Homebrew:Kuo-Toa: Difference between revisions

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[[file:ibexi.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the kuo-tao race from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the ibexi race from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
Fierce mountaineers, the Ibexi race are anthropomorphic goats. They have cloven hooves instead of hands and feet, but with an opposable secondary hoof, their hands are just as dexterous as those of other humanoids. While they share clear physical traits with satyrs and bariaur, the typical Ibexi culture is worlds apart.
== Fishified Slaves ==
The kuo-toa are a race of fishlike humanoids who were enslaved by the illithids millennia ago. They were driven mad by their captivity, and even to this day they harbor some of the realms' most insane philosophers.


== Rugged Recreation ==
== Religious Deviants ==
Most Ibexi do not care for the pomp and circumstance of fine art and poetry, although they have their own artforms. Rich oral histories recount tales of ancient gods creating them from the stones of the mountains, and elegant dance ceremonies offer fealty to these nature spirits. In their free time, many Ibexis enjoy friendly wrestling matches and footraces, and hold jubilant dances to traditional folk music at least once a month.
Most races claim to be the creation of some sort of progenitor god. Not the kuo-toa. Much to the awe and horror of every scholar who learns of them, the kuo-toa can create their own gods. If enough of their shattered minds believe an invented god is real, they can grant it life and a physical body.


'''Ibexi Sports.''' Ibexi love to be active, and their enjoyment is multiplied exponentially when others join them in their romping pastimes. Favorite activities include the standard stick-pull (though many prefer a variation where you join hooves instead of hold a stick), leg wrestling (the loser is often just as pleased to be thrown as the winner is to win), footbag (which can sometimes go for hours, often with rules conjured on the fly), and "tree-tussles" (where one or two contestants form a "tree" by standing on the shoulders of another, and they try to dismantle the other "trees" without breaking their own form).
== A Fish Out of Water ==
It is rare that a kuo-toa leaves the safety of its people to strike out as an adventurer. The kuo-toa tend to hate other races, and the feeling is mutual. However, if a kuo-toa can get past its xenophobia, learn to abide sunlight, and agree to observe local laws concerning cannibalism, they can be a strange and unique addition to any party.


Usually good natured in their escapades, Ibexi characters will often challenge allies to friendly athletic competitions, and may become sad and unhealthy if they do not experience regular physical activity and bond with others through sport.
You can use the Kuo-Toa Quirks table to determine what strange behaviors your character might have.


== Ibexi Traits ==
{| class="wikitable"
|+ Kuo-Toa Quirks
! d6 !! Quirks
|-
| 1 || You feel no reason to follow those who aren't physically higher than you are.
|-
| 2 || You are quick to point out the flaws of everyone around you.
|-
| 3 || You only talk when waving your hands doesn't do the job.
|-
| 4 || You assume every rumor of wrongdoing must be true.
|-
| 5 || You always walk about in your sleep, mumbling about the new god you just discovered.
|-
| 6 || You have a tendency to wander, leaving the room without warning and returning only when you feel like it.
|}
 
== Kuo-Toa Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Strength score increases by 2 and your Wisdom score increases by 1.
Your Wisdom score increases by 2 and your Strength score increases by 1.


=== Age ===
=== Age ===
Ibexis reach adulthood by age 15, and live an average of 50 years.
Kuo-toa reach maturity around age 12 and can live up to 30 years.


=== Size ===
=== Size ===
Ibexis stand between 4 and 6 feet tall, and an average of about 140 pounds. Your size is Medium.
Your size is Medium. Kuo-toa are slightly shorter than humans, averaging about 5 feet tall.


You can roll to randomly determine your character's height and weight.
You can roll to randomly determine your character's height and weight.


:'''Size Modifier =''' 2d12
:'''Size Modifier =''' 2d6
:'''Height =''' 4 feet + your size modifier in inches
:'''Height =''' 4 feet + 5 inches + your size modifier in inches
:'''Weight in Pounds =''' 80 + (1d6 × your size modifier)
:'''Weight in Pounds =''' 90 + (2d6 × your size modifier)


=== Speed ===
=== Speed ===
Your base walking speed is 30 feet.
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
 
=== Languages ===
You can speak, read, and write Common and Ibexi. Ibexi is a dialect of Minotaur that uses more sniffing and fewer grunts.


