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Spoiler Show Ability Score Adjustment: Your Strength and Constitution scores increase by 1.

Size: Small

Speed: 30 feet

Explode: You can use your action to create a noisy explosion. Creatures within 10 feet of you take 2d6 thunder damage on a failed Dexterity save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Objects take full damage. After you use this trait, you cannot use it again until you complete a short rest.

Short Fuse: You have advantage when you roll initiative.



Bob-Omb Racial Feat: Paragon Bob-Omb

You gain the following benefits:

* A +1 bonus to AC.

* You can control the radius of your Explode trait, anywhere between 5 feet and 30 feet.

* You may choose to deal one of the following damage types each time you use your Explode trait: thunder, fire, bludgeoning, or slashing.

Spoiler Show Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.

Size: Medium

Speed: 25 feet

Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.

Float: You fall gently at a rate of ten feet per round, and can fly five feet for every foot fallen. You always hover a few feet off of the ground.

Transparency: You can attempt to hide yourself no matter what the circumstances.

Mostly Alive: You have resistance to necrotic damage.



Boo Racial Feat: Paragon Boo

You gain the following benefits:

* As an action you may lick a creature in melee. Make a Charisma (Intimidation) check opposed by the target's Constitution saving throw, if you succeed the target is paralyzed for one round. Once you use this trait you cannot use it again until you take a short rest.

* You may cast invisibility once per day. Charisma is your magic ability for this spell.

* When you reach 5th level, you gain a fly speed of 25 feet.

Spoiler Show Ability Score Adjustment: Your Strength and Wisdom scores increase by 1.

Size: Small

Speed: 25 feet

Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.

Bite: Your unarmed attacks deal slashing, piercing, and bludgeoning damage. Your unarmed attacks do 1d6 damage.

Headbutt: If a creature damages you in melee you may use your reaction to perform a retaliatory unarmed strike with advantage. Once you use this trait you cannot use it again until you take a short rest.

Poison Resistance: You have resistance against poison damage.



Goomba Racial Feat: Paragon Goomba

You gain the following benefits:

* The first unarmed attack you make each round does an additional 1d4 poison damage.

* Your darkvision improves to 120 feet.

* You gain advantage on Dexterity (Stealth) checks in dim light and darkness.

Spoiler Show Ability Score Adjustment: Your Constitution score increases by 1.

Size: Medium

Speed: 25 feet

Shell Armor: Your AC is 13 + Dex modifier unless you wear armor with a better AC bonus.

Shell Spin: If you charge and make an unarmed attack, it deals 1d12+Str mod damage.

Shell Block: When you are attacked by a ranged attack you may use your reaction to impose disadvantage on the attack roll. You may also use your reaction to grant yourself advantage on one Dexterity saving throw.

Shell Resistance: You have resistance to one energy type. Choose one of the following at first level: acid, cold, fire, lightning, poison.



Koopa Racial Feat: Paragon Koopa

You gain the following benefits:

* Your Shell Armor trait improves your AC to 18 (no Dex), or to 15 + Dex modifier, whichever is higher.

* If you use your Shell Block against a ranged magical attack and it misses, you may reflect it back at the caster. The spell automatically hits the caster. Once you use this trait you cannot use it again until you take a short rest.

* When you use Shell Spin, attacks of opportunity you provoke suffer disadvantage.

Spoiler Show Ability Score Adjustment: Your Strength and Wisdom scores increase by 1.

Size: Small

Speed: 25 feet

Lucky: When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Cower: If you do not attack any enemies, all melee and ranged attacks against you suffer disadvantage for one round.

Mycellimancy: Whenever you use a potion or mushroom, double its duration and numerical effects.

Poison Resistance: You have resistance against poison damage.

Spoiler Show Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.

Size: Small

Speed: 30 feet

Low-Light Vision: You can see in dim light as well as you do in bright light.

Weapon Proficiency: You have proficiency with the pike, blowgun, and bolas.

War Cry: Your first attack after rolling initiative has advantage.

Spook: You have advantage on Charisma (Intimidation) checks.