Amphibimen (5e Race)
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A frog who wants to be a king of the lake by terrorizing other frogs is not a frog, but a scorpion or a snake!
Amphibimen differ in appearance based on what tribe they are from. Some take after toads, short and squat, coated in warts, and some take after salamanders and newts, tall with dark skin and tails. It is quite obvious, when visiting a swamp that there are no two similar amphibimen, yet still they are of the same race and can produce fertile offspring together, yet would never. Amphibimen can have a huge variety of colours and features, including horns, warts, sacs and various patterns. Colours and patterns are very important to all of the amphibimen, but do not affect the standing in the social hierarchy of the amphibimen.
The term "amphibimen", pronounced "amphibimun", was coined by humans, with their infinite hubris. The amphibimen individuals who speak common just refer to their race as "our people", or "my people", referring to the amphibimen as a whole and their tribe respectively. The variety in shapes, and which amphibians that each takes after is based on their tribe. Each tribe seems to favour certain physical characteristics, and thus only the individuals with desirable characteristics to that deity were able to breed. This is what caused the immense variety within the race. The amphibimen were isolated for millenia, and thus it is unknown how amphibians with free will formed, but it seems that it was either a spell gone wrong or simple evolution.
There are four main deities that the amphibimen worship, however there are countless more, and it is possible to go a multitude of lifetimes without meeting one who doesn't worship one of the main four. The first is Olal Mgl, or the "Melted Lord" in common. She favours black, brown or grey skin with red to yellow patterns displayed. Also, she favours tails. Her worshippers take after fire belly newts. Her followers are militant and aggressive, following a code of honour. The rulers of the tribe are called the gal'kal, or the "cottonmouths". Each rank is named after a serpent of some form. They value strength and tactics above all else, and are generally wary of races other than the ambphibimen. The second deity is Gol'ol, or the "consumer" in common. She favours a short and stout build, with plenty of warts, and green skin. She despises tails Her followers take after horned toads. They love to eat and are the jolliest and most welcoming of the amphibimen. They are trusting of all, and provide hospitality, feasts fit for kings are presented to commonfolk visiting. The third is Olal Alk'l, or the "Brilliant Shining One". He favours bright colours and varied patterns. He also despises tails. These take after dart frogs, and are quite small compared to the other amphibimen. Their personalities are as varied and as different as their colours and patterns. The leader is decided randomly. The last main deity is Gogol Gal Olal, or the "Many-eyed Shy One". He favours a tall, thin build, and prefers a bright green skin, with various colours as accents. All of his followers have incredibly large eyes. They take after red-eyed tree frogs. He despises tails. His followers seem to be shy and reclusive at first, but infact are just observing. They value knowledge and learning. The elders of the tribe are the leaders, as they are generally the most wizened, and unlike the other types, they have a council, rather than a single leader.
Amphibimen do not mate for life, and will mate each season based on how much their god smiles on them, the best of the best mating with the best of the best. Despite this, they do form bonds and connections with each other, and can feel love. They are almost exclusive carnivores, eating insects and fish, however they do cultivate rice, duckweed and other water based plants, to accessorize their food. All amphibimen females who bred spawn thousands of eggs per season, however only one or two will reach the age of a week after hatching, due to the biggest and strongest eating the others to survive and those will most likely survive until adulthood. Each child who survives is assigned a parent randomly from the same clan as them, who raises them as their own. This parent can be male or female. Even if the parent is in a bonding pair, they will live alone with the child for the raising season which typically lasts only a few months. Here, the parent is the sole educator, provider and trainer of the child.
The Amphibimen have a child name, and an adult name that incorporates their given name. The given name refers to their physical characteristics, and is decided by their "parent", however, this is always referring to colouring and patterns, never size or shape. Nowadays, the more integrated amphibimen parents will give their children names in the common tongue. For example, a follower of Olal Mgl with deep red bands covering their arms might be called "fire-arms". The chosen name is decided themselves, and is always in the native amphibimen tongue. It is normally something that they like the sound of, rather than something with deep meaning. The chosen name is combined with the given name in three ways. For example, if the chosen name was Molal, the adult name could be "Molal fire-arms", "Molal the fire-arms" and "Fire-arms Molal". This is also chosen by the individual All names are unisex.
Given Names: Cheek Spots, Red-horns, Fire-arms, Magma Back, White Belly, Snow Arms
Chosen Names: Olgal, Molal, Gylal, Delol, Alga, Gogolaly
Every amphibian is different, and their traits are based on their subraces.
Ability Score Increase. Your ability score increase is based on your chosen type of ambibimen.
Age. Most amphibimen mature after about 2 to 4 months and live for 15 to 20 years.
Alignment. Most amphibimen have a similar alignment to others of their tribe.
Size. Amphibimen vary wildly in height, based on their subraces.
Speed. Amphibimen have varying speeds, based on their tribes.
