The Inheritance: Creature Abilities

Gelatinous: [3 Points] Your body, is made up of gelatinous slime that resists physical harm. Bludgeoning and piercing damage you take is reduced by your proficiency bonus.

Sticky Tongue: [1 Point] You can interact, grab, catch or use Tiny or smaller objects with incredible precision using your tongue. In addition, the distance you can do this for can extend up to 5 feet, and is fast enough that it is invisible to most eyes.

### Attacks

*Ink: [1 Point]* You have a built-in self-defense mechanism that allows you to spray ink at your attackers. As an action, you can make a ranged weapon attack against a creature within 15 feet of you, with which you are proficient. If you hit, the creature is blinded until the end of their next turn.

Spit: [1 Point] As a bonus action to spit at a creature you can see within 30 feet. The target must succeed on a Dexterity saving throw. The DC is 8 + your Dexterity modifier + your proficiency bonus. On a failure, the creature is blinded until the end of their next turn. You regain use of this trait when you complete a short or long rest.

Constricting Tail: [1 Point, Must have a Tail] Your tail is a natural weapon which you are proficient with, it can be used to make unarmed attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can use your tail to grapple a creature without occupying your hands and if you hit, instead of dealing damage you can grapple the creature instead.

Jaw Trap: [1 Point] You may use your jaw to grapple creatures smaller than you. If a creature fails its check to escape your grapple, you can bite into them with your sharp teeth dealing piercing damage equal to 1d6 + your Strength modifier.

Hungry Bite: [2 Points, must have bite] When you hit with your unarmed strikes, any damage that is done grants you temporary hit points up to your Constitution modifier. The maximum temporary hit points you can have at any time from this trait is equal to your Strength modifier + your Constitution modifier. These are lost whenever you take a short or long rest or if lost in combat.

### Misc Abilities

*Beastspeech: [1 Point]* Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts

*Beastial Impatience:* [1 Point] When you use the Dash action, you may move an additional 10 feet.

*Flash: [1 Point]* As an action, you may release a brilliant burst of stored sunlight. Creatures within a 30-foot radius can see you must make a Constitution saving throw or be blinded until the end of their next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + Wisdom modifier. You regain the use of this when you complete a short rest in bright sunlight or a long rest in any other condition.

*Mask of the Wild.* [1 Point] At will, you can sprout leaves or flowers from your body, depending on which plant from whence you originated. You can use these leaves or flowers to hide allowing you to attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

On All Fours: [1 Point] You can run on both their hands and feet if needed. When you are prone you have a crawling speed of Your Base Speed. You cannot benefit from this speed if your hands are not empty. Standing up while prone does not cost movement.

Parseltongue: [1 Point] You can communicate with snakes as if you shared a language and have advantage on all Charisma checks you make to influence them.

Rampage: [1 Point] When reducing 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 an additional attack.

Root: [1 Point] You can increase its defensive capabilities at the cost of movement, rooting its self into the ground. As a bonus action, you reduce your speed to 0 until you take a bonus action to uproot yourself. Your Armor Class increases by 1 and if you are subject to an effect that would force you to make a Dexterity saving throw, you can use a reaction to make a Constitution saving throw instead.

Silk Maker: [1 Point] Your abdomen can produce a long, sticky silk that you can use for a variety of purposes. As an action, you can spend a minute to excrete 25 feet of spider silk that is considered as strong as silken rope. You regain use of this trait after completing a long rest.

Stand Aside: [1 Point] When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.

Stampede: [1 Point, Must have Stand Aside] When you use Stand Aside to move through a space occupied by an enemy the same size or smaller than you, you may elect to trample them. If you move through an opponent's space, they must make an Strength or Dexterity save (DC = 8 + your proficiency bonus + your Strength modifier. On a failed save, you trample an enemy, dealing 2d6 bludgeoning damage and knocking them prone. On a successful save, an enemy takes half damage and is not knocked prone. You may continue your movement after a trample, but you may not trample another enemy. Once you use this trait, you can not use it again until you finish a short or long rest.

*Ferocity:* [2 Points] You are a fearsome predator, capable of closing distances in a moment. As a bonus action, you can move up to your speed towards a hostile creature that you can see.

Intimidating howl: [2 Point] As an action, you can give a loud, menacing howl. Creatures 60 feet of you must attempt a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. A creature automatically succeeds if it cannot hear or see you. On a failed save, the creature becomes frightened until the end of their next turn. On success, they become immune to this trait's effect for the next 24 hours. You must complete a short or long rest to use this trait again.

*Phoenix Tears: [2 Points]* As an action, you may cry phoenix tears, on a dying creature within 5 feet, stabilizing them and bringing them up to 1 hit point. These tears lose their magical properties at the start of your next turn and once you use this trait, you can not use it again until you finish a long rest.

*Photosynthesis: [2 Points]* Instead of eating, drinking, and sleeping as normal, you can root yourself in the soil in an area of dim or bright light and enter a meditative semi-conscious state in which you are fully aware of your surroundings. You must remain in this state for 4 hours to get the advantages of a long rest, and it counts as if you have had a days ration of food. If the soil has any form of moister content whatsoever, you can absorb the water you need for the day through your roots.

Shed Hair: [2 Points] As an action, you rub your arms together swiftly to fling itching hairs into the air around you. All creatures within 5 feet of you must make a Constitution saving throw or suffer disadvantage on their next attack roll. Creatures that fail the saving throw by 10 or more are blinded until they make the saving throw, which they can repeat at the end of their turn. The DC for this saving throw is equal to 10 + your proficiency bonus. You can use this trait again after finishing a short or long rest.

Stun Spore: [2 Points] As an action, you can spurt a cloud of spores from your mushroom cap. This produces a 15-foot cone of slowing spores and pushes you back 5 feet without provoking attacks of opportunity. Creatures within the area must succeed a Constitution saving throw or be stunned until the end of their next turn or until they take damage. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. Once used, you cannot use this trait again until you finish a long rest.

Thorned/Spiked: [2 Points] Your Thorns or Spikes can be used for offensive as well as defensive maneuvers. When you are hit by an attack, you can use your reaction to force the creature that hit you to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After you use this trait, you can’t use it again until you complete a short or long rest.

Web: [2 Points] As an action, you can attempt to restrain one Large or smaller creature of your choice within 30 feet of you. Make a ranged weapon attack against that creature. On a hit, the creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 Hit Points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. After you use this ability, you can’t use it again until you complete a short or long rest.

*Alraune Pollen.* [3 Points] You produce a powerful pollen with an innate property pertaining to one of the following traits (Sunflower Pollen, *Rose Pollen* or Venus Pollen) . As an action, you can release a puff of pollen in a 10-foot radius around yourself or in a 20-foot cone, forcing all creatures in range to make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failure, they come under an effect dependent on your trait choice for 1 minute. An affected creature can repeat their saving throw each time they take damage. Once you use your pollen, you can't use it again until after you finish a long rest.

* *Sunflower Pollen:* Creatures affected by your Pollen act as if under the effect of the *calm emotions* spell.
* Rose Pollen: Rose Pollen produces a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your pollen to be charmed for the duration and regard you as a close friend as if affected by the *charm person* spell.
* Venus Pollen: You produce a transparent pollen that when inhaled causes creatures to become mute. Those affected can't even scream and by the time they realize it is often already too late. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom (Perception) checks for the duration.

Nine Lives: [4 Points] As a feline, you get some second shots where others aren't so lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll, even if it is another 1. You must finish a long rest before using this trait again.