Oct 10, 2019 12:26 am
First up on my homebrew material are two races that I came up with: the crustacean koup'ira and the fantasy!Rocket rantar.

Though the koup’ira are the most likely of the oceanic races to have any interactions with surface races, most inland have never heard of them. For the most part, the koup’ira only interact with coastal cities to trade for goods that they cannot make or get underwater. On these trading trips they do their best to stay out of local politics, heading into the ocean should local politics try to involve them. Beneath the waves however, the koup’ira possess wondrous kingdoms stretching further than any surface dweller would imagine possible.
Adventuring koup’ira are almost always adolescents. Most lose the desire to travel and see the world when they reach adulthood, leaving the adventuring life behind to work in the field that their parents did. Rare is the koup’ira that never feels a need to settle down.
Male Names: Awamoana, Karamu, Karikaipo, Manatui, Manea’kailang, Paakiga, Pakani, Paoranek Waika, Watke, Wikiha
Female Names: Haukea, Hinatisao, Iolana, Kaui, Kikapua, Koulang, Rana, Ura Kana, Uruanga, Waikana
Koup'ira Traits
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Koup’ira are born in clutches of 10-20 eggs, reach the size of most humanoids by age 20, and reach adulthood around 60. Upon reaching adulthood, koup’ira have grown so large that they can no longer support their bodies on land, and do not stop growing until they die.
Alignment. Koup’ira are mostly lawful, being dedicated to their communities. While individual koup’ira may lean towards good or evil, as a whole most are neutral.
Size. Koup’ira on their Journey of the Seven Waves have not yet reached maturity, but are comparable in size to most city-building surface races. Your size is Medium.
Speed. Your base swim speed is 20 feet. In addition, your legs allow you to walk on land at a speed of 20 feet.
Amphibious. You possess a different kind of lung compared to surface races, and can breathe both air and water.
Carapace. Your AC cannot be less than 10 + your Constitution modifier (minimum 1) no matter the armor you are wearing.
Crafting Claws. You possess an extra pair of arms that are excellent for fine work. You have proficiency in one artisan’s tool kit of your choice.
Multiple Legs. You have advantage against being shoved.
Pincers. You possess two large pincers used for digging, lifting, and self-defense. Your unarmed attacks deal 1d6 slashing damage and are considered light melee weapons. Strength checks made to maintain a grapple with your pincers are made at advantage. You may lift and carry twice the amount normally allowed.
Scavenger. You have a hardy system, and suffer no ill effects from eating food that has spoiled. This does not mean that spoiled food tastes any more appetizing to you than it does for other races.
Languages. You speak, read, and write Common and Koup’irola.

Though the koup’ira are the most likely of the oceanic races to have any interactions with surface races, most inland have never heard of them. For the most part, the koup’ira only interact with coastal cities to trade for goods that they cannot make or get underwater. On these trading trips they do their best to stay out of local politics, heading into the ocean should local politics try to involve them. Beneath the waves however, the koup’ira possess wondrous kingdoms stretching further than any surface dweller would imagine possible.
Adventuring koup’ira are almost always adolescents. Most lose the desire to travel and see the world when they reach adulthood, leaving the adventuring life behind to work in the field that their parents did. Rare is the koup’ira that never feels a need to settle down.
Male Names: Awamoana, Karamu, Karikaipo, Manatui, Manea’kailang, Paakiga, Pakani, Paoranek Waika, Watke, Wikiha
Female Names: Haukea, Hinatisao, Iolana, Kaui, Kikapua, Koulang, Rana, Ura Kana, Uruanga, Waikana
Koup'ira Traits
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Koup’ira are born in clutches of 10-20 eggs, reach the size of most humanoids by age 20, and reach adulthood around 60. Upon reaching adulthood, koup’ira have grown so large that they can no longer support their bodies on land, and do not stop growing until they die.
Alignment. Koup’ira are mostly lawful, being dedicated to their communities. While individual koup’ira may lean towards good or evil, as a whole most are neutral.
Size. Koup’ira on their Journey of the Seven Waves have not yet reached maturity, but are comparable in size to most city-building surface races. Your size is Medium.
Speed. Your base swim speed is 20 feet. In addition, your legs allow you to walk on land at a speed of 20 feet.
Amphibious. You possess a different kind of lung compared to surface races, and can breathe both air and water.
Carapace. Your AC cannot be less than 10 + your Constitution modifier (minimum 1) no matter the armor you are wearing.
Crafting Claws. You possess an extra pair of arms that are excellent for fine work. You have proficiency in one artisan’s tool kit of your choice.
Multiple Legs. You have advantage against being shoved.
Pincers. You possess two large pincers used for digging, lifting, and self-defense. Your unarmed attacks deal 1d6 slashing damage and are considered light melee weapons. Strength checks made to maintain a grapple with your pincers are made at advantage. You may lift and carry twice the amount normally allowed.
Scavenger. You have a hardy system, and suffer no ill effects from eating food that has spoiled. This does not mean that spoiled food tastes any more appetizing to you than it does for other races.
Languages. You speak, read, and write Common and Koup’irola.