The Woolabee

The Woolabee are fey-touched ram-like creatures that live simple nomadic lives. They spend most of their life studying clestial bodies and travelling apart from their kind, though some Woolabee gather in small packs. Woolabee have a natural affinity for magic, which they often prefer over martial weapons.

Woolabee Features

Ability Score Increase: Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Age: Woolabee have a lifespan longer than the average human. A woolabee reaches adulthood around 15 and can live for as long as 300 years.

Size: Woolabee are between 3 and 4 feet tall and weigh 100 to 150 pounds. Your size is small.

Speed: You have a base walking speed of 25 feet

Alignment: Because Woolabee rarely take part in societal practices, most are neutral good and practice magic or healing. Some Woolabee are mischievous and lean towards chaotic neutral, becoming tricksters, pick-pockets, or wandering travellers.

Languages: You can speak, read, and write common, celestial, and another language of your choice.

Gentle Light: A gift from the touch of the fey. Your wool and horns cast a dim glow up to 5 feet around you.

Woolabee Magic: You can cast Detect Magic and Mending using Wisdom as your spellcasting ability. There is no limit to casting these spells.

Wayfarer: You're accustomed to travelling long distances and difficult paths. You are not affected by difficult terrain and cannot become lost except by magical means.

Varients

Highland Woolabee

Ability Score Increase: Your Constitution score increases by 2.

Hearty Build: When being grappled or knocked down, roll a 1d4 to add to your saving throw.

Hard Headed: As a bonus action, headbutt a creature within 5 feet of you for 1d6 bludgeoning damage,

Battering Ram: Make a 1d4 bludgeoning attack with your horns with proficiency. If the attack is successful, the creature is knocked prone.

Moore-Dweller Woolabee

Ability Score Increase: Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Mischievous Stock: You can cast Mage Hand and Minor Illusion using Intelligence as your spellcasting ability. There is no limit to casting these spells.

Light-Foot, Light-Hand: As long as you have not been noticed, add 1d4 to Stealth and Slight of Hand.

Trick of the Light: In an encounter, the first spell you cast will go unnoticed until the spell is in effect.

Snowland Woolabee

Ability Score Increase: Your Wisdom score increases by 2.

Gifted Hands: You can cast Cure Wounds and Bless using Wisdom as your spell casting ability. You can cast these spells once per long rest.

Wish for a Friend: Once per long rest, grant one creature an extra saving throw at the cost of your own. Roll a 1d20 against the creature’s AC for a chance to grant the saving throw without losing yours. You regain your saving throw after a long rest.

Master of Medicine: You are proficient in medicine and you start with your choice of a healer’s kit or an herbalism kit. Add 1d4 to Medicine checks.

Hill-Dweller Woolabee

Ability Score Increase: Your Wisdom score increases by 2.

Magical Nature: You can cast Druidcraft and Resistance using Wisdom as your spell casting ability. There is no limit to casting these spells.

Imbue: As long as you are touching a single item no bigger than 1 to 2 feet long and 1 to 2 feet wide, the item will have magical properties. The item can be used to attack with 1d6 + your spellcasting modifier.

Heir of the Zodiac: Roll a 1d12. The effect y ou roll activates whenever you choose and lasts until it is ended. If you don't use the effect, it resets after a long rest. You can roll three times per long rest. See the table below for the list of effects. Credit: B. Metz

Heir of the Zodiac
Value Effect
1- Taurus Touch a willing creature and add 1d6 to their next melee attack. The effect ends after three of their attacks successfully hit while this effect is added.
2- Aries Touch a willing creature. The creature can block one melee attack and subtract 1d4 from the damage. The effect ends after three attacks are blocked while this effect is added.
3- Cancer Choose one creature within 25 feet around you to reduce 1d10 damage to their next attack. The effect ends after three attacks.
4- Gemini Choose one creature within 25 feet around you to switch places within an instant. If you switch with a creature, you can roll a 1d4 to either heal them or do magical damage. Can be used as a bonus action. The effect ends after use.
5- Leo Gain the ability to pick up or crush one object. If the object is thrown, it will make 2d6 bludgeoning damage with proficiency. The effect ends after the object is crushed or put down.
6- Virgo Upon taking damage from any source, roll a 1d4 to heal any creature within 25 feet around you. The effect ends after taking damage twice.
7- Libra Choose one creature within 25 feet of you. Your hit points and AC will match theirs until you take damage. The effect ends after you take damage once.
8- Scorpio Choose one creature within 25 feet around you and add 1d6 poison damage to their next successful attack. Once they successfully land an attack, the creature they attacked will take 1d4 poison damage at the beginning of every round for 3 rounds. The effect ends after 3 rounds once a successful attack is made.
9- Saggitarius Choose one creature within 25 feet around you. The target will take piercing damage equal to 1d6 + your spellcasting modifier. You can selectively choose any creature standing within 25 feet directly in its path to also take damage. The effect ends after one use.
10- Capricorn Choose one creature within 25 feet around you. Add your spellcasting modifier to their next 3 successful attacks. The effect ends after their third attack.
11- Aquarius While this effect is active, shallow water 1 foot deep will appear 25 feet around you. You can cast Shape Water twice. The effect ends and the water disappears after you have cast Shape Water twice.
12- Pisces Choose one creature within 25 feet around you. Add 1 bonus action to their next turn. The effect ends after they use their bonus action.