mcumoric
2021-02-03, 08:56 PM
Raptor-folk
Raptor-folk are a race of dinosaur-like humanoids that are native to islands far from the mainland. They possess colorful feathers that range greatly between subraces. They are known for their quickness and sharp talons they use in supplement to their weapons. Indifferent from most races, they possess opposable thumbs, are quite intelligent and speak their own language.
Raptor-folk traits.
Ability score increase. Your dexterity increases by 2.
Age. Raptor-folk age quickly maturing at 3 years of age and living for 60 years on average.
Alignment. Freedom is a big part of raptor-folk lives. They are often chaotic in alignment, but are rarely good or evil.
Size. Most Raptor-folk are easily 8 feet from head to tail, however they stand 5 feet tall at the shoulder. Your size is medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Raptor-folk possess rather good low light vision. You have 60 feet of darkvision.
Bloody talons. You possess long toe claws on your feet. They are considered natural weapons with the finesse property that deal 1d8 slashing damage. As these are natural weapons, they do not count as unarmed strikes in terms of class features. In addition, your unarmed strikes may deal slashing damage instead of the normal bludgeoning damage.
Pounce. Once per turn if you move at least 20 feet straight towards a creature and immediately hit them with an unarmed strike or toe claw attack, you can either attempt to shove them prone as a bonus action.
Languages. You can speak, read and write common and Raptorian. Raptorian is quite similar in structure to draconic and auran, meaning a creature that speaks either language may be able to partially understand a Raptor-folk speaking said language. Despite its similarities, Raptorian is full of clicks and whistles that make it different from the prior languages.
Subrace. Raptor-folk have adapted to various environments on their island. Choose between, Jungle dwellers, Cliff walkers, Plains runners, and Dark woods stalkers.
Jungle dwellers
Jungle dwellers are Raptor-folk that dwell in the jungles of their island. They are significantly stronger than other Raptor-folk and possess dark green feathers that blend into the jungle foliage. They are the most common Raptor-folk on their island and were the first to venture away from it.
Ability score increase. Your strength increases by 1.
Athletic. You have proficiency in the athletics skill.
Hunter. You know the Hunter's Mark spell and may cast it once per short or long rest without spending a spell slot. For this version, it does not require any components and is non-magical in nature, meaning it may be cast, even in antimagic fields, and it cannot be dispelled by spells that would normally end spells.
Foliage stealth. You have advantage on stealth checks while in jungle environments.
Vicious fangs. Unlike other Raptor-folk, your mouth possesses large sharp teeth. This counts as an unarmed strike and deals 1d4 piercing damage on a hit. In addition, when you make an attack with your toes claws as an action, you may make a bite attack as a bonus action, however, you do not add your damage modifier to the damage roll for the bite.
Cliff walkers
Cliff walkers are the Raptor-folk that have adapted to the mountainous regions of their island. They possess grey and white feathers, with the males possessing long mustache-like feathers just below their nose. These feathers grow longer with age, meaning elder Raptor-folk often have much longer nose feathers, making them appear elderly. They are well known for their incredible jumping and climbing abilities.
Ability score increase. Your constitution increases by 1.
Age. Cliff walker Raptor-folk live a bit longer than other Raptor-folk, dying of old age at 80 years of age.
Acrobatic. You gain proficiency in the acrobatics skill.
Cliffwalk. You gain a climbing speed of 30 feet. You have advantage on checks to climb on difficult surfaces.
Jumping capabilities. You may use your dexterity instead of your strength for calculating your jump distance.
Mountain survival. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Plains runners
Plains runners are Raptor-folk that have adapted to the plains of their island. They have golden feathers that blend into the tall grass of the plains. Their most defining feature is their head crest of red feathers that they can stick up to signal other Raptor-folk without the need of speech.
Ability score increase. Your wisdom increases by 1.
Stealthy. You have proficiency in the stealth skill.
Hidden in the grass. You have advantage on stealth checks while in tall grass.
Quick feet. Your base walking speed increases by 5 feet.
Signal. You have feathers atop your head that can be used to signal others of your kind.
Dark woods stalker
These are the least common type of raptor-folk. They live in the deep parts of the Jungle where the more monstrous creatures lie. They are often called Fey Raptors, because of their obvious connection to fey.
They are known for their entirely black feathers, with the exception of pink marking just below their eyes which are a sign of their fey nature.
Ability score increase. Your charisma increases by 1.
Deceptive. You are proficient in the deception skill.
Fey step. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see within this range. You regain the use of this ability when you complete a short or long rest.
Fey innate magic. You know the Minor illusion cantrip. Starting at the 3rd level, you can cast the Faerie Fire spell once per long rest without spending a spell slot. Starting at the 5th level, you can cast the invisibility spell once per long rest without spending a spell slot. You can cast any of these spells without providing any material components. Charisma is your spellcasting modifier for these spells.
