Lunis (Mooncursed)
Ability Score Increase +2 to Str, Con, or Dex; +1 Wis
Size Medium
Speed 30 ft.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Mooncursed. Having been bestowed a powerful curse by the moons of Amen, your body has been altered with some kind of natural animal or plant-like adaptations. Pick two of the following adaptations:
- Your speed increases to 40 ft.
- You gain a climbing speed of 30 ft.
- You gain a swim speed of 30 ft.
- You gain a fly speed of 30 ft., however, to use this speed, you cannot be wearing medium or heavy armor.
- You gain a burrow speed of 30 ft., though you cannot burrow through hard surfaces such as worked stone or metal.
- Your long jump is up to half your base movement and your high jump is up to a quarter of your base movement, with or without a running start.
- You have natural weapons, giving you proficiency with your unarmed strikes, which deal 1d4 bludgeoning, piercing, or slashing on a hit.
- You can breath air and water.
- You can go up to a week without rest, and up to two weeks without food or water.
- You gain advantage on Wisdom (Perception) checks.
- You have advantage on Dexterity (Stealth) checks.
- You have advantage against Strength and Dexterity saving throws made against effects that would knock you prone.
- Your darkvision's range increases to 120 ft.
- When you aren't wearing armor, you have a natural armor class of 13 + your Constitution modifier.
- You know the druidcraft and mold earth cantrips. Wisdom is your spellcasting ability for these spells.
- You count as one size larger when determining your carrying capacity and the weight you can push or drag.
- At the start of each of your turns, you deal 1d4 piercing damage to any creature grappling you. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
When you reach 5th level, you may choose to gain another two adaptations, or one of the greater adaptations, listed below. Regardless of which you pick, you gain a flaw from the table below. This flaw may be more subtle during the day-to-day, or remain dormant, but when you gaze upon a full moon, it comes out in full force; presenting your laden animalistic tendencies:
- While you remain motionless, you are indistinguishable from an ordinary plant of Medium size.
- As an action, you can extend a 20-foot radius of spores. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated.
- You have advantage on saving throws against poison, and you have resistance to poison damage.
- Your proficiency bonus is added to your initiative modifier.
- You can mimic any sounds you've 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 successful Wisdom (Insight) check with a DC equal to 8 + your proficiency bonus + half your level (rounded down).
- If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 2d6 damage of the attack's damage type. The damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6). If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + proficiency bonus + Strength modifier or be knocked prone.
- When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make another melee attack.
- (Speed adaptation required) You can take the Dash, Disengage, or Hide action as a bonus action on each of your turns.
- (Climbing adaptation required) You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also ignore movement restrictions caused by webbing.
- (Swim adaptation required) As an action, you produce a 20-foot-radius cloud of ink all around if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.
- (Flight adaptation required) You don't provoke opportunity attacks from creatures whom you have made an attack against during the round.
- (Perception adaptation required) You gain blindsight out to a range of 30 feet. You cannot use your blindsight if you are deafened.
- (Natural weapon adaptation that deals piercing damage required) When you hit a creature with your natural weapons, the creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, taking 2d8 poison damage on a failed save, or half as much on a successful one. The damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).
- (Natural weapon adaptation that deals bludgeoning damage required) When you hit a Large or smaller creature with your natural weapons, the creature must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier, grappling the creature. Until this grapple ends, the creature is restrained, and you can't use your natural weapons against another target.
- (Natural armor adaptation required) If you take damage equal to twice your level or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You cannot use this adaption again until you complete a short or long rest.
Racial Feature: Growing Curse
As you've been growing, so has your curse. Your body gains an additional two adaptations, or one greater adaptation, however, you receive a flaw from the table below. You may take this feature more than once, but the more curses you bear, the more you lose your identity to this primal nature.
d10 |
Flaw |
1 |
I am obsessive over my "prey." They will not escape me. |
2 |
Hygiene is a choice, one that I don't choose very often. |
3 |
I am very territorial, and will harm any who enter my domain. |
4 |
I never feel safe unless I'm in a small dark place. |
5 |
I very seldom want to move. Once I'm comfortable, I can stay in one place for days. |
6 |
I crave (or despise) social interaction. |
7 |
I enjoy watching little creatures struggle. |
8 |
If my life is in danger, I'm going to run away. |
9 |
I have a periodic libido, during which finding a mate is always in the forefront of my mind. |
10 |
I always look for ways to enhance my survival, usually at the expense of others. |
Languages. Common, and one extra language.