Homebrew:Rogue Modron: Difference between revisions

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[[file:ibexi.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the rogue modron 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.
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. These units may become violent criminals, may contemplate abstract concepts like love or metaphysics while continuing their work, or may pursue any number of other new behaviors. When such modrons are discovered, Primus likes to meet with them.


== Rugged Recreation ==
During this meeting, Primus will try them for any crimes committed. These trials are fair, brief, and comprehensive. After the trial, if the modron has been deemed a violent criminal, it is lovingly sent to a rehabilitation clinic. Noncriminal and rehabilitated modrons are given a choice - continue to function in modron society as best they can or be given a complete autonomy and humanity. Those who choose humanity undergo a magical transformation of body, mind, and spirit, and often go to the material plane to pursue a life of free agency or to a rogue modron colony on any of the myriad of planes.
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.


'''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).
As a peculiar people, rogue modrons have peculiar habits. Going from a life of complete law and order to the neutral mishmash of the material plane is one of the greatest culture shocks in the known multiverse. Many rogue modrons develop unique idiosyncrasies that others may find equally irritating and endearing. The Rogue Modron Quirks table lists examples that can provide inspiration for quirks of your modron characters.


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.
{| class="wikitable"
|+ Rogue Modron Quirks
! d10 !! Quirk
|-
| 1 || You are obsessed with the number 17 and see connections to it everywhere you go.
|-
| 2 || You are unable to recognize your reflection.
|-
| 3 || You keep small bugs in a hollow compartment in your foot.
|-
| 4 || You are fluent in Morse code. You have yet to find a plane of existence that uses it.
|-
| 5 || You are prone to fits of self expression, where you are compelled to draw or paint on the nearest unmoving surface.
|-
| 6 || You march in place when not moving.
|-
| 7 || Once per day at random, you eject a small metallic disc.
|-
| 8 || You have found and keep precious a set of six polyhedral dice. They remind you of home.
|-
| 9 || You repeat the final three words of every sentence you speak, but in reverse.
|-
| 10 || Whenever you see a new type of food for the first time, you take exact measurements of every dimension and add it to a catalogue you keep.
|}


== Ibexi Traits ==
{{sidebar|title=Famous Face: Boxy|content1class=left|content1=In the last few years, Waterdeep has been graced with improvised works of street art from a gifted mind. The creator is anonymous and the art appears near-instantaneously. Many gossip columns have speculated on the identity of this mysterious creator, but none have yet guessed correctly - Boxy, a rogue modron living in the Southern Ward.}}
== Rogue Modron Names ==
Rogue Modrons have a serial number inscribed somewhere on their body and usually refer to themselves by that code, typically a string of three to five letters and numbers. Other modrons adopt names they believe to be common in the societies they mingle with, often before determining whether such names are either common or even names at all. This sometimes has humorous results.
 
Example rogue modron names: Elizabeth, Exit, Hail, Hey You, J.Lo, Scrap Metal, That Thing, Tinman, Volo, and Wellmet.
 
== Rogue Modron Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Strength score increases by 2 and your Wisdom score increases by 1.
Your Intelligence score increases by 2 and your Constitution score increases by 1.


=== Age ===
=== Age ===
Ibexis reach adulthood by age 15, and live an average of 50 years.
Your life as a normal modron could have been any length, from days to years. Your life as a rogue modron began when you received Primus's blessing. There is not a known maximum life expectancy for rogue modrons, but most die through accidents, disease, or adventuring within 100 years of their blessing.


=== Size ===
=== Size ===
Ibexis stand between 4 and 6 feet tall, and an average of about 140 pounds. Your size is Medium.
Although modrons vary in shape and size depending on their role, rogue modrons do not. All rogue modrons are a three-foot cube with two spindly arms and legs, each of which are exactly three feet long. You weigh exactly 128 pounds, and you have small, ornamental wings on your back that do not function. Your size is Medium.


You can roll to randomly determine your character's height and weight.
The only physical variation in rogue modrons is the serial number printed on their side, and how they choose to dress, move, speak, and otherwise present themselves.
 
:'''Size Modifier =''' 2d12
:'''Height =''' 4 feet + your size modifier in inches
:'''Weight in Pounds =''' 80 + (1d6 × your size modifier)


=== Speed ===
=== Speed ===
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=== Languages ===
=== Languages ===
You can speak, read, and write Common and Ibexi. Ibexi is a dialect of Minotaur that uses more sniffing and fewer grunts.
You can speak, read, and write Common and Modron.
 
''(Note: in D&D Beyond, Minotaur will be added to your character sheet.)''
 
=== Horns ===
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.


