, often missing the mystical gem right in front of them, in the here and now.
- Ability Score Improvement
Constitution score increases by 1
- Natural Armor (Body)
Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
- Shell Defense (Wing)
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
- Patient
When you react with a readied action, you have advantage on the first attack roll, skill check, or ability check you make as a part of that action
Firefly/ Fire Beetle (Fire)[edit]
You carry a great light on the inside of you. Put differently, you to be a light to others in dark times. You try not to burn yourself out to lighten the path of others. You to exercise perseverance if you wish to achieve anything worthwhile in life. There’s no doubt that setbacks will occur as you journey through life. However, you not to let those delays stop you from reaching your goals.
- Ability Score Improvement
Dexterity score increases by 1
- Hover (Wing)
Your wings are made for long term, near ground flight. You have a flying speed equal to your walking speed. However, you cannot fly higher than 10 feet off the ground.
- Illumination (Body)
The bug sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Additionally, when this you reach 0 hp, all creatures within 5 ft of you must make a dexerity saving throw vs 8 + your wisdom modifier + your proficiency or take 1d6 fire damage.
- Speedy Dodge (Legs)
Require: Hover Trait
You can use a burst of speed to dodge an attack. As a reaction, you can half the damage it takes from an attack made against it, provided it can see the attacker. You can use this feature once per long rest
Octopus (Water)[edit]
If you want something that you desire right now, you need to camouflage yourself and fly under the radar. Keep doing what you are doing, but be inconspicuous while doing it. You must wait until the very last moment. Meaning that when your prize is within grasp, then you can announce your intentions.
- Ability Score Improvement
Strength score increases by 1
- Tentacles (Arm)
You can use your tentacle as an unarmed attack. On a hit, deal 1 bludgeoning damage and the target is grappled. Until this grapple ends, the you can't use its tentacles on another target.
- Ink Cloud (Body)
As an acrion, you create a 5-foot-radius cloud of ink extends all around the you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the you can use the Dash action as a bonus action on this turn. You can use this ability once per short or long rest.
Fish (Water)[edit]
Fish present knowledge and mysteries lie deep within our own minds which can only be discovered by exploring all corners of it with unceasing curiosity. You encourages other to keep learning and growing as individuals. You are an explorer of the unknown, deep knowledge.
- Ability Score Improvement
Dexterity score increases by 1
- Slippery (Body)
You have advantage on ability checks and saving throws made to escape a grapple or avoid being grappled.
- Leviathan Will (Head)
You have advantage on saving throws against being charmed, frightened, or poisoned.
Frog (Amphibian) (Water)[edit]
- Ability Score Improvement
Dexterity score increases by 1
- Poisonous Skin (Body)
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC of 8 + your constition modifier + your proficiency modifier on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Sticky Pads (Arm)
You gain climbing speed equal to your walking speed. If you have atleast one free hand, you can fleely climb across smoth, vertical, and upside down surfaces. When you climb this way, you cannot make attacks or use spells with somatic componments.
- Standing Leap (Leg)
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Custom Animals[edit]
There is unlimited number of real and imaginary animals. There is no way to figure out what traits thoose animals will have. Before creating a new animal, check if the animal is similiar to any animals above or have traits similiar to an animal above. If there is one, use that animal's stats instead. If nothing fits well (which is true for most sea creatures), then follow the steps below:
1. Pick a name for your animal and the best fitting elemental type for that creature.
2. Create a small paragraph on what this animal represent.
3. Describe all visual aspect of the animal and any special abilities.
4. Pick an ability score that will be increased by choosing this animal
5. Pick one animal body trait or general body trait. This is your body trait for this creature.
6. Pick one animal non-body trait or general body trait. This is your non-body trait for this creature.
7. You are done. Custom animals do not gain a spirit trait.
General Animal Traits[edit]
Most animals (like sea life) share traits across many different animals. The following traits can be picked by any animal, only if it makes sense for that animal to get it as a trait. Example: a fish should not be allowed to get the Hooves trait.
- Adverage Size (Body)
Your size becomes medium and your speed is increased by 5 ft.
- Arctic Native (Body)
You have resistance to cold damage. You are immune to the to the effects of both cold weather and Extreme Cold as described in the Dungeon Master’s Guide (page 110).
- Blood Frenzy (Body and Arm)
Requirement: Water element
While in the water, you have advantage on melee attack rolls against any creature that doesn't have all its hit points. This trait uses up two parts instead of one.
- Daunting Roar (Head)
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a long rest.
- Desert Native (Body)
Requirement: Fire intuned creature only
You have resistance to fire damage. You are immune to the to the effects of both hot weather and Extreme Heat as described in the Dungeon Master’s Guide (page 110).
