Zooklin
Arcane Paws
From birth, Zooklins are steeped in arcane talent. Their invisible mage hand is an extension of their will, letting them toy with the world around them in subtle or spectacular ways. Even in combat, this spectral touch becomes a weapon of force, a reminder that magic is as natural to them as breathing.
Whimsical Magic
Luck and laughter flow through Zooklin spellcasting. A well-placed enchantment or illusion may erupt into giddy chaos, turning even the fiercest foe into a spectacle of folly. To battle a Zooklin is to risk becoming the punchline of their living joke.
Mischief Maker
Illusions and enchantments are their chosen art, and no Zooklin ever plays fair. With a sly twist of magic, they bend reality against their opponents, making even the strongest will falter under the weight of trickery.
Trickster’s Blink
Where others stumble, Zooklins vanish. A simple step becomes a sudden teleport, their mischievous laughter trailing behind as they dart from one shadow to another. For Zooklins, escape is not retreat—it is part of the game.
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.
}}

