Amphibimen (5e Race)

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Amphibimen[edit]

Frog who wants to be a king of the lake by terrorizing other frogs is not a frog but a scorpion or a snake!
—Mehmet Murat ildan

Physical Description[edit]

Amphibimen differ in appearance based on their tribe. Some take after toads: short, squat, and coated in warts. Others 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, though they would never. Amphibimen can have a huge variety of colors and features, including horns, warts, sacs, and various patterns. Colors and patterns are very important to all of the amphibimen, but do not affect the standing in the social hierarchy of the amphibimen.

History[edit]

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. Each tribe seems to favor certain physical characteristics, and thus only the individuals with desirable characteristics to that deity are able to breed. This is what caused the immense variety within the race. The amphibimen were isolated for millennia, 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.

Society[edit]

The amphibimen worship four main deities, 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, the Melted Lord in Common. She favors black, brown or grey skin with red to yellow patterns displayed. Also, she favors tails. Her worshippers take after fire belly newts. Her followers are militant and aggressive, following a code of honor. The rulers of the tribe are called the gal'kal, or 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 favors 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, the Brilliant Shining One. He favors bright colors 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 colors and patterns. The leader is decided randomly. The last main deity is Gogol Gal Olal, the Many-eyed Shy One. He favors a tall, thin build, and prefers a bright green skin, with various colors 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 in fact 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.

Amphibimen Names[edit]

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 coloring 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

Amphibimen Traits[edit]

Every amphibimen 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. Your base walking speed is 30 feet.
Amphibious. You can breathe both air and water.
Webbed Feet. You have a swimming speed equal to your base walking speed.
Jumper. You can use either Strength or Dexterity when determining your jumping distance.
Tribal Armory. You are proficient with nets and one simple and martial weapon of choice except all martial ranged weapons, battleaxes, greataxes, greatswords, lances, longswords, mauls, morningstars, rapiers, scimitars, shortswords, war picks, and warhammers. If you choose a versatile weapon, you can wield that weapon in one hand as if you were using them in two, but only if you are wielding a net or shield in the other hand.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one subrace from the followers of Olal Mgl, Gol'Ol, Olal Alk'l, and Gogol Gal Olal.

Follower of Olal Mgl[edit]

All followers of Olal Mgl are lawful, and this cannot be changed. Most tend towards evil, reveling in war and taking resources and land for the tribe.

Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.
Size. Followers of Olal Mgl are generally from 5 feet to well over 6 feet. They have a tail that is half to two-thirds of their height long. They have an average weight from 140-180 pounds. Your size is Medium.
Martial Code. You can choose either the Tribal Armoury Mastery trait, the Master Tactician trait, or the Balanced Fighter trait:
Tribal Armory Mastery: If you are wielding a weapon you have proficiency in through the tribal armory trait, you can choose to roll with advantage when attacking once. You need to complete a short or long rest before using this trait again.
Master Tactician: As a bonus action, you have either yourself or an ally that you can see roll with advantage for initiative. You need to complete a short or long rest before using this trait again
Balanced Fighter: If you are wielding a weapon you have proficiency in through the tribal armory trait, you can choose to roll with advantage on a saving throw once. You need to complete a short or long rest before using this trait again.

Follower of Gol'Ol[edit]

Most followers of Gol'Ol tend towards neutral or chaotic neutral.

Ability Score Increase. Your Constitution increases by 1 and your Charisma increases by 1.
Size. Followers of Gol'Ol are generally from 4 feet to a bit over 5. They have an average weight from 190-220 pounds. Your size is Medium.
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.
Strong Legs. You can add 10 feet to your long jumping distance and 5 feet to your high jumping distance.

Follower of Olal Alk'l[edit]

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 feet to just below 4 feet. They have an average weight of 50-70 pounds. Your size is Small.
Poisonous. As a reaction, when a creature makes a melee attack against you, you can have them roll a Constitution saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, poison spurts out from your body at them, and they take poison damage equal to your proficiency bonus + your level. You can use this ability once, regaining use after finishing a short or long rest.
Colorful. You are proficient in two skills from Intimidation, Performance, Deception or Persuasion.
Strong Legs. You can add 15 feet to your long jumping distance and 10 feet to your high jumping distance.

Follower of Gogol Gal Olal[edit]

Followers of Gogol Gal Olal tend towards lawful.

Ability Score Increase. Your Dexterity increases by 2 and your Intelligence increases by 1.
Size. Followers of Gogol Gal Olal are generally from 5 to 6 and a half feet. They have an average weight of 100-140 lbs. Your size is Medium.
Good Eyesight. When attacking a creature wearing medium or heavy armor, you can choose to roll with advantage once. You can use this trait again after you finish a long rest.
Strong Legs. You can add 20 feet to your long jumping distance and 15 feet to your high jumping distance.
Learned. You are proficient in two skills from Arcana, Deception, History, Insight, Nature, Perception, Religion, Sleight of Hand, Stealth or Survival.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +1d6 110 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

3.00
(3 votes)

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