Homebrew:Rollic: Difference between revisions

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[[file:ibexi.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the rollic 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.
Dwelling in isolated, honorific tribes, rollic are driven by the need to prove themselves. The porcupine-like humanoids are agile, loyal, and brave, seeking first and foremost to bring honor to their tribe, or reclaim honor if they lost it themselves.


== Rugged Recreation ==
== Quilled and Nimble ==
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.
Covered in razor-sharp quills on their head, shoulders, and back, rollic have lithe, yet broad bodies with double-jointed legs and a wolf-like head.


'''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).
Due to how long their quills stick out of their back, they don't use chairs, instead preferring to sit cross-legged.


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.
Their skin and quills are usually brown, black, or tan, though some are white or have reddish hues, occasionally in striped or mottled patterns. Many tribes paint their quills in unique patterns, sometimes with other colors such as a bold yellow or orange, which look stunning as rollic leap, curl up, and somersault through the air. When hunting, many paint their quills green like pine needles or entangle plants into them to act as camouflage.
 
== Fiercely Competitive ==
Thrilling and intense sports are a near-daily activity among rollic, used for entertainment, establishing honor, and even determining tribal leadership. Such activities include performing somersaults, flips, and stunts while throwing quills at targets; wrestling by entangling their quills together; or carrying, kicking, and throwing basket-woven balls.
 
The intense nature of these sports often make rollic extremely aggressive when participating, building a fearless spirit. This becomes valuable in times of war against invaders or enemy tribes.
 
{{sidebar|content1class=left|content1=If you ever come across porcupine people, greet the chief by running two fingers across the right side of your forehead, not the left! The first will earn you great favor with the tribe. The second will earn you a dozen quills held at your throat. I found out the hard way.|content2class=right|content2=TASHA}}
 
== Precise Gestures ==
Rollic frequently use unique gestures to greet and communicate with others, many of which are universal among rollic, even in enemy tribes. Rollic who venture to other civilizations are often easily confused by the different gestures used by outsiders, especially with the countless slight variations of how people shake hands or wave to each other. Here are just a few examples of gestures rollic use:
 
;Greeting a Commoner
:To greet each other, rollic cross both arms in front of their chest and bow. The right arm goes in front for greetings. The left arm goes in front for farewells.
;Greeting a Chieftain
:As a sign of respect to their leader, rollic run two fingers across the right side of their forehead. Outsiders often confused this with running two fingers across the left side of their forehead, which is how rollic declare sworn enemies.
;Complimenting a Service
:After receiving a satisfying meal or other service, rollic gives thanks by inhaling while clicking their tongues exactly six or twelve times, depending on how satisfied the rollic is. Delivering any other number of clicks or exhaling instead means the meal or service was inadequate in some way.
;Requesting Aid
:When asking someone for aid, a rollic first places their right hand on the other person's right shoulder, makes direct eye contact, then presses their forehead to the other person's forehead. Outsiders often find such close contact extremely discomforting. Using the other arm or reaching for the wrong shoulder are both insults.
 
== Isolated Origins ==
Prejudice against their kind led rollic to retreat into secluded tribes far from other civilizations. When other races come across them, more aggressive tribes might capture and force them to fight in a formal duel before letting them free again. Those victorious in battle who spare their opponent are immediately made friends of the tribe and are offered to be taught their ways. It is difficult to gain the trust of a rollic, but once obtained, they are fiercely loyal.
 
Rollic tribes usually live within verdant forests in burrow-like huts or lodges crafted from wood, mud, and plaster. Others are more nomadic, favoring more temporary and mobile structures such as tents and lean-tos.
 
== For Honor and Tribe ==
From birth, rollic are taught that serving the tribe is the only way to achieve true internal and external peace. Even those with little experience will fight to defend and protect. Elders and leaders are to be respected.
 
Those who dishonor or betray the tribe's trust, even accidentally, are banished. An ousted rollic will often seek out a way to serve a greater cause or reach a grand achievement that might restore their honor. These rollic will pursue it before all else, and be sure they have evidence to prove their deeds upon their return. Others who feel betrayed by their tribe and their attempts at maintaining honor may abandon it entirely, seeking more chaotic paths and refusing leadership as a way to oppose their past ways.
 
