Possumfolk 5e D&D Homebrew Race
Had a funny idea on my way home today and rushed home to make this custom 5e race of trash gobl....I mean adorable possum peoples. Hope anyone who plays enjoys =D
I also posted it on the /r/DNDnext subreddit if you travel in those circles : https://www.reddit.com/r/dndnext/co.....ssumfolk_race/
Here's the info if you're leary about opening PDFs.
Possumfolk
They are the best.
Possumfolk Names
They have them.
Common Names:[/i] Yep,
Familiar Names:[/i] Also,
Possumfolk Traits
Your Possumfolk character has a myriad of natural abilities achieved by doing what it takes to survive their harsh lifestyle.
Ability Score Increase. Your Dexterity score increases by 2. Your Charisma score is increased by 1.
Age. Possumfolk are born underdeveloped in litters and look like pink jellybeans. They then mature in their mother’s pouch emerging around 5 months later and are as mature as human newborns. From then on, they mature at the same rate as humans.
Alignment. Possumfolk are quick to act, quick to talk, and quick to run. Not having the patience for complex law or the debating morality of neutrality, they usually fall in with the chaotic alignments.
Size. Although usually mistaken for shorter because of their crouched or hunched posture, Possumfolk can reach average or above human height standing upright. Their typical slender more lanky build means they rarely get above 150 pounds. Your size is Medium.
Speed. Possumfolk are nimble and flighty whose gestures are generally described as skittish, but are expert climbers. Your base walking speed is 30, using your tail you can achieve a climb speed of 20.
Play Possum. As a Reaction from an enemy making successful attack on you, or a trigger of your choosing, you can drop to the ground and fake your death. You fall Prone and anyone you're attempting to fool must succeed on an Insight check DC 8 + your proficiency bonus + your Charisma Modifier. If they Fail the test they will believe that you are completely dead and act accordingly, any attempts to perform an action or bonus require a Sleight of Hand check at disadvantage vs a creature you fooled's Perception check at advantage. If the initial check is passed or at any failed Sleight of Hand attempt, the creature will see through the disguise and will automatically succeed on any further tests for the next 24 hours. If the attack that triggers Playing Possum is a critical hit, enemies suffer Disadvantage on the Insight Test. You cannot use this ability again until completing a short rest.
Darkvision. You are descended from a primarily nocturnal creature. 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.
Strong Tail. Your tail is very firmly rooted to your body and slightly prehensile. Your tail can reach out from your body giving you 10 feet of reach and hang distance. It can lift and grasp light objects (potion, scroll, small bag of coins), it is not able to wield or attack with a weapon or shield. It can however support your full bodyweight if hanging from a sufficiently grasped surface, leaving your hands and legs completely free. A ledge, branch, or other such object must itself be able to support your weight.
Carrying lots of weight in equipment, armor, weapons, party members, etc. makes this more challenging. Carrying half your bodyweight (rounded up) up to the next threshold requires a Strength check DC 13 or you fall to the ground. Carrying items weighing 20 pounds lesser or greater than your base weight requires a Strength check DC 18, and any weight above that is very difficult requiring a Strength check DC 25. Shortening your hang by wrapping your tail around the object more, shortening the hang to 5 feet you can add your proficiency bonus to the DC checks. If your character themselves or the items you're attempting to hold, while hanging, exceed 250 pounds you are physically unable to hang from your tail and automatically fail any attempts.
Trying to catch yourself while falling requires sufficient terrain to latch onto and quick thinking. Make a Dexterity DC 15 check adding your proficiency bonus or continue falling. If you succeeded in catching yourself, you must also pass the weight checks if applicable as normal, or continue falling as if you had initially failed. If your tail was used this way it is unusable until finishing a short rest or receiving healing, due to the shock of catching your full weight at a freefall speed.
Languages. Possumfolk can speak, read, and write Common and Goblin. Nobody knows why they know Goblin, but everyone agrees it’s kind of funny.
