Orxis
Mongrel Men
The Orxis claim that their species was born in the final days of the Gods' War. In his battle with Herule, Oraxis, God of Rage, was cut in twain above the Blood Peaks. His intestines fell on those great mountains, and was feasted upon by jackals. These jackals were filled with lust and fury, hunting and breeding until the only thing living on the spine of the world were their offspring: the Orxis.
Basic Attributes
Ability Score Increase
STR +2
Age
Orxis mature incredibly fast, reaching adulthood around 5 years. They age noticeably faster and rarely live longer than 25 years.
Speed
30' base walking speed.
Size
An average Orxis is between five and six feet tall, and weighs less than 200 lbs.
Languages
You can speak Tradespeak and Orxis.
Abilities
All Fours
You can add 10 to your movement if you move on all fours.
Bite
You may do 1d4 piercing damage with an unarmed attack.
Howl
The loud howls of an Orxis can relay simple messages up to a mile away.
Keen Hearing and Smell
You have advantage on Wisdom (Perception) checks that rely on hearing and smell.
Traits
Two Heads
dominantYou have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Hearty
dominant+1 Constitution
Leader of the Pack
dominant+1 Charisma
Additional Limbs
dominantYou have two additional limbs. If these limbs are arms, they count as free hands. If they are legs, each leg increases movement speed by 5.
Quick
dominant+1 Dexterity
Nimble Escape
dominantThe Orxis can take the Disengage or Hide action as a bonus action on each of its turns.
Chameleon
dominantYou have advantage on Dexterity (Stealth) checks made to hide.
Brute
dominantA melee weapon deals one extra die of damage when you use it.
Pack Tactics
dominantYou have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Toughness
dominantYour hit point maximum increases by 1, and increases by 1 every time you gain a level.
Spider Climb
dominantYou can climb difficult surfaces, including upside down on ceilings, without needing to make ability check.
Relentless Endurance
dominantWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Talons
dominantYour retractable talons attack as a D4 Finesse slashing weapon.
Venomous
dominantOn a successful unarmed attack, target must make a DC13 Con Save or take 2D4 damage.
Strong Jaws
dominantBite attacks do D6 + STR. On a successful bite, you may make a grapple check as a bonus action.
Glide
dominantYou may glide through the air, at your full move speed. You descend 5' every turn.
Fetch
dominantYou can use your reaction to catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10.
Mithridized
dominantYou are immune from poison damage and the poison condition.
Egg Laying
dominantOnce per long rest, you may produce D4 servings of Egg. A serving of egg restores D4 HP.
Aggressive
recessiveAs a bonus action, you can move up your walking speed towards an enemy that it can see.
Ambusher
recessiveYou have advantage on attack rolls against any creature you have surprised.
Hold Breath
recessiveYou can hold your breath for 30 minutes.
Burrow
recessiveYou have a burrow speed of 10ft. You cannot dig through solid rock.
Goliath
recessiveYou have a carrying capacity equal to that of a large animal.
Sure-Footed
recessiveYou have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Menacing
recessiveYou gain proficiency in the Intimidation skill.
Slippery
recessiveYou have advantage on ability checks and saving throws made to escape a grapple.
Brave
recessiveYou have advantage on saving throws against being frightened.
Savage Attacks
recessiveWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Running Leap
recessiveYour long jump is up to 30 feet and its high jump is up to 15 feet when you have a running start.
Play Dead
recessiveYou may Feign Death, as per the spell. You may only do this once per short rest.
Small
recessiveYour size small and you are naturally stealthy. You can attempt to hide even when obscured only by a creature medium or larger.
Charge
recessiveIf you move at least 10 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra d8 damage.
Mask of the Wild
recessiveYou can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Barbed Hide
recessiveAt the start of each of your turns, you deal d4 piercing damage to any creature you are grappled with.
Prehensile Tail
recessiveYou have one extra hand.
Sprinter
recessiveOnce per short rest you can double your movement rate for one turn.
Thick Skinned
recessiveYou have a natural Armor Class of 13.
Noxious Spray
recessiveEach creature within a 15 foot cone must make a DC 13 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. You may only do this once per short rest.
Special Rules
Animal Inheritance
Orxis can, and sometimes do, breed with animals of all types. Offspring of these unions exhibit traits characteristic of those animals. Choose one Dominant and one Recessive Trait.
Lore
The Blood of the Rage God
The Orxis claim that their species was born in the final days of the Gods' War. In his battle with Herule, Oraxis, God of Rage, was cut in twain above the Blood Peaks. His intestines fell on those great mountains, and was feasted upon by jackals. These jackals were filled with lust and fury, hunting and breeding until the only thing living on the spine of the world were their offspring: the Orxis.
Mongrel Men
Orxis can breed with most species of animals. This makes the race highly adaptable across diverse environments. When invading a new land, Orxis will commonly breed with the species of that region to better adapt to the area. After generations of this behavior, across many regions, the Orxis species carries the traits of many animals.
Orxis Urbanism
Domesticated Orxis are known to adjust and conform to any environment they find themselves in. Feral Orxis, on the other hand, spurn the comforts of civilized life and live nomadically, conquering and exploiting weaker people. Feral Orxis never live in cities, as they become domesticated within a generation, but do sometimes conquer them for the purposes of exploiting their resources or labor. Domesticated Orxis are prized allies within the lands of other races, as they make loyal and fierce retainers.