{"name":"Cactir","overview":"","image_id":"","ability_score_increase":"Your Wisdom score increases by 2.","age":"Cactir reach maturity around the age of 15, and can grow as old as 200.","alignment":"","size":"Medium","speed":"30 ft.","languages":"You can speak, read, and write Common and @[Cactin.](language:0cc7630e-2608-4249-a284-bc30e8ebf4fb)","parent_race":"","sub_races":"","race_features":"[b]Size.[\/b] Cactir can vary drastically in height and weight, from\r\nas tall and heavy as 8 feet and 250 pounds, to just over 4 feet\r\nand 120 pounds.\r\n\r\n[b]Defensive Spines.[\/b] You slowly regenerate a spiny defense\r\nmechanism to deter predators. When a creature attempts to\r\ngrapple you, or hits you with a melee attack while within 5\r\nfeet of you, you can use your reaction to deal an amount of\r\npiercing damage to it equal to 1d6 + your Constitution\r\nmodifier. Once you use this trait, you can't use it again until\r\nyou finish a long rest.\r\n\r\n[b]Desert Denizens. [\/b]The amount of water you need each day\r\nis halved, and you can gather the necessary water to survive\r\neach day via exposure to at least 1 hour of light to heavy\r\nrainfall.\r\n\r\n[b]Preserve Life.[\/b] You are proficient in your choice of one of\r\nthe following skills: Animal Handling, Medicine, and Nature.\r\n\r\n[b]Waxy Hide. [\/b]You have resistance to fire damage.\r\n\r\n[h1]Subrace. [\/h1]\r\nThe primary kinds of cactir are Cultivar and Nepenth. Choose one of these subraces.\r\n\r\n[h2]Cultivar[\/h2]\r\nThe majority of the cactir within their cities and towns are\r\ncultivar, cactir who are most at home within their gardens and\r\nstables, tending to their plants and animals with unrivaled\r\npassion.\r\n\r\n[b]Ability Score Increase. [\/b]Your Constitution score increases\r\nby 1.\r\n\r\n[b]Green Thumb.[\/b] You have proficiency with the Herbalism kit.\r\n\r\n[b]Aloe Balm.[\/b] As an action, you can secrete a solution with\r\nnatural healing properties into a vial or similar sized\r\ncontainer, or on to the wounds of a creature you touch. The\r\nsolution loses its potency once applied to a creature, or after 1\r\nhour. When applied to a creature, the target regains a number\r\nof hit points equal to your level.\r\n\r\nIf the creature is poisoned as a result of failing a saving\r\nthrow, it can repeat its saving throw against the effect with\r\nadvantage, ending it early on a success. Once you use this\r\ntrait, you can't use it again until you finish a long rest.\r\n\r\n[h2]Nepenth[\/h2]\r\nThe nepenth are a much more reclusive lot, and oftentimes\r\ndon't reside in any specific cactir settlement. They are\r\ntrackers, and hunters. Living off the land itself, but only in as\r\nmuch as doesn't interfere with the natural order of things.\r\nThey are talented combatants, especially skilled at fighting\r\nbeasts, but also more than capable of handling themselves\r\nagainst other races.\r\n\r\n[b]Ability Score Increase. [\/b]Your Dexterity score increases by\r\n1.\r\n\r\n[b]Ambushers. [\/b]You can attempt to hide even when you are\r\nonly lightly obscured by foliage, or other vegetation.\r\n\r\n[b]Needles.[\/b] The specialized needles that grow on your body\r\nare natural ranged weapons, with which you're proficient.\r\nThey have a normal range of 20 feet, and a long range of 60\r\nfeet. When you hit with them, the target takes piercing\r\ndamage equal to 1d4 + your Dexterity modifier.\r\n\r\nAdditionally, when you make an attack with your needles,\r\nyou can choose to coat them in a poison developed by your\r\nbody. If the attack hits, it deals an additional amount of poison\r\ndamage equal to your level. Once you have used this poison,\r\nyou can't create it again until you finish a long rest.","description":"","source":"Timber Tome","jsondata":"","tags":"","templateId":"5520","blockId":"1100398","world":"9aaee05a-a562-4ee5-a9b0-6a03fbf9082b","folder":"6866","isShared":"on"}