Big Daddy (5e Race)
From D&D Wiki
Each big daddy differs in looks but they all have one similar trait, a metal mask over their head and lights inside, if the lights are green they are friendly, if the lights turn yellow they are indifferent towards people and their environment, and if the lights turn red then they are enraged and they will kill anyone that made them that way. (You look like a rosie big daddy unless you choose the drill arm, then you look like a bouncer big daddy)
Big daddies were created in an underwater city named rapture from terrible experiments the people did on other people to bind their organs to a metal suit meant to survive under water, they were also set in yellow liquid that turns them into mindless machines. They were originally created to do work and to protect little sisters, creatures that looked like little girls but had special powers.
The Big Daddies don't really have a society, they instead are mindless workers, and protectors of the little sisters.
Big Daddy Names
Big Daddies don't really have names.
Male: Sigma, Delta, Mister.B, Mister Bubbles.
Big Daddy Traits
A race of genetically enhanced humans whose skin and organs have been grafted into diving suits.
Ability Score Increase. Your Strength score increases by 2, Dexterity score increases by 1 and your Intelligence score is reduced by 2.
Age. A big daddy can live up to 300 years. As big daddies are enhanced adult men, they are all considered mature.
Alignment. Big daddies generally lean towards a neutral alignment.
Size. Big daddies range from just under 7 feet to 8 feet tall and weigh between 200 to 400 pounds due to their heavy armor. Your size is Medium.
Speed. Your base walking speed is 35 feet. Your heavy armor causes you to sink right to the bottom of a body of water. Your swimming speed is 0 and you must instead walk under water.
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.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Unique Armor. Due to your shape and the armor bound to your skin, armor must be custom made and costs double the normal amount. Your amor possesses a light that radiates a bright light 10 feet in front of you in a cone.
Unarmored defense. Your armor class equals 13 + Dexterity, if you choose a class that has this feature then you pick which one is active.
Water Suit. Because your suit of armor was built to withstand the ocean you gain resistance to cold damage and you have air tanks that allow you to breathe underwater for 4 hours before you must be be in standard air for 4 hours to refill the tanks.
(optional trait) Drill arm. If you choose this optional trait you gain a drill on your right arm up to the elbow, this drill does 2d4 piercing damage but at a cost, you cannot use this arm for anything requiring a normal arm, this arm does double damage to structures and objects and you can use it to drill into material, 1 minute per foot of wood, 5 minutes per foot of concrete, 10 minutes per foot of metal. The hole the drill makes is a 3 foot by 3 foot circle.
Languages. You can speak, read, and write Common and Aquan.
Random Height and Weight
|6′ 2″||+2d4||200 lb.||× (1d4) lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.