Raptor-folk are a race of dinosaur-like humanoids that are native to islands far from the mainland. They possess colorful feathers that range greatly between subraces. They are known for their quickness and sharp talons they use in supplement to their weapons. Indifferent from most races, they possess opposable thumbs, are quite intelligent and speak their own language.
Raptor-folk traits.
Ability score increase. Your dexterity increases by 2.
Age. Raptor-folk age quickly maturing at 3 years of age and living for 60 years on average.
Alignment. Freedom is a big part of raptor-folk lives. They are often chaotic in alignment, but are rarely good or evil.
Size. Most Raptor-folk are easily 8 feet from head to tail, however they stand 5 feet tall at the shoulder. Your size is medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Raptor-folk possess rather good low light vision. You have 60 feet of darkvision.
Bloody talons. You possess long toe claws on your feet. They are considered natural weapons with the finesse property that deal 1d8 slashing damage. As these are natural weapons, they do not count as unarmed strikes in terms of class features. In addition, your unarmed strikes may deal slashing damage instead of the normal bludgeoning damage.
Pounce. Once per turn if you move at least 20 feet straight towards a creature and immediately hit them with an unarmed strike or toe claw attack, you can either attempt to shove them prone as a bonus action.
Languages. You can speak, read and write common and Raptorian. Raptorian is quite similar in structure to draconic and auran, meaning a creature that speaks either language may be able to partially understand a Raptor-folk speaking said language. Despite its similarities, Raptorian is full of clicks and whistles that make it different from the prior languages.
Subrace. Raptor-folk have adapted to various environments on their island. Choose between, Jungle dwellers, Cliff walkers, Plains runners, and Dark woods stalkers.
Jungle dwellers
Jungle dwellers are Raptor-folk that dwell in the jungles of their island. They are significantly stronger than other Raptor-folk and possess dark green feathers that blend into the jungle foliage. They are the most common Raptor-folk on their island and were the first to venture away from it.
Ability score increase. Your strength increases by 1.
Athletic. You have proficiency in the athletics skill.
Hunter. You know the Hunter's Mark spell and may cast it once per short or long rest without spending a spell slot. For this version, it does not require any components and is non-magical in nature, meaning it may be cast, even in antimagic fields, and it cannot be dispelled by spells that would normally end spells.
Foliage stealth. You have advantage on stealth checks while in jungle environments.
Vicious fangs. Unlike other Raptor-folk, your mouth possesses large sharp teeth. This counts as an unarmed strike and deals 1d4 piercing damage on a hit. In addition, when you make an attack with your toes claws as an action, you may make a bite attack as a bonus action, however, you do not add your damage modifier to the damage roll for the bite.
Cliff walkers
Cliff walkers are the Raptor-folk that have adapted to the mountainous regions of their island. They possess grey and white feathers, with the males possessing long mustache-like feathers just below their nose. These feathers grow longer with age, meaning elder Raptor-folk often have much longer nose feathers, making them appear elderly. They are well known for their incredible jumping and climbing abilities.
Ability score increase. Your constitution increases by 1.
Age. Cliff walker Raptor-folk live a bit longer than other Raptor-folk, dying of old age at 80 years of age.
Acrobatic. You gain proficiency in the acrobatics skill.
Cliffwalk. You gain a climbing speed of 30 feet. You have advantage on checks to climb on difficult surfaces.
Jumping capabilities. You may use your dexterity instead of your strength for calculating your jump distance.
Mountain survival. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Plains runners
Plains runners are Raptor-folk that have adapted to the plains of their island. They have golden feathers that blend into the tall grass of the plains. Their most defining feature is their head crest of red feathers that they can stick up to signal other Raptor-folk without the need of speech.
Ability score increase. Your wisdom increases by 1.
Stealthy. You have proficiency in the stealth skill.
Hidden in the grass. You have advantage on stealth checks while in tall grass.
Quick feet. Your base walking speed increases by 5 feet.
Signal. You have feathers atop your head that can be used to signal others of your kind.
Dark woods stalker
These are the least common type of raptor-folk. They live in the deep parts of the Jungle where the more monstrous creatures lie. They are often called Fey Raptors, because of their obvious connection to fey.
They are known for their entirely black feathers, with the exception of pink marking just below their eyes which are a sign of their fey nature.
Ability score increase. Your charisma increases by 1.
Deceptive. You are proficient in the deception skill.
Fey step. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see within this range. You regain the use of this ability when you complete a short or long rest.
Fey innate magic. You know the Minor illusion cantrip. Starting at the 3rd level, you can cast the Faerie Fire spell once per long rest without spending a spell slot. Starting at the 5th level, you can cast the invisibility spell once per long rest without spending a spell slot. You can cast any of these spells without providing any material components. Charisma is your spellcasting modifier for these spells.