Bonthain (5e Race)

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A group of bandits stalks into a nighttime campground, assured total cover by the group's magic user who gave them the power of invisibility. A lone cleric, covered in head to toe by thick robes, sits at the campfire. As they approach, the figure creaks to its feet with the assistance of a stick and points forth a gnarled finger. The cleric cackles and looses forth a volley of fireballs, burning the bandits where they stand. The last thing they hear as the flames lick away at their souls is a shrill cackle and a cracked voice uttering,

"Well now! Your mind games aren't going to work on me, sonnies."

Physical Description[edit]

The bonthain are a race of rattish humanoids, whose posture is so naturally crippled that they are bent nearly double. They are covered from head to toe in fur, which for an individual could be white, or any color in the entire span of browns and greys. They sport a pair of long whisker-like hairs from their rodent heads, and a tail that ranges between 3 feet 5 inches to 4 feet 10 inches.



The bonthain are scattered throughout the lands. The vast majority of the species live amongst the towns of other folk, with some peddling their skills as a curio trader or crystal ball scryer, or some pickpocketing on the streets. Very few bonthain at large are ever at peace enough to establish themselves as a shopkeep or political figure.

Any significant group of bonthain large enough to form a societal unit will result in a clan, with a Thain at its core. The thain are the royal bloodline of the bonthain, and command much respect from their peers. The thain of a clan is the ruler of the entire local area, and settles any disputes between followers within their area of influence. Owing to the fickle nature of bonthain, setting down explicit laws is nigh impossible, and has been given up long ago.

All thain everywhere can trace their lineage to a secretive and esoteric being known as the High Thain of all bonthain, who commands ultimate respect of the entire societal system everywhere. It is said that a bonthain can topple the bloodline of a family of thain by besting the High Thain in a contest of the High Thain's design, thus beginning anew a new lineage of blood linking to the High Thain. the High Thain's protege of servants and mystics personally tend to them in order to ensure that their lineage is kept as long as possible. If the High Thain dies, their position passes to the most powerful living Thain in their relation.

The Thain are more likely to bear wild magic sorcerers than other bonthain. Such sorcerers, if they can be wrangled in, are called upon to act as a clan's scryer, battlemage, healer, necromancer, or what have you depending upon how their abilities emerge.

Bonthain Names[edit]

Bonthain names are composed of two parts, being the bonthain's two parent families followed by their given or self-chosen name. A bonthain name almost never exceeds a length of five syllables, though the common average is three. These syllables are regular structures of bonthain language, and as such a bonthain's name will often cleanly translate into a description of some sort. This system has been observed to draw many parallels with the human Chinese system of naming.

If a bonthain is found to have direct lineage to the royal hierarchy, their family name is retroactively altered to the royal "Thain." A thain's non-royal offspring, should such an occurrence arise, will take the name of the clan they are born to.

Male: Bondath Nor, Pednar Main, Nermer Dao, Nomo Dar, Darbon Ped, Mainner Bon, Dothban Taema, Thain Wao

Female: Derna Meo, Panmae Doe, Bonwae Da, Onwao Nom, Doemeo Na, Daon Mer, Monom Pan, Thain Bon

Bonthain Traits[edit]

The rats see and hear far more than they let on.
Ability Score Increase. Your Dexterity score increases by 1
Age. Bonthains reach adulthood by the age of 14, and enter old age by the time they reach 35. A bonthain can remain venerable for well over 120 years after reaching old age.
Alignment. Bonthains hate being constrained to the whims of other creatures, and tend towards chaotic alignments.
Size. Bonthains are shorter than average, and rarely exceed 5 and a half feet in height. Your size is medium.
Speed. Your base walking speed is 30 feet.
Truesight. You have Truesight to a range of 60 feet.
Underdeveloped Senses. Outside of your uncanny sight, your nonmagical senses are incredibly poor. You have disadvantage on Perception checks, and your truesight only grants you advantage against illusions rather than an automatic success.
Territory Instinct. You instinctively know when you have crossed into or out of the territory of a bonthain clan. This ability cannot tell you who that territory belongs to.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

4′ 5″ +4d4 110 lb. × (2.2) lb.

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

Suggested Characteristics[edit]

When creating a bonthain 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.

d8 Personality Trait
d6 Ideal
1 >
d6 Bond
1 My allegiance to my thain is more important than anything.
2 I hold my fellow workers in the highest regard.
d6 Flaw
1 I am so preoccupied looking into the ethereal plane that I do not notice what actually goes on around me.
2 I instinctively hoard food and water even when it's unnecessary.
3 I can't stand rats. Even the sight of them makes me shudder.
4 I hold on too dearly to my friends and loved ones.
5 I have trouble telling apart what is ethereal from what is not.
(0 votes)

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