Platypus (perry,the)

Race/Class Hybrid Bullshittery

"Hey, where's Perry?"


Raclal Features

Am I sweating milk?!

You think thats water you're sweating? Nope, thats milk my semi-aquatic friend, slippery, gross, platypus baby nourshing milk. No one wants to touch something that milky, it's vile. You have advantage on grapples made against you by sentient hunmanoids.

He's Just a Platypus, they don't do much.

A true master of disguise these platypuses (Platypi? Platypeople?) are. Especially one that leads a double life of a secret agent. You have gain proficiency in the Stealth Skill and advantage on stealth rolls made when not wearing your fancy fedora.

A Platypus? GASP! PERRY THE PLATYPUS?!

With your natural stealthy ability as a semi-aquatic mammal, people are easily confused when they see you without that fancy fedora. As an action you can remove and store your fedora (You do NOT want to know where) and attempt to fool a creature into thinking you really are just a platypus. The creature must make a widsom save DC 10 + Your Proficiency bonus or they cease to percieve you as a threat. A creature you are involved in combat with makes this save with advantage.

The Semi Aquatic, Egg layin' Mammal of Action

When you aren't using your platyposterior for warming your latest clutch of eggs, you can use that impressive beaver tail to propel you gracefully through the water. You have a swim speed equal to your normal movement speed and can hold your breath for 30 minutes.

All my traps are platypus sized

Small, nimble, agile, deadly. Everyone understimates your platypower because of your dimninutive height. Your size is small and you can occupy another creatures space. You do not consider moving through creatures of size medium or above spaces difficult terrain. You have a movement speed of 25ft.

I wonder what he's saying?

The platypus noise is one of the most interesting of all the platypus' facets. No one knows what it means. Not even the universal animal translator. You cannot communicate verbaly through any means other than platypus noise.

Ornithorhynchus anatinus agilitatem

What? You thought I wouldn't take the latin name of the platypus genus and then stick a poor google translation of agility on the end? Clearly you don't know me. Anywas take a + 2 to your Dex you slippery little blighter.

OWCA Operative

Class Features

As an OWCA Operative, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Operative level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Operative level after 1st

Proficiencies


  • Armor: Any OWCA Issue Gear, Fedoras.
  • Weapons: Simple weapons
  • Tools: Thieve's tools, Disguise Kits

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose 4 from Acrobatics, Athletics, Perception, Insight, Medicine,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a Wrist Watch Communicator
  • a Fedora
  • a note pad and pencil

OWCA Armoury

As a top member of the O.W.C.A (the Organisation Without a Cool Acronym) you have access to all the latest crime fighting technology. Starting from level 1 you gain access to any 2 of the following equipment which can be changed out on a long rest:

  • HoverJet (Prerequisite: Level 12) A flying jet with room for 4 people. Or 5 and a platypus. Allows travel accross all terrain significantly faster than other methods of travel. However any lacks offensive cababilities

  • The Jet-Plat (Prequisite: Level 10) A platypus sized jetpack. Allows up to 60ft of flying speed, but disadvantages all attack rolls while piloting it. the agent can eject themselves as a bonus action, causing the jetpack to fly off and vanish.

  • Pocket Perry-glider A fold out pocket hanglider, allowing the agent to glide gently along, descending 10ft down for every 30ft moved.

  • The Perry-Chute A parachute which when deployed as a reaction slows the user's decent to 60ft per minute.

  • Grappling Gun (Prerequisite: Level 5) Can be fired as an action, attatching a rope to a solid surface upto 60ft away. The agent can then choose to reel in as part of the same action or as a subsequent bonus action. Any attacks of opportunity caused by this are made with disadvantage.

  • Scooter A rudimentary form of transport, but ideal for getting where you're going through dense traffic. The scooter can cover 30 miles per hour and only has room for one person.

  • Video communicator and Locator A small PDA with a GPS system and video communication built in. While using this item, provided the agent has signal they cannot be lost by any means and can contact anyone else with the same technology.

  • Standard Issue 2nd Skin Suit A tight fitting, light weight armour that offers a small defensive buff. +2 AC while wearing this suit.

Fedoras; Fashionable and Functional.

Whenever going out to fight crime, it is imperative that the agent wear one of the Fedora's available to them. An agents fedora cannot be forcibly removed by any means other than a wish spell or a DC 20 Strength check. Starting at level one, an agent must wear a fedora of some kind or be disadvantaged on attacks and saves. Only one fedora may be worn at a time.

  • Standard Issue Fedora A standard Issue Agent Fedora, which itself is the code to access the OWCA HQ and identifies the wearer as a member of the OWCA.

  • *Sawblade Fedora (Prerequisite: Level 10) As a bonus action the agent pulls a ripcord in the hat, causing the brim to spin at incredible speed. The fedora can cut through 1 inch of metal a second but can only stay spun up for 6 seconds and as long as it remains on the agents head. Deals 3d8 Slashing damage when used as part of an unarmed attack.

  • *Boomerang Fedora (Prerequisite: Level 3) You can throw your fedora as part of your attack and have it gracefully arc back to you. Make a ranged attack with the fedora dealing 2d6 damage on a successful hit. On a natural one, the fedora fails to return to you perfectly and lands 1d4 squares away in a random direction.

  • Auto Replicator Fedora (Prerequisite: Level 5) The Fedora automatically scans and stores digital copies of any and all weapons and equipment it can see. These can then be printed by OWCA HQ for future use by agents. The printing process can take anywhere between a few hours and a few weeks depending on the complexity of the item. Cannot replicate magical effects.

