Gibbous Urchin, D&D 5E Race

### This is the page for the Dungeons and Dragons 5th Edition homebrew Race, Gibbous Urchin.

NOTE: This page is IN DEVELOPMENT. Use of this content may result in a character that is not properly balanced for your campaign or have traits that do not work as expected. You may use this race for testing it or for just fun (with your DM's approval).

NOTE 2: Any testing results ARE NOT to be included on the page (you may use the Comment Section to do so, or via the Discord chat). Do not make edits to the page if you are not part of the race's development team.

## Gibbous Urchin

### Physical Description

A Gibbous Urchin's body (is/appears to be?) made of wood. They have eight limbs grouped in pairs, two pairs of arms and two pairs of legs. They are able to have a pair of limbs operate as a single limb; doing so with multiple pairs can make them appear and move similar to typical humanoids.

### Organ Crows

Gibbous Urchins are born as a complete physical unit, like other species. Once they reach maturity, around 13-15 years of age, they will spawn off most of their internal organs, including their eyes, each transforming into the forms of living, non-magical crows. These Organ Crows are semi-independant in their individual movements but are part of the Gibbous Urchin's body and mind. Having reached this stage of development, a Gibbous Urchin does not rely on their organs in the same manner as other creatures though they still need to eat and breathe and they do rely on their Organ Crows for sight and bodily health. Although the Organ Crows can eat, they do not need to do so to survive as they share your bodily nutrition. The holes left by the crows exiting your body may be sewn shut, embroidered, or otherwise decorated.

Organ Crows are capable of breeding, enabling you to replenish Organ Crows that have deceased. When the Organ Crows from two Gibbous Urchins breed, a new baby Gibbous Urchin is born. Many Gibbous Urchins choose to keep a number of their Organ Crows in a type of bird cage at their home so that there are always a number of their flock kept safe.

## Gibbous Urchin Traits

**Suggested Ability Score Increase**: +1 Constitution and +2 Wisdom

* **Size**: You are a Medium (7-8 ft. tall) or Large (9-12 ft. tall) creature. (Large is only an option if your DM allows it.)
* **Creature Type**: You are a Plant.
* **Age**: ???
* **Speed**: Your Speed is 30 ft.
* **Vision**: You have normal vision, though it does not originate from your self. Instead, you see from the combined perspectives of all of your Organ Crows. Any changes to your sight, such as gaining Darkvision or True Sight, are applied to all of your Organ Crows.
* **Other senses**: All of your other senses are handled by your body as normal, though you also sense what your Organ Crows sense.
* **Breathing**: You breathe air.
* **Diet**: You are herbivorous, eating plants, fungi, etc.
* **Languages**: You know and can speak Common (aka: Hoomsh) and (Gibbousish? or another appropriate language of your choice).

**Crow Sight**: You ignore the effects of being Blinded that target your body as long as you have at least two Organ Crows.

**Dispersed Physiology**: Apart from your brain and the main structure of your body, your major internal organs became a collective flock of crows during maturity. Although you and your Organ Crows can be any distance apart, you are bound as a single creature sharing one mind. As such, if you or any of your Organ Crows are transported to another plane the rest will simultaneously appear within 5 ft. of the one that was transported. Enough of your Organ Crows are treated as being nearby at all times to fulfill your needs, but are not treated as creatures and as such are not legal targets in combat nor can they attack on their own.

* As a Bonus Action, you can send a crow from your flock to carry out a simple task. That Organ Crow is tracked as a creature sharing your initiative but acting after your turn ends (see the Organ Crow statblock) until it returns to your flock. An Organ Crow returns to the flock when the task is completed. You can end the task early at any time. You can have a number of Organ Crows active equal to your Proficiency Bonus.
	+ Scout: You expand your area of sight by sending the Organ Crow to a designated location.
	+ Snatch: The Organ Crow travels out to collect a Tiny or smaller item that weighs no more than 0.5 lbs and bring it to you. It drops the item into your open hand or on the ground in a space within 5 ft. of you. You can have the Organ Crow continue to hold the item instead, remaining a tracked Creature until you have it drop the item.
	+ Distract: You send an Organ Crow to a designated location where it uses its Mimicry trait to create a distraction similar in effect to that provided by the cantrip Minor Illusion. If a creature uses its action to examine the sound, the creature can determine that it is a fake with a successful Investigation check against your Deception (DC 8 + your Deception skill modifier). If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
* Vision/eyes: Your vision is uniquely tied to each of your Organ Crows, whatever they can see you can see. Anything that is in line of sight to one of them is in line of sight for you.
	+ You can see from all points that your crows can see. Several of your Organ Crows are always flying about, providing you the ability to see from all points within a consecutive 50 ft. range as if you were in any of those areas.
		- While you have fewer than 5 Organ Crows, ignore this trait until you have 5 or more.
	+ You can cast spells using the line of sight provided by any of your Organ Crows. You are the source of the spell and still require a clear path to cast it.
* Spellcasting: Although an Organ Crow provides line of sight, you cannot cast spells as originating from it. Organ Crows are not Familiars.
* Location sense: You can sense how far and in directly which direction any of your Organ Crows are located at all times.
* Organ Crow death: When an Organ Crow dies, you lose 2 hp immediately.
* Tracking Organ Crow flock size: At lv. 1, you start with 2d6+5 Organ Crows in your flock. Your DM may require you to track how many crows are in your total flock, regardless of their location.
	+ If at any time you have only two Organ Crows, your maximum hit points becomes 1 and cannot be increased by any means. Once you have more than two Organ Crows by them breeding, your maximum hit points returns to normal.
	+ If at any time you have fewer than two Organ Crows, your maximum hit points becomes zero and you die.
* Breeding Organ Crows: As part of a Long Rest, you can have two Organ Crows begin to breed. The process takes two weeks and produces one new Organ Crow at the end of the final Long Rest. Only one pair of Organ Crows may breed at a time.
	+ During this period, the maximum number of Organ Crows you can have active is reduced by two.
	+ If during this period you have no other Organ Crows, you are Blinded until the breeding period is completed.

