Rubah
Races • DnD 5e
Appearance
In general, a rubah looks like a Homeborn with animalistic characteristics. Due to living in the same area and needing the same skill, almost everyone in a rubah sultanate has a similar modification. As a rubah gets stronger and older, they will grow metamorph into a more and more beastial form, adopting more and more animalistic features.
Culture
Strength. If there is a word that would describe a rubahn culture, it would be that. Do you want to protect or subjugate? To rule or to be left alone? If you are strong, you are able to choose. However, different sultanates may place emphasis on different types of strengths and put down others. Some might treasure raw power while others value mastery over magic or just pure intellect. The strongest is elected to become the sultan or ruler or the sultanate.
History
It is said that rubahs are a sect of bloodborne homeborn who have naturally selected the most useful adaptation. Rubahs are widely accepted by other races as long as their proclivity for combat is not too outwardly shown. In history and even the modern times, you will very often see rubah amongst the mercenaries for hire.
Location
Rubahs can often be found in the dangerous wilderness of Eastern Shimon. However, these days, they have attempted to create sultanates in more dangerous locations like central Shimon and even Olhom.
Rubah Traits
Your Rubah character has an assortment of inborn abilities, part and parcel of Rubah nature.
Ability Score Increase. Your Strength score increases 2 and your Wisdom score increases 1.
Age. Rubahns reach adulthood around 12 and live less than 60 years old.
Alignment. Rubah tends towards Chaotic Neutral. They hate to be chained by rules and prefer to be as free to fight and show who is the strongest.
Size. Rubahs vary wildly in sizes and height. They can go from less than 3ft to over 7ft. Your size is medium or small
Speed. Your base walking speed is 30ft.
Additional Starting Hit Points.
Modification. You gain an animalistic feature that is inherited from your parents. Pick two Modifications from the Modification list at the end of this race. You gain additional modifications at 5th, 10th, 15th, and 20th levels. Each time you do so, your character grows an animalistic appearance. As a guide, each time you gain a modification, 20% of your body is replaced with an animalistic appearance. In addition, usually Rubah from the same area starts with the same modification at first.
Note: if you pick this race as for your Bloodborne parent, you do not gain additional modification at higher levels
Modification
Rubah gains modification at certain levels. If a modification has prerequisites, you must meet them to learn it. You can gain the modification at the same time that you meet its prerequisites. A level prerequisite refers to your total levelsGain 5ft additional movement speed.
You can take the Disengage action as a bonus action on each of your turns.
You may understand and communicate with tiny beasts.
You gain burrowing speed equal to half your movement speed.
You gain a swimming speed equal to your walking speed and you can breathe air and water.
As an action, you can shed 20ft of bright light and an additional 20ft of dim light.
You gain advantage when performing Charisma (Intimidation) or Strength (Athletics) checks when using your size.
You learn one cantrip from the sorcerer’s spell list. In addition, select one spell from the sorcerer’s spell list. You can cast this spell once per long rest. Charisma is the spellcasting ability for both spells.
You gain advantage when you roll a Wisdom (Perception) that relies on one of the following property; Sight, Smell, Hearing, Taste. You can make this modification more than 1 time, taking a different sense each time.
You can mimic simple sounds you have heard, such as a person whispering, a baby crying or an animal chittering. A creature that hears the sounds can tell they are imitations with a Wisdom (Insight) check against your Charisma (Deception) check.
You gain a +1 bonus to your Armor Class when not wearing armor.
You can take the Hide action as a bonus action on each of your turns.
Pick one of the following damage types; slashing, piercing, fire, cold, poison, acid or lightning. Your unarmed strikes deal 1d4 damage of the type you pick instead. You can pick this modification more than once, selecting a different damage type each time. However, the damage doesn’t stack when you land the unarmed strike,
You gain darkvision up to 60ft.
You can take the Dash action as a bonus action on each of your turns.
You can detect whether a substance is poisonous by taste, touch or smell.
You are considered a large creature when calculating push, pull and carrying capacity.
Once per short rest, you can take the Dodge action as a bonus action.
When you fall to 0 hit point, you can choose to be reduced to 1 hit point instead. Once you use this feature, you cannot use it again until a long rest.
At the start of your turn, if a creature is grappling you, you deal 2d4 piercing damage to it.
You have advantage on Strength and Dexterity ability checks or saving throws made against effects that would knock you prone.
Your long jump and high jump distance is doubled and doesn’t require a running start to jump the full length.
Pick of the terrains. You have advantage on Dexterity (Stealth) checks made in the chosen terrain.
You gain climbing speed equal to your movement speed.
While in contact with a web, you know the exact location of any other creature in contact with the same web. You also ignore movement restrictions caused by webbing.
Prerequisite: 10th-Level
Your base walking speed is now increased to 40ft.
You are able to climb on smooth surfaces and ceilings. Without needing to make an ability check.
You have advantage on a melee attack roll against a creature if at least one of your allies is within 5ft of the creature and the ally isn’t incapacitated.
Your unarmed strikes now deal 1d8 damage instead. In addition, you can now make a ranged weapon attack using your unarmed strikes at range 20/60.
As a reaction to a creature landing an attack within 5ft of you, you may deal 1d8 necrotic damage on the creature.
As an action, you may teleport to an empty space that you can see within 30ft. Once you use this feature, you cannot use it again until a long rest.
You gain a flight speed equal to your walking speed.
You gain an additional +1 bonus to your Armor Class when not wearing armor.
If you move at least 20ft in a straight line towards a creature and hit it with one of your attacks, you may take the Shove action as a bonus action.
You are able to change the color and texture of your skin temporarily. You gain advantage on Dexterity (Stealth) when you are able to take advantage of your skin.
Select one 3rd level spell from the Sorcerer spell list. You can cast the spell once per long rest. Charisma is the spell casting ability of the spell.
Prerequisite: 20th-Level
Gain proficiency in one saving throw of your choice.
As a bonus action, you can make one unarmed strike.
If you fly into an enemy’s reach in the same turn, you do not provoke opportunity attacks when you fly out of an enemy’s reach.
You gain an additional +1 bonus to your Armor Class when not wearing armor.
You gain Truesight or Blindsight up to 30ft.
Select one 5th level spell from the Sorcerer spell list. You can cast the spell once per long rest. Charisma is the spell casting ability of the spell.
As an action, you can intimidate all creatures within range. All creatures within 30ft must make a Wisdom saving throw or be frightened of you for one minutes. At the end of their turn, they may repeat the saving throw. If a creature succeeds on the saving throw, they cannot be affected by the same effect again for the next 24 hours.