  • Fancy Cheese Spray Fedora (Prerequisite: Level 2) As a bonus action can take a can of fancy cheese spray from within the fedora. When sprayed as an action the cheese spray acts as a distraction to any beasts or creatures with an intelligence of less than 6. The creatures will spend 1d4 turns consuming the cheese spray off of whatever it is sprayed on.

  • Animal Whistle Fedora (Prerequisite: Level 12) As a bonus action, the agent can pull a selection of 7 animal whistles from the fedora. The agent can pick and then blow one of the whistles as an action. Each whistle can only be used once per day. Whistles cannot be used underwater.

    • Cat Whistle - Summons a pack of angry cats that deal 8d6 slashing damage to a single target of your choosing

    • Dog Whistle - Summons a single good boi Hell hound under the summoners control. The hound lasts for 1d4 rounds and then disappears.

    • Cow Whistle - Summons a stampede of cows that charge forward in a 60ft by 10ft line, any creature caught in this area must make a DC 16 Dex save. taking 4d6 bludgeoning damage on a failed save and being knocked prone. On a success the creature is not knocked prone.

    • Komodo Dragon Whistle - Releases a cloud of Komodo dragon venom in a 15ft radius. Creatures must make a DC 16 Con save or take 4d8 acid damage and become poisoned. On a success take half damage and are not poisoned.

    • Sardine Whistle (can be used under water) - Summons a shoal of sardines which make the ground in a 60ft radius slippery and considered difficult terrain. If used underwater, the shoal causes the area to also become heavily obscured and deal 1d6 bludgeoning damage for every 5ft moved through them.

    • Whale Whistle (can be used under water) - Summons a Whale, which flops onto the floor, any creature within a 60ft line must make a dc 12 dex save or be crushed, becoming restrained and taking 5d10 bludgeoning damage. On a success the creature is not restrained and takes half damage. If used underwater the whale swallows the creatures instead increasing the DC of the Dex save to 16.

    • Bat Whistle - Summons a swarm of bats that fly around a 60ft area for 1 minute dealing 2d6 damage per round to any hostile creatures.

More than just mad skills

Starting at 1st level you have a mastery of unarmed combat styles.

  • You can use dex instead of str for attack and damage rolls
  • You roll 1d4 as your unarmed damage, this increases at higher levels.
  • You can make an additional unarmed strike as a bonus action when making the attack action

Anti Trap Training

Starting at level 3 you have expert training in how to escape from traps. Any checks to escape a trap are rolled with advantage and you can add double your proficiency to the result.

Ability score improvement

4th, 8th, 12th, 16th and 19th level ability score improvments or feats.

Bigger Platy-Pockets

At 5th level you can carry one additonal item from the OWCA armoury.

Training for the sake of it

At 6th level you gain expertise with 2 skills of your choice.

Inator-dodging training

At 7th level you're so used to dodging inator blasts that, whenever you fail a dex save to avoid damage you take half damage. If you suceeed you take no damage. Your speed increases by 10.

Training Training

At 9th level you gain the ability to train yourself with any equipment or weapon. If you train with a piece of equipment for at least 1 hour per day for 7 days you gain proficiency with that equipment.

Fancier Fedoras

At 10th level You can choose 2 fedora types and gain the benefits of both within one single dashing piece of headwear.

Just a furry little flat-foot

At 11th Level you gain AC equal to 10 + proficiency + Dex modifier as long as you wear no other armour. It's surprising just how tough platypus fur is y'know.

OWCA mandated staring and punching training

At 13th level you gain the following:

  • Steady eye You have advantage on perception or investigation checks if you move less than half your speed on your turn.

  • Insightful fighter As a bonus action make an insight check contested by a creatures deception check. On a success you make any attacks for the next minute with advantage as you exploit that creatures weakness.

  • Knock-out Blow When you attack a creature that is surpirsed you deal double damage. If a creature goes down from this damage it is knocked out and does not have to make death saves.

Master of tactical mammalian antics

At 14th level you can assist your allies by using the help action. Using help in this way no longer requires an action or bonus action. You can use this feature a number of times up to your wisdom modifier. Hey, maybe all you can do is make strange chattering noises, but that can be soothing in the right setting!

Never Flinch from the fray

At 15th level you gain +2 to your con score. When you are reduced to 0hp you are instead reduced to 10hp. Look, all I'm saying is if you have your own theme song about how tough you are, it's gotta be true.

Deus Ex Fedora

At 17th level you gain the ability to pull just what you need out of your hat at the last moment. As an action you can chose any piece of non magical equipment that you know about and summon a copy of it within the milk-sweat drenched headband of your fedora. The item must feasibly be no larger than the fedora. You can use this feature once per long rest.

Iron Will, Nerves of Steel, Several other Metal-Themed Attributes

At 18th level your good nature and dedication to the OWCA shines throughout everything you do. Your alignment changes to Lawful Good (if it wasnt already). Any evil or neutral creature has disadvantage against attack rolls against you. You have advantage on saving throws against any saves caused by creatures that are evil or neutral. You gain immunity to necrotic damage and radiant damage.

Suave, semi-aquatic personification of unstoppable dynamic fury

(This is the point you realise you actually played a platypus all the way to 20th level, I for one, congratulate you on this feat.) At 20th level, you have reached the Peak Of Platydom, truly the Pinnacle of Platytude, the Precipice of Platypower. You're unphased and unshaken by anything that happens around you. Choose your Dexterity, Wisdom or Charisma score and increase it by 10 (this can take scores beyond 20). You can carry any number of gadgets on you at anytime from the OWCA armoury.You gain proficiency in all skills related to Dexterity, Wisdom or Charisma.

"Oh, there you are Perry!"