''(Note: in D&D Beyond, Minotaur will be added to your character sheet.)''
=== Amphibious ===
You can breathe air and water.


=== Horns ===
=== Superior Darkvision ===
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Accustomed to the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


=== Ramming Charge ===
=== Sunlight Sensitivity ===
If you move at least 20 feet straight toward a target and then hit it with your ibexi horns on the same turn, the target must succeed on a Strength saving throw or else be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus.
You have disadvantage on attack rolls and on Wisdom ({{Perception}}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


=== Natural Athlete ===
=== Keen Senses ===
You are proficient in Athletics.
You have proficiency in the Perception skill.


=== Sure Footed ===
=== Otherworldly Perception ===
You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone.
Starting when you reach 3rd level, you can cast the ''[[spell:see-invisibility|see invisibility]]'' spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.


=== Mountain Climber ===
=== Slippery ===
You're acclimated to high altitudes, including elevations above 20,000 feet.
You have advantage on ability checks and saving throws made to escape a grapple.


You can find secure footholds almost no other creature could. You have a climbing speed equal to your walking speed, and you do not have to use your hooves on the end of your arms to hold on to non-sheer surfaces. For example, if you are climbing a cliff and are attacked by flying creatures, you can use your hooves on the end of your arms to swing a two-handed weapon, cast a spell, or use a single-handed weapon and a shield, all without falling.
=== Languages ===
You can speak, read, and write Common and Undercommon, though kuo-toa communicate through gestures as much as speech.
[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 05:38, 6 February 2024

(OOC: This is an implementation of the kuo-tao race from Tasha's Crucible of Everything Else volume 2)

Fishified Slaves

The kuo-toa are a race of fishlike humanoids who were enslaved by the illithids millennia ago. They were driven mad by their captivity, and even to this day they harbor some of the realms' most insane philosophers.

Religious Deviants

Most races claim to be the creation of some sort of progenitor god. Not the kuo-toa. Much to the awe and horror of every scholar who learns of them, the kuo-toa can create their own gods. If enough of their shattered minds believe an invented god is real, they can grant it life and a physical body.

A Fish Out of Water

It is rare that a kuo-toa leaves the safety of its people to strike out as an adventurer. The kuo-toa tend to hate other races, and the feeling is mutual. However, if a kuo-toa can get past its xenophobia, learn to abide sunlight, and agree to observe local laws concerning cannibalism, they can be a strange and unique addition to any party.

You can use the Kuo-Toa Quirks table to determine what strange behaviors your character might have.

Kuo-Toa Quirks
d6 Quirks
1 You feel no reason to follow those who aren't physically higher than you are.
2 You are quick to point out the flaws of everyone around you.
3 You only talk when waving your hands doesn't do the job.
4 You assume every rumor of wrongdoing must be true.
5 You always walk about in your sleep, mumbling about the new god you just discovered.
6 You have a tendency to wander, leaving the room without warning and returning only when you feel like it.

Kuo-Toa Traits

Ability Score Increase

Your Wisdom score increases by 2 and your Strength score increases by 1.

Age

Kuo-toa reach maturity around age 12 and can live up to 30 years.

Size

Your size is Medium. Kuo-toa are slightly shorter than humans, averaging about 5 feet tall.

You can roll to randomly determine your character's height and weight.

Size Modifier = 2d6
Height = 4 feet + 5 inches + your size modifier in inches
Weight in Pounds = 90 + (2d6 × your size modifier)

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Superior Darkvision

Accustomed to the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Keen Senses

You have proficiency in the Perception skill.

Otherworldly Perception

Starting when you reach 3rd level, you can cast the see invisibility spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.

Slippery

You have advantage on ability checks and saving throws made to escape a grapple.

Languages

You can speak, read, and write Common and Undercommon, though kuo-toa communicate through gestures as much as speech.