User:PJammaz/talking animal
Talking Animal[edit]
<!-Introduction Leader->[edit]
The wilderness of Fillory is full of animals. Due to the magic that permeates all of Fillory, most of the animals that live there have an intellect similar to a human's and have the ability to talk.
Physical Description[edit]
The talking talking animals look identical to the animals of Earth, but they all possess superior intelligence and the ability to speak languages.
History[edit]
Society[edit]
Talking animals have societies that sit somewhere in between human and animal. They prefer to live in biomes that they are native to, but they are much more organized than their wild counterparts. Sometimes they're even more organized than the humanoid races and can coordinate their efforts politically to get the outcome that they want.
Talking Animal Names[edit]
Talking animals have two primary naming conventions. Names borrowed from humans, or more literal names that describe them and their personality.
Male: Humbledrum, Honeyclaw, Swiftpaw, Dennis, Zegan, Salem, Bramblepelt
Female: Abigail, Gracestep
Talking Animal Traits[edit]
Ability Score Increase. Your Dexterity score increases by 2.
Age.
Alignment.
Size. Animals vary widely in size. Your size is Medium.
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.
Nature. You have proficiency in Nature.
Paws, Claws, and Talons. You do not have opposable thumbs, therefore you can’t hold objects or use objects that would require the use of hands. Furthermore, you make Dexterity (Sleight of Hand) checks at disadvantage. At your GM’s discretion, you can hold items in your mouth, but doing such would make it difficult for you to communicate.
Beast Nature. Your creature type is beast. You can be affected by game effects that affect beasts but ignore those that affect humanoids.
Languages. You can speak, read, and write Common and one other language of your choice.
Bear[edit]
Bears include the black bear, polar bear, and sun bear.
Ability Score Increase. Your Strength score increases by 1.
Bear-sized. Your size is Medium.
Cat[edit]
Ability Score Increase. Your Charisma score increases by 1.
Righting Reflex. Cats are known for landing on their feet. If you fall from a distance of 10 feet or more, you will not be prone when you land and you reduce all damage by your cat level.
Deer[edit]
Deer are any creatures of Cervidae family, which includes the muntjac, elk, reindeer, and moose.
Ability Score Increase. Your Wisdom score increases by 1.
Antlers. Your antlers are your unarmed attack. When you use your antlers to make a melee attack against a creature, your target must succeed make a {5a
saving throw or be knocked prone. The DC for this save is 8 + your proficiency bonus + Strength.
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Dog[edit]
Ability Score Increase. Your Charisma score increases by 1.
Wag. Most people like dogs. You have advantage on Persuasion rolls.
Eagle[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Flight. You have a flying speed of 30 ft.
Fox[edit]
Ability Score Increase. Your Strength score increases by 1.
Bite.
Innate Sneakiness. You have advantage on Stealth.
Kangaroo[edit]
Ability Score Increase. Your Strength score increases by 1.
Tail. You have advantage against being knocked prone.
Monkey[edit]
Ability Score Increase. Your Intelligence score increases by 1.
Opposable Thumbs. Unlike all of the other talking animals, monkeys have hands that can manipulate objects. You are not affected by the Paws, Claws, Talons trait.
Sloth[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Low Metabolism.
Snake[edit]
Ability Score Increase. Your Charisma score increases by 1.
Legless. You have no legs and cannot be knocked prone. You have a climb speed of 30 ft.
Venomous Bite.
Waterfowl[edit]
Ability Score Increase. Your Strength score increases by 1.
Peck.
Wolf[edit]
Ability Score Increase. Your Strength score increases by 1.
Bite.
Creating a Talking Animal[edit]
Abigail, a talking sloth and advisor to the high king of Fillory.[1] |
When creating a talking animal, think about what kind of role you want to fill. Do you want to be a strong, tough bear, a quick, cunning fox, or a thoughtful, psychopomp sloth?
- Quick Build You can make a talking animal quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st
- Proficiencies
Armor: light armor
Weapons: none
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) burglar's pack or (b) explorer's pack or (c) dungeoneer's pack
- 40 gp
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- <!-Use semi-colons for subheaders->
Unarmored Movement[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain talking animal levels, as shown in the talking animal table.
Talking Animal[edit]
At 1st level, you chose a subclass, based on your talking animal subrace. You can only choose the subclass that matches your talking animal subrace. Choose between Sloth Psychopomp, Wolf Predator, Dog Good Boy, Deer Nature Guardian, Eagle Ranger, Kangaroo Monk, Cat Sorcerer, Monkey Caster, Waterfowl Bard, Snake Warlock, Bear Barian, Fox Trickster detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 10th, 15th, and 18th levels.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->[edit]
<!-Class feature game rule information->
Sloth Psychopomp[edit]
As a sloth, you naturally have a connection to the afterlife.
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Wolf Predator[edit]
Wolves are natural fighters who especially excel at combat in a group.
Deer Nature Guardian[edit]
Deer have a connection to nature that is deeper than many other animals. They can commune with nature to inherit powers from it.
- <!-Class Feature->
Eagle Ranger[edit]
- Dive Bomb
Kangaroo Boxer[edit]
As a kangaroo, you're known for hitting hard and fast with your kicks and punches.
- Ritual Fighting
As an action, you can declare a creature within 5 feet of you as your target. That target makes attacks against targets besides you at disadvantage. If the creature tries to move outside of your melee range, that creature must make a DC 15 Dexterity saving throw or they will fail in their movement. You can make an opportunity attack against that creature even if it uses the disengage action.
- Double Kick
When you make a melee attack against a creature, you may make your attack a double kick. Attempting a Double Kick, you subtract 5 from your attack roll and add 5 to the damage roll. On a successful hit, the target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Improved Hopping
Your movement speed increases to 50 feet and you make a running jump of 30 feet.
Cat Sorcerer[edit]
Cats have an innate connection to the magic leylines that flow through the world.
- Feline Magic
You can cast spells that require somatic and material components without using those components.
- Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
- Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Monkey Caster[edit]
Waterfowl Bard[edit]
Snake Warlock[edit]
Dog Good Boy[edit]
Dogs are known for being loyal and friendly. Their nature allows them access to certain protective powers.
- Supernatural Smelling
Your sense of smell is impacted by your connection to the supernatural. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
- <!-Class Feature->
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Bear Barian[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
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- <!-Class Feature->
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Fox Trickster[edit]
Foxes have a reputation for being cunning and this is because its true.
- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level <!-1st level spell list->
- 2nd Level <!-2nd level spell list->
- 3rd Level <!-3rd level spell list->
- 4th Level <!-4th level spell list->
- 5th Level <!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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