{| class="wikitable"
|+ Reason for Adventuring
! d6 !! I left my tribe because...
|-
| 1 || I cheated in a tribal sporting event and was ousted for my crime.
|-
| 2 || I was banished for making friends with a sworn enemy of the tribe.
|-
| 3 || A member of my tribe was killed and I must avenge their death.
|-
| 4 || An outsider stole a tribal relic and I must retrieve it.
|-
| 5 || Chasing honor in the tribe left me with nothing. I seek another path.
|-
| 6 || I was fascinated by outsiders and wanted to brave the unknown.
|}
 
== Names ==
Rollic names generally consist with two syllables that start with consonant sounds and end with vowels. They make heavy use of the airy, guttural consonants common in their dialect. Tribe names, when translated, usually reflect the quill color or patterns of the tribe. Elders and leaders of the tribe have three syllables instead.
 
Rollic Names: Hrolu, Ghrato, Sxerhi, Naxu, Vochna, Buxleh
 
Rollic Tribes: Black Quill, Red Stripe, Pine Needle, Bark Coat
 
If an outsider's name doesn't have two syllables, rollic will often adapt their name, removing or adding syllables to make sure it has two.
 
== Rollic Traits ==
Your rollic character has the following racial traits.


== Ibexi Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Strength score increases by 2 and your Wisdom score increases by 1.
Your Dexterity score increases by 2 and your Wisdom score increases by 1.


=== Age ===
=== Age ===
Ibexis reach adulthood by age 15, and live an average of 50 years.
Rollic reach adulthood at age 10 and live up to 70 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. Rollic average around 5 feet tall and have broad, but light builds.


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 + 4 inches + your size modifier in inches
:'''Weight in Pounds =''' 80 + (1d6 × your size modifier)
:'''Weight in Pounds =''' 90 + (2d4 × your size modifier)


=== Speed ===
=== Speed ===
Your base walking speed is 30 feet.
Your base walking speed is 35 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.)''
=== Darkvision ===
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 can’t discern color in darkness, only shades of gray.


=== Horns ===
=== Nimble ===
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.
You have proficiency in the Acrobatics skill.


=== Ramming Charge ===
=== Brave ===
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 advantage on saving throws against being frightened.


=== Natural Athlete ===
=== Quills ===
You are proficient in Athletics.
Your body is covered in razor-sharp quills. When a creature grapples you or starts its turn grappling you, it takes 1d4 piercing damage.


=== Sure Footed ===
Additionally, you can draw quills from your body to use as weapons. A drawn quill can be used to attack as if it were a dagger. You have numerous quills, though only a number of them equal to your Constitution score can be drawn in this way. You regain 1d4 of these quills whenever you finish a long rest.
You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone.


=== Mountain Climber ===
=== Languages ===
You're acclimated to high altitudes, including elevations above 20,000 feet.
You can speak, read, and write Common and Rollic, an airy but guttural dialect of Sylvan.


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.
''(Note: in D&D Beyond, Sylvan will be added to your character sheet.)''
[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 23:46, 6 February 2024

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

Dwelling in isolated, honorific tribes, rollic are driven by the need to prove themselves. The porcupine-like humanoids are agile, loyal, and brave, seeking first and foremost to bring honor to their tribe, or reclaim honor if they lost it themselves.

Quilled and Nimble

Covered in razor-sharp quills on their head, shoulders, and back, rollic have lithe, yet broad bodies with double-jointed legs and a wolf-like head.

Due to how long their quills stick out of their back, they don't use chairs, instead preferring to sit cross-legged.

Their skin and quills are usually brown, black, or tan, though some are white or have reddish hues, occasionally in striped or mottled patterns. Many tribes paint their quills in unique patterns, sometimes with other colors such as a bold yellow or orange, which look stunning as rollic leap, curl up, and somersault through the air. When hunting, many paint their quills green like pine needles or entangle plants into them to act as camouflage.

Fiercely Competitive

Thrilling and intense sports are a near-daily activity among rollic, used for entertainment, establishing honor, and even determining tribal leadership. Such activities include performing somersaults, flips, and stunts while throwing quills at targets; wrestling by entangling their quills together; or carrying, kicking, and throwing basket-woven balls.

The intense nature of these sports often make rollic extremely aggressive when participating, building a fearless spirit. This becomes valuable in times of war against invaders or enemy tribes.

