Zooklin

Zooklin

Stats 2 Charisma
Size Small
Movement 30
Languages Common and one extra languages of your choice.
Zooklin are nimble, fey-touched tricksters who call the secret havens of the Forgotten Realms home. They make their abodes from the ancient groves of the High Forest to the lively, labyrinthine streets of Waterdeep and Baldur’s Gate.

Standing just over three feet tall, they boast soft fur that mirrors the living palette of nature; from the rich reds of autumn to the brilliant greens of spring. Their large, expressive eyes shine with a quiet magic, a reminder of their deep bond with both the mystical Feywild and the bustling Material Plane.

These clever beings have a storied past that intertwines with the noble courts of both Seelie and Unseelie. Once serving as trusted court jesters and secretive informants, the Zooklin earned a reputation for their wry humor and unmatched cunning. As centuries passed, a fierce independence grew within them, and many chose to settle in the great cities of the realms. Today, they thrive as information brokers, master illusionists, and occasional opportunists who can turn a simple encounter into a well-spun tale of intrigue.

In their culture, storytelling and ritual hold a revered place. They gather in moonlit clearings and quiet back alleys to share coded messages, trade whispers of ancient lore, and craft riddles that hide as much truth as they reveal. The spirit of their kind is as vibrant as it is elusive, blending playful mischief with the weight of centuries-old wisdom. For those who earn a Zooklin’s trust, a world of secrets and surprises awaits in every whispered word and every shared glance.

Arcane Paws

Zooklins are naturally attuned to magic, their very essence woven with arcane energy. You know the Mage Hand cantrip, and when you cast it, the hand is invisible. You can stand up from prone without using extra movement.

In addition, as an action, you can make a melee spell attack against a creature within 30 feet using your mage hand. On a hit, the target takes force damage equal to 1d8. This damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Whimsical Magic

When you roll a natural 20 on a spell attack roll, the target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or fall into uncontrollable laughter until the end of your next turn. While laughing, the target falls prone and is unable to take actions or reactions until the end of their next turn.

Mischief Maker

When you cast an illusion or enchantment spell, you can use your reaction to force one creature affected by the spell to have disadvantage on its first saving throw against it.

Trickster’s Blink

When you take the Disengage action, you can teleport instead of moving normally.

Zooklin Roll20 Feature Codes

Roll20 Feature 1.

!setattr {{
--sel
--repeating_traits_-create_name|Arcane Paws
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Zooklin
--repeating_traits_-create_description|Zooklins are naturally attuned to magic, their very essence woven with arcane energy. You know the Mage Hand cantrip, and when you cast it, the hand is invisible. You can stand up from prone without using extra movement.

In addition, as an action, you can make a melee spell attack against a creature within 30 feet using your mage hand. On a hit, the target takes force damage equal to 1d8. This damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
}}

Roll20 Feature 2.

!setattr {{
--sel
--repeating_traits_-create_name|Whimsical Magic
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Zooklin
--repeating_traits_-create_description|When you roll a natural 20 on a spell attack roll, the target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or fall into uncontrollable laughter until the end of your next turn. While laughing, the target falls prone and is unable to take actions or reactions until the end of their next turn.
}}

Roll20 Feature 3.

!setattr {{
--sel
--repeating_traits_-create_name|Mischief Maker
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Zooklin
--repeating_traits_-create_description|When you cast an illusion or enchantment spell, you can use your reaction to force one creature affected by the spell to have disadvantage on its first saving throw against it.
}}

Roll20 Feature 4.

!setattr {{
--sel
--repeating_traits_-create_name|Trickster’s Blink
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Zooklin
--repeating_traits_-create_description|When you take the Disengage action, you can teleport instead of moving normally.
}}

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