```metadata title: Curetus description: '' tags: - '' systems: - 5e renderer: legacy theme: 5ePHB ``` ## Curetus Whether in the highest treetops of the densest jungles, under cover of mud and water in gloomy swamps, or outrunning fierce predators in a savannah, Curetus are rodent-like humanoids that make their homes all across the world. ### Social by Nature The curetus were once simple pack animals. It is unknown what magic or force caused their growth into something more, but their social instincts have not faded whatsoever. Almost all Curetus live in large groups. For many, this is a large pack of other Curetus in whatever region they are best-adapted to. For others, it is in a bustling city, or the sewers beneath it. Whatever the case, where you see one Curetus, there is almost always another around the corner. ### Adaptive by Design While the curetus all come from one magically-altered pack of animals, they homogeneity quickly vanished. As groups of Curetus split from one another, occupying different territory, and eventually inhabiting totally different climates, Ct took only a few generations before changes were able to be seen in the populations of each group. Now, three fully-fledged sub-classifications of Curetus exist. ### Curetus Traits ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Age.*** Your Curetus ages rapidly in comparison to humans. Curetus are considerd adults by the age of two, and rarely live past 40. ***Alignment.*** Curetus tend toward chaotic allignments ***Size.*** Curetus stand between 3 and 4 feet tall. Your size is small. ***Speed.*** Your base walking speed is 30 feet ***Gnashing teeth.*** Your front teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, this natural weapon has the finesse property, and deals double damage to objects and structures. ***Keen Senses.*** You had advantage on Wisdom (perception) checks that rely on smell. ***Languages.*** You can speak and read common and two other languages of your choice ***Miniscule Build.*** You can fit into size Tiny spaces without squeezing. While in a size tiny or smaller space, you have advantage on Dexterity (stealth) checks made to hide. ***Subrace.*** Curetus are capable of living in many different environments. Over time, each of these environments has led to changes in their inhabitants, resulting in three main subraces of imdura: Canopyhoppers, Plainsdrifters, and Swampwalkers. Choose one of these subraces. ``` ``` #### Canopyhopper As a Canopyhopper, you are adapted well to areas with tall trees and plant growth, as well as rocky or mountainous terrain. Canopyhoppers have features similar to flying squirrels or chipmunks, with large flaps of skin enabling them to glide long distances with ease. They also have longer claws than other Curetus, enabling them to climb rough terrain with much less difficulty. ***Ability Score Increase.*** Your dexterity score increases by 1. Your Charisma score increases by 1. ***Navigator of Trees.*** You gain a climbing speed equal to your walking speed. ***Branch-hopper.*** Your jump distance is doubled, and you may choose to use your dexterity score or ability modifier in place of your strength score or ability modifier when determining your jump distance. Additionally, you always count as having a running start for the sake of long or high jumping. ***Glider.*** You have large flaps connecting your arms to your chest. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall. ***Agile.*** You gain proficiency in the Acrobatics skill. Credit: "This squirrel is nuts!" by Leslie Castle \page #### Plainsdrifter As a plainsdrifter, you are best-adapted for plains and grasslands. Plainsdrifters are often preyed upon by big cats and other powerful and agile predators. As such, they have adapted to be faster on their feet and nimble in the face of danger. Plainsdrifters have features similar to a field mouse or cactus mouse. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Scamper.*** When an enemy moves within 5 feet of you, you may use your reaction to move up to half of your movement speed. This movement does not provoke opportunity attacks. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. ***Fleet-footed.*** Your base movement speed is 35 feet. Credit: Orgo, https://www.deviantart.com/orgo/art/Ruark-436974062 ``` ``` #### Swampwalker Swampwalkers are Curetus that have made homes in the desolate, darkened, polluted, or defiled places. Sewers, swamps, and wetlands are the most common homes of the Swampwalkers. Swampwalkers most often resemble rats, but some appear more similar to raccoons or beavers. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Darkvision.*** You have superior vision in dark and dim conditions. 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. ***Poison and Disease Resistance.*** You have resistance to poison damage, and have advantage on saving throws made to resist poison or disease. ***Noxious Bite.*** Enemies hit by your bite attack must make a Constitution saving throw (DC 8 + your Constitution Modifier + your proficiency modifier) or be poisoned for 1 minute. On a successful save, the enemy becomes immune to this effect for 24 hours. Credit: Tyler Clark, https://www.artstation.com/artwork/L2JGWP