Homebrew Material

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.

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/5def7fd0-1d94-491f-ae39-94baaaa1e309/daulyxh-9bf65cdc-102f-4641-b121-9f73817f1014.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzVkZWY3ZmQwLTFkOTQtNDkxZi1hZTM5LTk0YmFhYWExZTMwOVwvZGF1bHl4aC05YmY2NWNkYy0xMDJmLTQ2NDEtYjEyMS05ZjczODE3ZjEwMTQuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.M70-306W9-gd-cxU5opsxqJtlrn4cqkULHod3eyQx3w

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.
Oct 10, 2019 12:31 am
https://i.pinimg.com/originals/e6/5a/15/e65a15843aed656cc0b54aa74cba42b3.jpg

Hailing from the far south, the furred race known to outsiders as the rantar have a reputation for pranks and mischievousness that can border on cruelty. Brimming with energy, nearly all rantar have a need to do something with their hands, and it is a rare rantar that can sit still for more than a few moments. But more than their love of pranks and their boundless energy, what defines rantar is their love for their families, their sam’lad.

The sam’lad, akin to dwarven clans, is the center of rantar life and society. Surrounded by hostile entities far larger and more powerful than themselves, the rantar have survived and thrived by working together and discarding any idea of fighting fair. Traps are their bread and butter, and a playful version in the form of pranks are a communal bonding experience. Just as elven children play at being mighty wizards, dwarven children play at being soldiers, rantar children have increasingly elaborate prank wars to prepare them for their futures.

Male Names. Ambert, Borok, Janos, Kelian, Marko, Ranos, Rostarod, Szeramir, Tolazs, Varga

Female Names. Donizaja, Gaveta, Lisana, Liza, Maslaliya, Pollilla, Relilana, Riana, Salien, Ulla

Rantar Traits
Ability Score Increase. Your Dexterity increases by 1 and your Intelligence increases by 2.
Age. Short-lived compared to other races, rantar reach adulthood at the age of 9. Few live to reach 60.
Alignment. Rantar are typically Chaotic Neutral. Close knit but mischievous, often to the point of maliciousness with outsiders. For those within their families, they show unmatched loyalty and protectiveness.
Size. Rantar average roughly 2½ feet tall and most weigh around 30 pounds. Your size is Small.
Speed. Fast on your feet, your base walking speed is 30 feet.
Darkvision. Accustomed to the day-long winter nights and shadowy forest undergrowth, you have superior vision in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Underestimated. Your small size and resemblance to small animals make foes initially underestimate you. Any enemies that attack you during a surprise round before you act have Disadvantage. Note that this does not cancel Sneak Attack damage.
Crafter. You gain proficiency in the artisan’s tool of your pick: leatherworker’s tools, smith’s tools, or tinker’s tools.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size category larger than you.
Languages. You can speak, read, and write Common and Rantar.

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