Playable Race
Three Kids Wearing a Trenchcoat
By their powers combined, your three small children wearing a trenchcoat gain numerous benefits.
Each kid in the trenchcoat might have a different individual race, but you gain no further benefit from that race’s traits. In place of the individual racial features, you gain the following benefits.
Age. Though all of you are children, your ages may also vary a little depending on your race. Most races mature at the same rate as humans, reaching adulthood in the late teens. Dragonborn and half-orcs age a little faster, reaching adulthood at age 15. Halflings reach adulthood at age 20.
Alignment. Stacks of three kids in a trenchcoat tend to be unsurprisingly chaotic.
Ability Score Increase. Three ability scores of your choice increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Slow Assembly. Standing up from prone costs you all of your movement, rather than half your movement.
The Triple Threat. You’re a stack of three separate kids, each with his or her own unique personality, bonds, and flaws. These kids fall unconscious in sequence as you lose hit points in battle, and the number of kids who are conscious at a time is equal to your stack count. While you have two thirds of your hit points or more, you have a stack count of 3. While you have one third of your hit points or more, but less than two thirds of your hit points, you have a stack count of 2. While you have less than one third of your hit points, you have a stack count of 1.
Additionally, you gain the following benefits:
- You have a bonus to Charisma (Deception) checks equal to your stack count.
- While you are wearing no armor and are within 10 feet of a hostile creature, your AC is equal to 10 + your Dexterity modifier + your stack count.
- Rather than having two hands with which to hold weapons, shields, tools and more, each kid stacked under the trench coat contributes one free hand, using the other hand to retain balance and avoid leaving his or her companions behind. You have a number of hands equal to your stack count. When your stack count decreases, you choose which hand is lost. When a hand is lost, you can immediately stow anything the hand is holding (no action required).
Trench Warfare As a bonus action, you can make a number of unarmed strikes equal to your stack count. Each of these unarmed strikes must target a different creature.
Once you use this feature, you must finish a long rest before you use it again.
Language. You can speak, read, and write Common and two other languages of your choice.
Optional Rule: Disbanding the Stack
Your DM might also allow you to use the following feature from your race.
Falling Apart. As an action while you have all of your hit points, you can disband yourself. Your character stops existing, and you instead summon three kids in unoccupied spaces within 5 feet of you which possess everything you were wearing or carrying. Each kid has the statistics of a commoner, but their size is Small, and they have a number of hit points equal to one third of your maximum hit points (minimum of 1). Each kid rolls for initiative as usual, and you determine their actions in combat.
While all these kids are within 5 feet of each other, they can regroup into your character as an action.
If one or more kids go missing, the remaining kids are simply unable to regroup until they find a new kid to work alongside them.