Unusual Husk Species in Domhan | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Unusual Husk

You are not a naturally-born creature. Instead, your soul invested a special Husk which had already been modified by the Fleshcrafters. Though this does not grant you a national identity, your Husk can look any way you like, with the only limitations being that you have one head, at least one arm, and at least one leg. Even then, this is negotiable.   Unusual Husks are as diverse in thought as they are in body; often, their culture stems more from their previous incarnations, or from whichever nation they choose to serve.

[DnD 5e] Statistics

Adaptable Traits. When you choose this subrace, pick three traits from the list below. You can only pick a trait once, unless specified otherwise. You cannot change these traits afterwards, unless you find a way to modify your body further.
  • Additional Arms. You grow an additional pair of arms. This allows you to carry more things in your arms, but does not modify your Attack action. Only the effect of one shield applies at a time.
  • Additional Head. You have grown a second head. You have advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.
  • Additional Legs. You grow an additional pair of legs. You have advantage on saving throws against being knocked prone, and your speed increases by 10 feet.
  • Amphibious. You can breathe air and water.
  • Claws. Your nails are sharper than usual and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • 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 discern colors in that darkness as shades of gray.
  • Fangs. Your teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Natural Armor. Whether it be fur, scales, or skin, you are tougher than average. When you aren't wearing armor, your 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.
  • No Stomach. You don't need to eat or drink.
  • Restless. You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. While in this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
  • Skill Proficiency. You gain proficiency in two skills of your choice. You can choose this trait more than once.
  • Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Vestigial Wings. You have a flying speed of 20 feet.
  • Webbed Feet. You have a swimming speed equal to your walking speed.
  Languages. You speak Common and one language of your choice.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!