- Digger (Arm)
Requirement: Earth or fire intuned creature only
You gain borrowing equal to your walking speed.
- Flight (Wing)
Requirement: Air intuned creature only
You have a flying speed of 15 feet. If you are wearing any armor, you fall if you end your turn in the air and nothing else is holding you aloft.
Additionally, as a reaction, when you would take falling damage, you can furiously flutter your wings to slow your fall and land on your feet, taking no damage
- Giant (Body)
Your size becomes large and you gain the features from Large Player Characters variant rule.
Just like any variant rules, your gm must first approve Large Player Characters variant rule before picking this trait.
- Grasping Tongue or trunk (Head), tail (Wing)
You can use your tongue/trunk/tail to grapple targets up to 10 feet away. You do not provoke an attack of opportunity or incur penalties for not having both hands free when starting a grapple in this manner. Normal rules for grappling apply afterwards.
- Keen Smell/Hearing (Head)
You have advantage on Wisdom (Perception) checks that rely on hearing or smelling. This is chosen when you pick this feature.
- Hovering Wings (Wing)
Requirement: Air intuned creature only
Your wings are made for long term, near ground flight. You have a flying speed equal to your walking speed. However, you cannot fly higher than 10 feet off the ground.
- Miniture (Cursed Body)
Your size becomes tiny and you gain the features from tiny player rules. Your speed is reduced by 5 ft. You still can pick another body part as it stacks with this body part.
Additionally, you gain Fury of the Small Trait for free or another trait of your choice with the usual restrictions.
Just like any variant rules, your gm must first approve tiny player rules before picking this trait.
- Fury of the Small (Arm)
Requirement: Miniture Trait
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
- Spikes (Body)
You have spikes on your back. Any creature hits you with an unarmed or natural takes unmodified 1 piercing damage. Additionally, at the start of your turn any creature your grappling or you are being grappled by takes unmodified 1 piercing damage.
- Thick Hide/ Scale (Body)
Your think hide/ scale can sometimes make attacks less effective. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait once per long rest.
- Quadrupedal Movement (Arm)
Requirement: Earth intuned creature only
You are naturally a quadrupedal and move faster when on all four legs. When you drop to all fours, you increase your movement speed by 10, but you must not be wielding anything to gain this benefit
- Underwater Adaptation (Leg)
Requirement: Water intuned creature only
You gain a 60 ft swim speed.
Unarmed[edit]
- Elemental Attack (Body)
Reqirement: Unarmed special attack
Your natural attacks are extra deadly. When you hit a creature with an unarmed attack, it deals an extra 2d8 damage. The damage type depends on the body part of animal's infusion: Air is force, Earth is poison, Fire is fire, and water is cold. You can use this trait once per long rest.
Note: This traits mimic vemous ability of the animal like vemous snake's bite.
- Charge (Body)
Reqirement: Gore, Hooves, or Ram Trait
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with an unarmed attack.
- Bite (Head)
You have bite that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Claws (Arm)
You have claws that you can use 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.
- Gore (Head)
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Hooves (Leg)
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
- Peck (Head)
You have peck that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Ram/ Slam (Head)
You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, on a hit, the creature is pushed back 5 ft.
- Sting (Wing)
You use your tail to deliver poison to your foe. You have peck that you can use to make unarmed strikes. When you hit with them, the strike deals 1 piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, on a hit with the stinger, the creature makes a constition saving throw vs dc of 8 + your strength modifier + your proficiency modifer or take 1d6 poison damage and become poisoned until the start of your next turn.
- Tail (Wing)
You have tail that you can use to make unarmed strikes that has reach property. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
- Talons (Leg)
Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage.
Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.
Other Worldly Creatures (Opsional Animal Traits)[edit]
You are not limited to beast creatures on the matterial plane. These following traits adds a bit of their home plane into your creature. Beast from other planes do not have to take of the features below.
- Fey Step (Leg)
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Fey Touched (Any)
You learn the Misty Step spell and Major Image spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is charisma modifer.
- Fiend's Revenage (Arm)
When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a long rest.
Additionally, this creature's elemental type becomes fire.
- Fiend Touched (Any)
You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Additionally, this creature's elemental type becomes fire.
- Celestial's Blessing (Body)
A guiding presence, you always seem to find your way. You can choose to reroll any attack, skill check, or saving throw. You can decide to do this after your roll, but only before the outcome of the roll has been determined. You can’t use this feature again until you have completed a long rest.
Additionally, this creature's elemental type becomes air.
- Celestial Touched (Any)
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Additionally, this creature's elemental type becomes air.
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