Paradise-seeker for Dungeons and Dragons 5E
Ability Score Increase. Your Dexterity score increases by 2.
Alignment. See general description
Size. Your size is Medium (see general description).
Speed. Your base walking speed is 40 feet.
Animal Nature. You are considered a beast instead of humanoid. Animal Friendship works on you regardless of your Intelligence, but only lasts for 1 hour.
Darkvision. You have a wolf’s keen senses, especially in the dark. 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.
Bite. Your teeth are natural weapons, 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.
Human Guise. As an action, you can create the illusion that you are a human, transforming your appearance into that of a specific single human form selected at character creation. The details of this form are static and cannot be changed, but always reflects major physical changes to your body such as age and injury. This transformation is only an illusion but appears to interact with creatures, objects, and effects in a manner that would be consistent with being a human. For example, a paradise-seeker biting an enemy could appear to be striking with a knife and a paradise-seeker walking around normally on four legs would appear to be a human walking around on two legs. Your illusory appearance is nearly flawless. If a creature has reason to suspect you are something other than how you appear, you have advantage on any Charisma (Deception) check you make to avoid detection.
Predatory Skills. You have proficiency in the Perception and Survival skills.
Quadruped. Not having hands you lack manual dexterity you can not wield weapons and have disadvantage on any check requiring hands. Additionally, when climbing, each foot of movement costs you an 4 extra feet, instead of the normal 1 extra foot. For the purpose of casting spells, your front paws count as hands.
Languages. You can speak and read Common and can speak Seeker.
The language “Seeker” is a mixture of body language, barks, yaps, whines, howls, and growls that is largely indistinguishable from normal canine gestures and vocalizations, but can be used to transmit complex information. Speakers of this language can also exchange simple ideas and concepts with unintelligent canines. This language has no written from. Like Druidic, Seeker is a secret language. Paradise-seekers are born with an innate understanding of this language, and would only ever teach it to another creature that they trusted without question.
City Dweller Paradise-Seeker
- Ability Score Increase. Your Intelligence score increases by 1.
- Hearty Constitution. You have advantage on saving throws to resist disease and poison.
- Ability Score Increase. Your Strength score increases by 1.
- Tough Hide. You gain a +1 bonus to Armor Class.
Grove Raised Paradise-Seeker
- Ability Score Increase. Your Wisdom score increases by 1.
- Moon Loved. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.
Human Raised Paradise-Seeker
- Ability Score Increase. Your Charisma score increases by 1.
- Human Empathy. You have advantage on Diplomacy and Insight checks against humans, half-elves, and half-orcs.
- Skills. You gain proficiency in one skill of your choice.
Unnatural Manual Dexterity(Racial Feat)
Increase your Dexterity score by 1, to a maximum of 20.
As long as your human guise ability is active, you can use your action gain the ability to touch objects and manipulate them as if your illusory form were real. This ability lasts for 1 minute. Limited by your carrying capacity and encumbrance, you can try to move objects that are not being worn or carried. If an object is worn or carried by a creature, you must make a Strength check contested by that creature’s Strength check to move it. You can also exert fine control Object using your illusory hands, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. However, you cannot wield weapons or make attacks with this ability. Once you use this ability, you can’t use it again until you finish a short or long rest.
Equipment for Quadrupeds:
Everblooming Collar (1 gp, druidic focus-: Quadrupedal druids can use such an object as a spellcasting focus by holding an unoccupied front paw to it.
Holy Symbols: Given the differing use requirements compared to other foci, these function fine as is (especially the amulet).
Rune Carved Ear Tag (10 gp, arcane focus): A quadrupedal sorcerer, warlock, or wizard can use such an item as a spellcasting focus by holding an unoccupied front paw to it.
Potions: Having potions take the from of small edible items, would be helpful to quadrupedal PCs.
Barding: If a quadrupedal PC’s class grants armor as part of their starting equipment, I would recommend allowing them to instead select equivalent barding. Normally barding is four times the cost of equivalent humanoid armor and has twice the weight. In games with quadrupedal PCs, such as members of the paradise-seeker race, it would be more fair to have the cost and weight be equivalent to normal armor. To incorporate a version of barding that can can be freely doned or doffed without hands by such PCs simply increase the cost by half (or double at most) to account for the uniqueness of such armor, but again I would recommend allowing such barding as starting equipment. The utility of being able to armor themselves is a small but nice boon to quadruped PC’s.