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Wilderkin

At a glance:
The best of...well, *some* world.
Speed: 30ft (typical).
Size: Small, Medium, Large.
Ether: Flow.
Darkvision: No (typical).
​Special Feature: Biomorphic. 
Wilderkin are a group of humanoids who used multi-generational magic to reshape their bodies with desirable adaptations from the natural world. You can choose a pre-set Wilderkin genotype, or craft your own. Details below.
Picture
​You can choose a pre-set Wilderkin genotype, or craft your own.

Genotypes (Common Subspecies):


Arachninx. Humanoids with spider or scorpion-like features, usually replacing their lower body.  
  • Silkspinner. Once per day, you can produce 50ft. of silken thread several times stronger than a rope. When you use this feature, choose whether the result is inert or ensnaring. Inert thread can be handled by any creature without issue. Ensnaring thread is sticky enough to trap other creatures, who must use an Action to make a Might check against (5+your Character Level) to escape. You can never become ensnared by your own web, and know when any creature is touching the same web as you. 
  • Skitter. You gain darkvision (120ft.), and a climbing speed equal to your walking speed. You can climb vertical or inverted surfaces without issue, keeping your hands free.

Canid. Dog or wolf-featured humanoids. 
  • Crushing Bite. (Melee attack, 5ft. range, 1 target, +Might or +Precision to hit). Deals 1d4+(1/2 Character Level) Piercing Damage. After damaging a creature with this attack, you may make a free Grapple check against that target. Crushing Bite attacks against Grappled creatures get an additional +4 to hit, and deal an additional +1d8 Piercing Damage.  
  • Canine. You have keen smell and hearing, gaining +1d6 on any checks related to those senses. 
    ​
Chiroptera. Leathery wings and large, swiveling ears are the hallmarks of the Chiroptera genotype. 
  • Flight. You gain a flying speed equal to your walking speed. 
  • Batsight. You gain darkvision (300ft.), and blindsight (30ft.)

Elephract. Hulking, grey-skinned humanoids famed for their endurance. 
  • Prehensile Trunk. You have an elephant's trunk that can act as a limited extra limb. It can lift, grasp, pull, or carry, but is not suitable to wield weapons. 
  • Thick Hide. Your Armor increases by 2.

Lagomorph. Known for their powerful leaps, their large ears make them particularly hard to catch unawares.  
  • Leap and Bound. As an action, you can jump up to your Speed + your Character Level (in feet) straight forward, or up to four times your height vertically. 
  • Sensitive Hearing. You have Keen Hearing, and +1 to your Passive Detection so long as you are not Deafened.

Minotaur. Most often presenting as bull-headed humanoids, occasionally with digitigrade ​legs and hooves to match.
  • Charge & Gore. When you use two Movement Actions in the same turn, you may make a free melee attack with your Horns. 
  • Horns. (Melee attack, 5ft. range, 1 target, +Might or +Precision to hit). Deals 1d6 Bludgeoning Damage + (1/4 Character Level) Piercing Damage. After damaging a creature with this attack, if it is no more than one size larger than you, it makes a contested Might Check against you. If it loses, you choose whether it is pushed back 5ft, or Knocked Down.  
    ​
Serpenti. Reptilian hybrids with the features and lower bodies of snakes. 
  • Lash Out. Once per Round, you may increase the range of one of your melee attacks by +10ft. 
  • Serpentine. You gain a swimming speed equal to your walking speed, and gain a +1d4 bonus against any Check to prevent being Knocked Down. 
    ​
Typhinii. Cat-featured humanoids who typically take on aspects of lions, tigers, or panthers, but may include any feline influence. 
  • Quick Strike. Once per encounter, when you take a Movement Action, you may move up to an additional 10ft. and make a melee attack as part of the same action. 
  • Feline. You gain darkvision (300ft.), and take 5 less damage from Falling.

Ursin. Broad, fuzzy, bearlike folk. Enjoy back scratches and picnic baskets. 
  • Crush. When you are Grappling a creature no more than one size larger than you, you deal 1d4 Bludgeoning Damage to it at the start of your turn. You may also use an Action to deal an additional 1d4 Bludgeoning Damage to that creature. 
  • Claws. Your unarmed attacks deal slashing or bludgeoning damage (your choice). 

Create a Wilderkin:

To create your own Wilderkin genotype, select one Greater Feature and one Lesser Feature from the lists below. You decide exactly how those features are represented aesthetically, and whether you are a Small, Medium, or Large creature. All Wilderkin have a speed of 30ft. and baseline humanoid senses, unless you select a feature that says otherwise.

