Hemming Hemmings are bluish-purple koala-like people. Though they have no uniform temperament, some have a reputation for mischief. Ability Score Increase. Your Strength and Constitution Ability scores increase by 1. Alternatively, or when you gain a level, you may change this to increase two different ability scores by 1 or one ability score by 2. Languages. You can speak, read, and write Common and one other language of your choice. Age. Hemmings grow rapidly and mature within days of birth, but live about as long as humans. Creature Type. You are a Humanoid. You are also considered a Monstrosity for any prerequisite or effect that requires you to be a Monstrosity. Size. Most Hemmings are Small, but you may also be Medium. Speed. You have a 35 foot walking speed. You also have burrowing and climbing speeds equal to your walking speed. You can burrow through granite and anything less hard, and your claws enable you to climb smooth penetrable surfaces. Darkvision. 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. Proficiencies. You have proficiency in Vehicles (Air) and Vehicles (Water), or alternatively, you may replace one or both with a language, simple weapon or tool proficiency of your choice. If firearms are available in your game, you may replace one of these with proficiency in firearms. Nobody Gets Left Behind Or Forgotten. Select up to 6 other willing creatures you can touch. You can’t forget each other and you always know where they are, except by the equivalent of a wish spell. Their souls can’t be destroyed, restrained or forcefully sent to another plane while you live. If you or one of the affected creatures use a 5th level spell slot to cast revivify, or by any means cast raise dead or reincarnate on another affected creature, you don’t need the corpse. A copy of the body is created, and the caster has a year from the time of death to cast it. Monstrous Form. As a Bonus Action, you can assume a monstrous form, which lasts for one minute. While in your monstrous form, you can add a d4 to all Strength, Dexterity, and Constitution ability checks and saving throws you make. In addition, you gain the ability to cast cause fear without a spell slot, or at 2nd or higher levels with spell slots you have of the required levels. Your spellcasting ability is any Ability of your choice other than Constitution. You may assume a monstrous form once, and regain this ability at the end of a long or short rest. Art: Aradesh, DALLE-2. Author: Pond#3981 on Discord. This document contains Wizards of the Coast product fan content as permitted under the fan content policy. Portions of materials used here are property of and copyright Wizards of the Coast LLC, which has not approved or endorsed this content. 1 Webley Webleys are stout, short yellowish people that resemble both ducks and platypus. They are commonly, but incorrectly, perceived to be absent-minded. Ability Score Increase. Your Constitution score increases by 2. Alternatively, or when you gain a level, you may change this to increase two different ability scores by 1 or one other ability score by 2. Languages. You can speak, read, and write Common and one other language of your choice. Age. Webleys live about as long as humans, but whether they ever mature is a mystery. They hatch just the way they are, but they don’t truly seem grown. Creature Type. You are a Humanoid. You are also considered a Monstrosity for any prerequisite or effect that requires you to be a Monstrosity. Size. Most Webleys are Small, but you may also be Medium. Speed. You have a 30 foot walking speed and 40 foot swimming speed. 2 Held Breath. You can hold your breath for up to an hour. Psionic Spellcasting. You know either mage hand or message. At 3rd level you learn either dissonant whispers or detect thoughts; and at 5th, levitate or hold person. Your spellcasting ability is any Ability of your choice other than Constitution. You may cast these levelled spells once each without a spell slot, and regain all such ability at the end of a long rest. You may also cast them with any spell slots you have. When you gain a level you may change your choices of spells granted by this feature. Headache Revenge. When you take damage, you gain one Headache Point. You may use your Bonus Action to add your Headache Points to either all your attack rolls until the end of your turn or all your DCs until the end of your turn. When you use this ability or roll initiative, your Headache Points reset to 0. Best Friends. At the end of a long or short rest, you may select one creature you can touch. You can cast warding bond on this creature at will until you select another creature. This document contains Wizards of the Coast product fan content as permitted under the fan content policy. Portions of materials used here are property of and copyright Wizards of the Coast LLC, which has not approved or endorsed this content.