=== Ramming Charge ===
''(Note: the modron language must be added to your character sheet manually.)''
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.


=== Natural Athlete ===
=== Humanoid ===
You are proficient in Athletics.
Your creature type is humanoid, rather than construct. You lack the Axiomatic Mind and Disintegration traits typical of modrons.


=== Sure Footed ===
=== Consistent Initiative ===
You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone.
Your initiative count in combat is always equal to your Dexterity score.


=== Mountain Climber ===
=== Vestigial Truesight ===
You're acclimated to high altitudes, including elevations above 20,000 feet.
You have darkvision for a radius of 60 feet, and you are
proficient in Investigation and Perception.


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.
=== Natural Armor ===
Due to your boxy shape, you are ill-suited to wearing armor. You have a tough, metal exterior that gives you ample protection. When you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your proficiency bonus. A shield's benefits apply as normal while you use your natural armor.
[[category:homebrew 5e races]]
[[category:homebrew 5e races]]

Latest revision as of 06:11, 6 February 2024

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

A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. These units may become violent criminals, may contemplate abstract concepts like love or metaphysics while continuing their work, or may pursue any number of other new behaviors. When such modrons are discovered, Primus likes to meet with them.

During this meeting, Primus will try them for any crimes committed. These trials are fair, brief, and comprehensive. After the trial, if the modron has been deemed a violent criminal, it is lovingly sent to a rehabilitation clinic. Noncriminal and rehabilitated modrons are given a choice - continue to function in modron society as best they can or be given a complete autonomy and humanity. Those who choose humanity undergo a magical transformation of body, mind, and spirit, and often go to the material plane to pursue a life of free agency or to a rogue modron colony on any of the myriad of planes.

As a peculiar people, rogue modrons have peculiar habits. Going from a life of complete law and order to the neutral mishmash of the material plane is one of the greatest culture shocks in the known multiverse. Many rogue modrons develop unique idiosyncrasies that others may find equally irritating and endearing. The Rogue Modron Quirks table lists examples that can provide inspiration for quirks of your modron characters.

Rogue Modron Quirks
d10 Quirk
1 You are obsessed with the number 17 and see connections to it everywhere you go.
2 You are unable to recognize your reflection.
3 You keep small bugs in a hollow compartment in your foot.
4 You are fluent in Morse code. You have yet to find a plane of existence that uses it.
5 You are prone to fits of self expression, where you are compelled to draw or paint on the nearest unmoving surface.
6 You march in place when not moving.
7 Once per day at random, you eject a small metallic disc.
8 You have found and keep precious a set of six polyhedral dice. They remind you of home.
9 You repeat the final three words of every sentence you speak, but in reverse.
10 Whenever you see a new type of food for the first time, you take exact measurements of every dimension and add it to a catalogue you keep.

Rogue Modron Names

Rogue Modrons have a serial number inscribed somewhere on their body and usually refer to themselves by that code, typically a string of three to five letters and numbers. Other modrons adopt names they believe to be common in the societies they mingle with, often before determining whether such names are either common or even names at all. This sometimes has humorous results.

Example rogue modron names: Elizabeth, Exit, Hail, Hey You, J.Lo, Scrap Metal, That Thing, Tinman, Volo, and Wellmet.

Rogue Modron Traits

Ability Score Increase

Your Intelligence score increases by 2 and your Constitution score increases by 1.

Age

Your life as a normal modron could have been any length, from days to years. Your life as a rogue modron began when you received Primus's blessing. There is not a known maximum life expectancy for rogue modrons, but most die through accidents, disease, or adventuring within 100 years of their blessing.

Size

Although modrons vary in shape and size depending on their role, rogue modrons do not. All rogue modrons are a three-foot cube with two spindly arms and legs, each of which are exactly three feet long. You weigh exactly 128 pounds, and you have small, ornamental wings on your back that do not function. Your size is Medium.

The only physical variation in rogue modrons is the serial number printed on their side, and how they choose to dress, move, speak, and otherwise present themselves.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Modron.

(Note: the modron language must be added to your character sheet manually.)

Humanoid

Your creature type is humanoid, rather than construct. You lack the Axiomatic Mind and Disintegration traits typical of modrons.

Consistent Initiative

Your initiative count in combat is always equal to your Dexterity score.

Vestigial Truesight

You have darkvision for a radius of 60 feet, and you are proficient in Investigation and Perception.

Natural Armor

Due to your boxy shape, you are ill-suited to wearing armor. You have a tough, metal exterior that gives you ample protection. When you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your proficiency bonus. A shield's benefits apply as normal while you use your natural armor.