Precise Gestures

Rollic frequently use unique gestures to greet and communicate with others, many of which are universal among rollic, even in enemy tribes. Rollic who venture to other civilizations are often easily confused by the different gestures used by outsiders, especially with the countless slight variations of how people shake hands or wave to each other. Here are just a few examples of gestures rollic use:

Greeting a Commoner
To greet each other, rollic cross both arms in front of their chest and bow. The right arm goes in front for greetings. The left arm goes in front for farewells.
Greeting a Chieftain
As a sign of respect to their leader, rollic run two fingers across the right side of their forehead. Outsiders often confused this with running two fingers across the left side of their forehead, which is how rollic declare sworn enemies.
Complimenting a Service
After receiving a satisfying meal or other service, rollic gives thanks by inhaling while clicking their tongues exactly six or twelve times, depending on how satisfied the rollic is. Delivering any other number of clicks or exhaling instead means the meal or service was inadequate in some way.
Requesting Aid
When asking someone for aid, a rollic first places their right hand on the other person's right shoulder, makes direct eye contact, then presses their forehead to the other person's forehead. Outsiders often find such close contact extremely discomforting. Using the other arm or reaching for the wrong shoulder are both insults.

Isolated Origins

Prejudice against their kind led rollic to retreat into secluded tribes far from other civilizations. When other races come across them, more aggressive tribes might capture and force them to fight in a formal duel before letting them free again. Those victorious in battle who spare their opponent are immediately made friends of the tribe and are offered to be taught their ways. It is difficult to gain the trust of a rollic, but once obtained, they are fiercely loyal.

Rollic tribes usually live within verdant forests in burrow-like huts or lodges crafted from wood, mud, and plaster. Others are more nomadic, favoring more temporary and mobile structures such as tents and lean-tos.

For Honor and Tribe

From birth, rollic are taught that serving the tribe is the only way to achieve true internal and external peace. Even those with little experience will fight to defend and protect. Elders and leaders are to be respected.

Those who dishonor or betray the tribe's trust, even accidentally, are banished. An ousted rollic will often seek out a way to serve a greater cause or reach a grand achievement that might restore their honor. These rollic will pursue it before all else, and be sure they have evidence to prove their deeds upon their return. Others who feel betrayed by their tribe and their attempts at maintaining honor may abandon it entirely, seeking more chaotic paths and refusing leadership as a way to oppose their past ways.

Reason for Adventuring
d6 I left my tribe because...
1 I cheated in a tribal sporting event and was ousted for my crime.
2 I was banished for making friends with a sworn enemy of the tribe.
3 A member of my tribe was killed and I must avenge their death.
4 An outsider stole a tribal relic and I must retrieve it.
5 Chasing honor in the tribe left me with nothing. I seek another path.
6 I was fascinated by outsiders and wanted to brave the unknown.

Names

Rollic names generally consist with two syllables that start with consonant sounds and end with vowels. They make heavy use of the airy, guttural consonants common in their dialect. Tribe names, when translated, usually reflect the quill color or patterns of the tribe. Elders and leaders of the tribe have three syllables instead.

Rollic Names: Hrolu, Ghrato, Sxerhi, Naxu, Vochna, Buxleh

Rollic Tribes: Black Quill, Red Stripe, Pine Needle, Bark Coat

If an outsider's name doesn't have two syllables, rollic will often adapt their name, removing or adding syllables to make sure it has two.

Rollic Traits

Your rollic character has the following racial traits.

Ability Score Increase

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

Age

Rollic reach adulthood at age 10 and live up to 70 years.

Size

Your size is Medium. Rollic average around 5 feet tall and have broad, but light builds.

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

Size Modifier = 2d6
Height = 4 feet + 4 inches + your size modifier in inches
Weight in Pounds = 90 + (2d4 × your size modifier)

Speed

Your base walking speed is 35 feet.

Darkvision

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 can’t discern color in darkness, only shades of gray.

Nimble

You have proficiency in the Acrobatics skill.

Brave

You have advantage on saving throws against being frightened.

Quills

Your body is covered in razor-sharp quills. When a creature grapples you or starts its turn grappling you, it takes 1d4 piercing damage.

Additionally, you can draw quills from your body to use as weapons. A drawn quill can be used to attack as if it were a dagger. You have numerous quills, though only a number of them equal to your Constitution score can be drawn in this way. You regain 1d4 of these quills whenever you finish a long rest.

Languages

You can speak, read, and write Common and Rollic, an airy but guttural dialect of Sylvan.

(Note: in D&D Beyond, Sylvan will be added to your character sheet.)