**Multi-limbed**: You have eight limbs in pairs, which can work as a pair or separately.

* Four-armed: You can use your arms in combinations of two to four limbs. (Some DM's may use rules for creatures that can wield more than two weapons at a time. Talk to your DM to find out their rules.)
	+ Closed pair: A closed limb pair is treated as using two hands for Melee Weapons with the Versatile or Two-handed trait. Making an Unarmed Strike with a Closed Pair deals 1d4 + Strength Modifier Bludgeoning damage.
		- If a closed pair is wearing arm or hand clothing or equipment that encompasses the paired limbs (such as sleeves, gauntlets, gloves, bracelets, etc.) you cannot open that pair until you have removed the impeding equipment. If the equipment is made of fabric or other sufficiently weak substance (not metal, leather, plastic, rubber, or other particularly durable substance), you can use an Action to attempt a DC 16 Athletics (Strength) check to burst the impeding equipment. Succeeding at doing so rips the item(s) in half (destroying it and eliminating any magical properties it may have carried) and your arm pair splits into their open state. If both arm pairs are closed, you can attempt a single check to open both pairs at the same time.
	+ Open pair: Each open limb can wield/use an item normally. This may allow holding up to four items simultaneously if both arm pairs are open.
		- If either arm of an open pair is wearing hand or arm clothing/equipment that comes between it and the limb's pair, you cannot close that pair until you have removed the impeding equipment.
	+ One closed, one open pair: In addition to the benefits of an Open pair or Closed pair, you have Disadvantage on Persuasion checks and Advantage on Intimidation checks with Humanoids, Beasts, and other creatures as determined by the DM.

* Four-legged: You can use your legs in combinations of two to four limbs.
	+ Both closed pairs: If your Arm pairs are also closed, you have Advantage when using a disguise to pass yourself off as a Humanoid.
		- If a closed pair is wearing footgear or legwear that encompasses the paired limbs (such as pants, boots, or shoes) you cannot open that pair until you have removed the impeding equipment. If the equipment is made of fabric or other sufficiently weak substance (not metal, leather, plastic, rubber, or other particularly durable substance), you can use an Action to attempt a DC 16 Athletics (Strength) check to burst the impeding equipment. Succeeding at doing so rips the item(s) in half (destroying it and eliminating any magical properties it may have carried) and your leg pair splits into their open state. If both leg pairs are closed, you can attempt a single check to open both pairs at the same time.
	+ Both open pairs: You ignore Difficult Terrain caused by terrain with an irregular surface. If your Arm Pairs are both closed, you have Advantage when using a disguise to pass yourself off as as a quadruped species that has a humanoid upper torso. (You might attempt to disguise yourself as a species with more legs if the DM allows it).
		- If either leg of an open pair is wearing footgear or legwear that comes between it and the limb's pair, you cannot close that pair until you have removed the impeding equipment.
	+ One closed, one open pair: You ignore Difficult Terrain caused by terrain with an irregular surface. You have Disadvantage on Persuasion checks and Advantage on Intimidation checks with Humanoids, Beasts, and other creatures as determined by the DM.

## Organ Crow Statblock

### Organ Crow

Tiny Beast/Fey, (it shares your alignment)

Armor Class: 10, Hit Points: 1 HP, Speed: 10 ft., Fly 50 ft.

STR 2(-4), DEX 14 (+2), CON 8(-1) INT/WIS/CHA and Proficiency Bonus are equal to your Ability Scores and Proficiency Bonus.

Skills: The Organ Crow shares your Perception and Passive Perception

Languages: The Organ Crow is an extension of yourself, but cannot speak. It can mimic simple sounds (see Mimicry)

Action: Mimicry: An Organ Crow can mimic simple sounds you have heard, such as (but not limited to) a person speaking a simple phrase or screaming, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Items: An Organ Crow cannot use items or attune to Magical Items. It can transport Tiny items for you but not use them. Magical Items do not affect Organ Crows unless that is part of the item's properties