Amphibious. You can stay under water no deeper than three times your height indefinitely.
Webbed feet. You can swim in still water as if it was flat ground.
Strong Hind Legs. Jumping doesn't cost walking speed.
Tribal Armoury. You are proficient in the use of simple weapons, nets and one other martial weapon of choice except all martial ranged weapons, battleaxes, greataxes, greatswords, lances, longswords, mauls, morningstars, rapiers, scimitars, shortswords, warpicks and warhammers. You can use versatile weapons that you gained proficiency in from the "Tribal Armoury" trait in one hand as if you were using them in two only if you are wielding a net or shield in the other hand.
Languages. You can speak, read, and write the Amphibimen Native Tongue, Common and one other language of your choice.
Follower of Olal Mgl
All followers of Olal Mgl are lawful, and this cannot be changed. Most tend towards evil, revelling in war and taking resources and land for the tribe.
Ability Score Increase. Either Your Strength increases by 2 and your Intelligence increases by 1 or Your Intelligence increases by 2 and your Strength increases by 1
Size. Followers of Olal Mgl are generally from 5' to well over 6'. They have a tail that is half to two-thirds of their height long. They have an average weight from 140-180lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet. You can jump either half of your Strength or half of your Dexterity (rounded down) in feet upwards or straight forwards.
Martial Code. You can choose either the "Tribal Armoury Mastery" trait, the "Master Tactician" trait, or the "Balanced Fighter" trait, all detailed at the end of this subrace.
Tail. You have a proficiency in Strength and Dexterity checks to see if you fall off of a precarious location. Unarmed attacks deal 1d4 + your Strength or your Dexterity modifier damage, or deal 1d4 damage and will knock the target prone if a 6 is scored on 1d6.
Tribal Armoury Mastery. If you are wielding a weapon you gained proficiency in through the "Tribal Armoury" trait, you have advantage for an attack roll. You can use this trait twice. You need to complete a short or long rest before using this trait again.
Master Tactician. You or one party member has advantage on an initiative roll. You can use this trait twice. You need to complete a short or long rest before using this trait again.
Balanced Fighter. If you are wielding a weapon you gained proficiency in through the "Tribal Armoury" trait, you have advantage for an attack roll, or you have advantage on an initiative roll. You can use this ability twice. You need to complete a short or long rest before using this trait again. Note: To gain advantage on an initiative roll, you must be holding the weapons required for the advantage on the attack roll for this trait.
Follower of Gol'Ol
Most followers of Gol'Ol tend towards neutral or chaotic neutral.
Ability Score Increase. Your Strength increases by 1, your Constitution increases by 1 and your Charisma increases by 1.
Size. Followers of Gol'Ol are generally from 4' to 5'5". They have an average weight from 190-220lbs. Your size is Medium.
Speed. You have a base walking speed of 25 feet. You can jump three-quarters of your Strength or three quarters of your Dexterity (rounded down) in feet upwards or straight forwards.
Hospitality. You have proficiency in Survival, Nature and cook's utensils.
Stout. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You have resistance to piercing damage.
Follower of Olal Alk'l
All followers of Olal Alk'l are chaotic, this cannot be changed.
Ability Score Increase. Your Dexterity increases by 2 and your Charisma increases by 1.
Size. Followers of Olal Alk'l are generally from 3' to 4'6". They have an average weight of 50-70lbs. Your size is Small.
Speed. You have a base walking speed of 30 feet. You can jump your Strength or your Dexterity in feet upwards or straight forwards.
Poisonous. A creature who uses an unarmed attack against you takes 1d3 damage per turn for 3 turns. You can use this ability again after a short or long rest.
Colourful. You are proficient in two skills from Intimidation, Deception or Persuasion. You have advantage in Charisma saving throws.
Follower of Gogol Gal Olal
Followers of Gogol Gal Olal tend towards lawful.
Ability Score Increase. Either Your Dexterity increases by 2 and your Intelligence increases by 1 or Your Dexterity increases by 2 and your Wisdom increases by 1.
Size. Followers of Gogol Gal Olal are generally from 5' to 6'6". They have an average weight of 100-140 lbs. Your size is medium.
Speed. You have a base walking speed of 30 feet. You can jump your five-quarters of your Strength or five-quarters of your Dexterity (rounded down) in feet upwards or straight forwards.
Observer. You either gain the "Large Eyes" trait, the "Reclusive" trait, or the "Learned" trait all detailed at the end of this subrace.
Good Eyesight. You gain advantage in an attack on a target wearing medium or heavy armor. You can use this trait twice. You can use this trait again after a short or long rest.
Large Eyes. You are proficient in two skills from Insight, Perception and Survival.
Reclusive. You are proficient in two skills from Sleight of Hand, Stealth and Deception.
Learned. You are proficient in nature and two skills from Arcana, History and Religion.
Random Height and Weight
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*Height = base height + height modifier