Greater Features.

  • Acid Spit. (Ranged attack, 15ft. range, 1 target, +Precision to hit). Deals 2 Acidic Damage + 1d6 for every 5th Character Level (5,10,15,20). On a crit, inflicts ​Melting. 
  • Bioelectricity. Once per Rest, as a free action, you can emit a jolt of electricity, dealing Shocking Damage equal to your Character Level to a creature or object you are touching. This can be done while Grappling, or added to a the damage of any melee attack. 
  • Crushing Bite. (Melee attack, 5ft. range, 1 target, +Might or +Precision to hit). Deals 1d4+(1/2 Character Level) Piercing Damage. After damaging a creature with this attack, you may make a free Grapple check against that target. Crushing Bite attacks against Grappled creatures get an additional +4 to hit, and deal an additional +1d8 Piercing Damage.  
  • Crush/Constrict. When you are Grappling a creature no more than one size larger than you, you deal 1d4 Bludgeoning Damage to it at the start of your turn. You may also use an Action to deal an additional 1d4 Bludgeoning Damage to that creature. 
  • Flight. You gain a flying speed equal to your walking speed. 
  • ​Horns/Tusks. (Melee attack, 5ft. range, 1 target, +Might or +Precision to hit). Deals 1d6 Bludgeoning Damage + (1/4 Character Level) Piercing Damage. After damaging a creature with this attack, if it is no more than one size larger than you, it makes a contested Might Check against you. If it loses, you choose whether it is pushed back 5ft, or Knocked Down.  
  • Lash Out. Once per Round, you may increase the range of one of your melee attacks by +10ft. ​
  • Leap and Bound. As an action, you can jump up to your Speed + your Character Level (in feet) straight forward, or up to four times your height vertically. 
  • Projectile Quill. (Ranged attack, 25ft. range, 1 target, +Precision to hit). Deals 1d4 Piercing Damage + 1d4 for every 5th Character Level (5,10,15,20). On a crit, inflicts 1d4 Impale counters. 
  • Silkspinner. Once per day, you can produce 50ft. of silken thread several times stronger than a rope. When you use this feature, choose whether the result is inert or ensnaring. Inert thread can be handled by any creature without issue. Ensnaring thread is sticky enough to trap other creatures, who must use an Action to make a Might check against (5+your Character Level) to escape. You can never become ensnared by your own web, and know when any creature is touching the same web as you. ​
  • ​​Stinger/Whip-tail/Tentacle. (Melee attack, 10ft. range, 1 target, +Might or +Precision to hit). Deals 1 Piercing Damage + (1/4 Character Level). On a crit, inflict 1d4 Poison Counters.  
  • Thick Hide. Your Armor increases by 2.
  • Quick Strike. Once per encounter, when you take a Movement Action, you may move up to an additional 10ft. and make a melee attack as part of the same action. 
  • Venomous. When you make an unarmed or natural weapon (such as claws, bites, horns, etc.), the target must make a Fortitude check against 4+your Character Level, or gain 1d6 Poison Counters.​

Lesser Features.

  • Amphibious. You gain a swimming speed equal to your walking speed, and can breathe underwater.
  • Bioluminescence. As a free action, you can choose to emit light. This ability casts dim light within 10ft. of you and is visible up to 60ft. away. 
  • Batsight. You gain darkvision (300ft.), and blindsight (30ft.)
  • Canine. You have keen smell and hearing, gaining +1d6 on any checks related to those senses. 
  • Claws. Your unarmed attacks deal slashing or bludgeoning damage (your choice). 
  • Feline. You gain darkvision (300ft.), and take 5 less damage from Falling. 
  • Keen Sense. Choose one: vision, hearing, smell. You make checks (including Search Actions) relating to that sense with an additional +1d12. Increase your Passive Detection by +1.
  • Prehensile Limb. You have an appendage (such as a trunk or tail) that can act as a limited extra limb. It can lift, grasp, pull, or carry, but is not suitable to wield weapons. 
  • Quick. Your speed increases by +5ft.
  • Quills/Spines. When you are Grappled, the creature grappling you takes 1d4 Piercing Damage.
  • Skitter. You gain darkvision (120ft.), and a climbing speed equal to your walking speed. You can climb vertical or inverted surfaces without issue, keeping your hands free.
  • ​Serpentine. You gain a swimming speed equal to your walking speed, and gain a +1d4 bonus against any Check to prevent being Knocked Down. 
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    • Character Classes >
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        • Assassin (Martial)
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      • In Development >
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