Mobian 2nd Variant (5e Race)
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A group of bandits take hostages within the local bank, demanding money, horses to get away on, and to keep one hostage as insurance to make sure they are not followed. As the town guard surrenders the bandits begin to make their get away. As the leave on their horses, one of them continues to hold the knife to their final hostage pressing for them not to be followed or he will kill him. Suddenly, there a loud gust of wind throughout the city. Faster than the bandits can blink, the hostage is no longer with them. Everyone looks around as a whistle is heard from atop a nearby building. A small blue anthropomorphic hedgehog stands atop with the hostage beside him, asking if he's alright. The bandits have lost their leverage.
Mobians are various anthropomorphic animals, resembling small humans mixed with an animal. The colors of their bodies often are a bright, solid, color. Oddly enough, mobians tend to like flashy shoes.
The mobians originate from the planet of Mobius, a world similar to Earth. On this planet there were 7 magical emeralds that could manipulate time and space and give one immense power. Every now and then however, Mobians can find themselves in other worlds, either by some tragic event, or by finding a way to come there by will. Some will even choose to stay and build a new home.
Mobians have a society that is very similar to humans. On their home planet, they have many technological advancements, and have their own set of various traditions. Mobians tend to act and think like humans do and are about the same intelligence wise. Due to the vast amounts of different types of Mobians, and the fact that they have for the most part, always grow up in societies where there is plenty of every type, the idea of racism and other forms of discrimination are a completely foreign concept to them. Not in the sense that they don't believe in it, (though granted they likely would not) but in the sense that they literally do not know what it is. Should you try to introduce the concept to them, they will likely just look at you with utter confusion and have extreme difficulties trying to grasp what you are trying to say. Mobians also have great love for nature, which is why their villages and towns will often be built around forests and lakes.
Mobians are regularly named most of the time, but sometimes their first name derives from their specific abilities. For example, a mobian with multiple tails will have the first name ‘Tails’. Mobians last names are almost always associated with their subrace. For example, if the creature would resemble a bear, then the character would be named “… The Bear”. Bird mobian last names may be more specific than other mobian races, as they have subraces within their subrace.
Male: Sonic the Hedgehog, Tails the Fox, Jet the Hawk, Storm the Albatross, Knuckles the Echidna
Female: Blaze the Cat, Wave the Swallow, Cream the Rabbit
An anthropomorphic race with many different animal subraces based on the Sonic The Hedgehog franchise.
Ability Score Increase. You can choose one ability score and increase it by 1. You cannot increase an ability score above 20 with this feature.
Age. Mobian reach maturity around age 12 and typically live to around age 100.
Alignment. Mobians tend to lean towards, true neutral, however they can be anywhere from chaotic evil to lawful good.
Size. Usually around 3 and a half feet, and weighing under 100 lbs. Your size is Small.
Speed. Your base walking speed is 30 feet.
Natural Armor. Mobians often go without clothes and armor, feeling it be too restrictive. When unarmored, your Armor Class is equal to 12 + your Dexterity modifier.
Subrace. Several main subraces of mobians populate the worlds of Dungeons and Dragons. Choose one of these subraces.
Languages. You can speak, read, and write Common and one other language of your choice.
Ability Score Increase. Your dexterity increases by 2, to a maximum of 20.
High Speed. Your movement speed increases by 10.
Swift Reflexes. You gain proficiency in Acrobatics.
Ability Score Increase. Your dexterity and intelligence increases each by 1, to a maximum of 20.
Improvised Flight. You have 2 tails that act like a helicopter. As a bonus action, you can give yourself a flying speed equal to your movement speed until the start of your next turn.
Keen Senses. You gain advantage on perception checks based on hearing or smell.
Ability Score Increase. Your strength and constitution each increase by 1, to a maximum of 20.
Natural Athlete. You gain proficiency in Athletics.
Gifted Explorer. You gain a climbing speed equal to your movement speed.
Ability Score Increase. Your dexterity and charisma each increase by 1, to a maximum of 20.
Improvised Flight. As a bat, you have a pair of wings. As a bonus action, you can give yourself a flying speed equal to your movement speed until the start of your next turn.
Sonar Vision. You gain blind sight up to 60 feet. You must be able to hear in order to gain this feature.
Ability Score Increase. Your wisdom and charisma each increase by 1, to a maximum of 20.
Focused Mind. You gain proficiency in one of the following skills of your choosing: Perception, Insight, Investigation.
On Constant Guard. Your passive perception increases by +5.
Ability Score Increase. Your Charisma increases by 2, to a maximum of 20.
Animal Lover. You gain proficiency in animal handling.
Gentle Voice. You gain proficiency in your choice of either persuasion or deception.
Ability Score Increase. Your dexterity and wisdom each increase by 1, to a maximum of 20.
Silent. You gain proficiency in your choice of either stealth or sleight of hand.
Camouflage. As an action you can become invisible for 1 minute. You can only do this once and must complete a long rest before you can do so again. At 11th level, you can do this a total of 2 times before needing to take a long rest. At 20th level, you can do this a total of 3 times before needing to take a long rest. You must maintain concentration in order to remain invisible.
Ability Score Increase. Your strength increase by 2, to a maximum of 20.
Swimmer. You gain a swimming speed equal to your movement speed.
Amphibious. You can breathe both air and water.
Ability Score Increase. Your strength and charisma each increase by 1, to a maximum of 20.
Improvised Flight. As a bonus action, you can give yourself a flying speed equal to your movement speed until the start of your next turn.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Ability Score Increase. Your constitution increases by 2, to a maximum of 20.
Outer Shell. You gain resistance from non magical piercing damage.
Tough Armor. Whenever you would add your dexterity modifier to your AC, you can add your constitution modifier instead. You cannot do this if you are already adding your constitution modifier to your AC.
Ability Score Increase. Your dexterity and constitution each increase by 1, to a maximum of 20.
Flying Squirrel. You gain a gliding speed equal to your movement speed. While gliding, you can move in any horizontal direction without having solid ground beneath you for an indefinite amount of time. You cannot move upwards while gliding, and each movement spent gliding brings you 5 feet downwards. Each action, reaction, or bonus action done while gliding also brings you 5 feet downward. After landing from a glide, you take no fall damage.
Carefree. You gain proficiency in persuasion.
Random Height and Weight
|3′ 0″||+2d8||50 lb. lb.||× (x (3d6) lb.) lb.|
*Height = base height + height modifier