Homebrew:Rollic

From Campaigns
Jump to navigation Jump to search

(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.)