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ZAIDIAN

Zaidian are exceedingly long creatures, with goat-


like, furless legs that make up about two thirds of
their height. Bright patterns in orange, yellow, and
red hues adorn a symmetrical but also
unpredictably ridged forehead of blue or green
that points far back from their faces. Their nostrils
are positioned between or slightly above their eyes,
depending on the Zaidian and their age, while the
corners of their mouths droop in a natural frown
when at rest. Zaidian skin is a saturated greenish-
blue from crown to toe with a smooth but strong
texture that is almost reptilian. There isn’t a speck
of hair or hint of a feather on any part of their
bodies, just the bare, bald surface. There is no
white to be found in their eyes, just more saturated
color enveloping their pupils. Eye color varies
substantially from Zaidian to Zaidian, making it a
key distinguishing feature between individuals of
the race. The patterns across their forehead are
almost like a fingerprint because of how distinct
they are, but the complexities of the patterns
make it a feature much harder to use to distinguish
Zaidian from Zaidian without a side-by-side
comparison.

As if nature itself was trying to make a joke, the


naturally grumpy Zaidian countenance stands at
odds with their joyous, mischievous, and playful
personality. Every moment of life needs to be as
fun as it possibly could be. They are the jokesters,
the revelers, and often the problem in any serious
situation.

As one of the most widely spread races in the


universe, Zaidian society is impossible to define in
one unified summary. But there are two main
features that are almost universal: Zaidian society
is built for both excessive indulgence and an
extremely harsh justice system.
ZAIDIAN FEATURES
Ability Score Increase: Your Charisma score
increases by 2, and your Constitution score
increases by 1.

Age: Zaidians reach maturity around age 24 and


rarely live longer than 160 years.

Size: Zaidians are extremely tall (~6’-7’) but lithe,


and their colorful frills make them appear even
larger. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: Common.

Bite: Your fanged maw is a natural weapon, which


you can use to make unarmed strikes. If you hit with
it, you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.

Cunning Artisan: As part of a short rest, you can


harvest bone and hide from a slain beast, construct,
monstrosity, or plant creature of size Small or
larger to create one of the following items: a shield,
a club, a javelin, or 1d4 darts or blowgun needles.
To use this trait, you need a blade, such as a dagger,
or appropriate artisan's tools.

Hold Breath: You can hold your breath for up to 15


minutes at a time.

Hunter's Lore: You gain proficiency with two of the


following skills of your choice: Animal Handling,
Nature, Perception, Stealth, and Survival.

Natural Armor: You have tough, scaly skin. 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.

Hungry Jaws: In battle, you can throw yourself into


a vicious feeding frenzy. As a bonus action, you can
make a special attack with your bite. If the attack
hits, it deals its normal damage, and you gain
temporary hit points (minimum of 1) equal to your Constitution modifier. You can't use this trait again until you
finish a short or long rest.

Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your
turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains a 1d6
Bardic Inspiration die.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack
roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic
Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration
die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this
class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Mirthful Leaps: Whenever you make a long or high jump, you can roll 1d8 and add the number to the number of
feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical
instrument of your choice.

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging,
you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and
Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage
roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn
as a bonus action. Once you have raged the maximum number of times for your level, you must finish a long rest
before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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