I also posted it on the /r/DNDnext subreddit if you travel in those circles : https://www.reddit.com/r/dndnext/co.....ssumfolk_race/
Here's the info if you're leary about opening PDFs.
Possumfolk
They are the best.
Possumfolk Names
They have them.
Common Names:[/i] Yep,
Familiar Names:[/i] Also,
Possumfolk Traits
Your Possumfolk character has a myriad of natural abilities achieved by doing what it takes to survive their harsh lifestyle.
Ability Score Increase. Your Dexterity score increases by 2. Your Charisma score is increased by 1.
Age. Possumfolk are born underdeveloped in litters and look like pink jellybeans. They then mature in their mother’s pouch emerging around 5 months later and are as mature as human newborns. From then on, they mature at the same rate as humans.
Alignment. Possumfolk are quick to act, quick to talk, and quick to run. Not having the patience for complex law or the debating morality of neutrality, they usually fall in with the chaotic alignments.
Size. Although usually mistaken for shorter because of their crouched or hunched posture, Possumfolk can reach average or above human height standing upright. Their typical slender more lanky build means they rarely get above 150 pounds. Your size is Medium.
Speed. Possumfolk are nimble and flighty whose gestures are generally described as skittish, but are expert climbers. Your base walking speed is 30, using your tail you can achieve a climb speed of 20.
Play Possum. As a Reaction from an enemy making successful attack on you, or a trigger of your choosing, you can drop to the ground and fake your death. You fall Prone and anyone you're attempting to fool must succeed on an Insight check DC 8 + your proficiency bonus + your Charisma Modifier. If they Fail the test they will believe that you are completely dead and act accordingly, any attempts to perform an action or bonus require a Sleight of Hand check at disadvantage vs a creature you fooled's Perception check at advantage. If the initial check is passed or at any failed Sleight of Hand attempt, the creature will see through the disguise and will automatically succeed on any further tests for the next 24 hours. If the attack that triggers Playing Possum is a critical hit, enemies suffer Disadvantage on the Insight Test. You cannot use this ability again until completing a short rest.
Darkvision. You are descended from a primarily nocturnal creature. 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.
Strong Tail. Your tail is very firmly rooted to your body and slightly prehensile. Your tail can reach out from your body giving you 10 feet of reach and hang distance. It can lift and grasp light objects (potion, scroll, small bag of coins), it is not able to wield or attack with a weapon or shield. It can however support your full bodyweight if hanging from a sufficiently grasped surface, leaving your hands and legs completely free. A ledge, branch, or other such object must itself be able to support your weight.
Carrying lots of weight in equipment, armor, weapons, party members, etc. makes this more challenging. Carrying half your bodyweight (rounded up) up to the next threshold requires a Strength check DC 13 or you fall to the ground. Carrying items weighing 20 pounds lesser or greater than your base weight requires a Strength check DC 18, and any weight above that is very difficult requiring a Strength check DC 25. Shortening your hang by wrapping your tail around the object more, shortening the hang to 5 feet you can add your proficiency bonus to the DC checks. If your character themselves or the items you're attempting to hold, while hanging, exceed 250 pounds you are physically unable to hang from your tail and automatically fail any attempts.
Trying to catch yourself while falling requires sufficient terrain to latch onto and quick thinking. Make a Dexterity DC 15 check adding your proficiency bonus or continue falling. If you succeeded in catching yourself, you must also pass the weight checks if applicable as normal, or continue falling as if you had initially failed. If your tail was used this way it is unusable until finishing a short rest or receiving healing, due to the shock of catching your full weight at a freefall speed.
Languages. Possumfolk can speak, read, and write Common and Goblin. Nobody knows why they know Goblin, but everyone agrees it’s kind of funny.
Category Story / Fantasy
Species Opossum
Size 120 x 120px
File Size 68.8 kB
Not really. I've had my attempt a time or two before and I'm not 100% against it, but I think I prefer to be on the other side of the DM screen hehe. Luckily I play in a few weekly games with DMs who are awesome and let this kinda custom stuff play, with proper approval that is.
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