Bounie (5e Race)
Bounie[edit]
Bounie (singular) / Bouni (plural). Klahn (groups/families/societies/clans/etc.).
Physical Description[edit]
Bouni usually appear as a glowing humanoid form with some differences depending on their subrace and Klahn blood, but they also have a form that is closer to a human without the light show. All Bouni, no matter where they come from, have ears sharp enough to cut through anything not enchanted with their blood, including the strongest materials and fingers if not careful. They can include all colors the only limits being subrace and Klahn blood. They range from 6 ft to 8 ft and are usually even heights, some few have been recorded as 9 ft tall. There true height range will depend on subrace and Klahn blood. All Bouni are extremely slender most outsiders think it’s unhealthy, so it’s rare to find a Bounie that doesn’t seem like the bones are showing without showing, also they all weigh 0.008 grams.
History[edit]
Society[edit]
Most Bouni societies are tight nit on rules and failing to comply always leads into death even if your the child of the leader. They are cold to outsiders and tend to be shunned by most other races. Collectively all types of Bouni fall under a common rule different from the leaders in their Klahn, the way that ruler is followed though depends on the Klahn. This ruler is an Emperor/Empress sometimes both. They have a set ruling period and near the end if there is both an Emperor and an Empress they will have a child, Prince/Princess to be crowned, unless they have already had a child. If only one ruler all the Klahns come to compete for the right of hier. Which ever Klahn wins picks a candidate to breed with the ruler for the next ruler to be born. Though rulers aren’t specifically a Klahn they are known as one.
Attitudes and Beliefs[edit]
Bouni despite the fact they glow aren’t necessarily ment to be seen unless it helps their purpose. They are tricksters and stealthy by nature, avoiding being seen unless necessary. Even while being tricksters some can be considered “good”/non-chaotic as that’s their way. All Bouni have specific Klahn beliefs but there is a few universal beliefs. They have two universal god/goddesses Unliie and Aquwein, they are twins and have no specific gender being called both god and goddess depending on area and context.
Unliie[edit]
Unliie is the god/goddess of Salt as a Bounie would say it, though it’s much more complicated than that. Most outsiders think it’s just salt though as that’s how Bouni respond when asked. Unliie is basically their destruction/void/abyss to say it in a more encompassing simple way. That is all the information that will be disclosed here.
Aquwein[edit]
Aquwein is the god/goddess of Sugar as a Bounie would say it, though it’s much more complicated than that. Most outsiders think it’s just sugar though as that’s how Bouni respond when asked. Aquwein is basically their creation/celestial plane/heaven to say it in a more encompassing simple way. That is all the information that will be disclosed here.
Bounie Names[edit]
All Bouni names are cosmo based using stars, constellations, planets, etc.
Male: Leo, Pluto, Mars
Female: Gemini, Sun, Saturn
Bounie Traits[edit]
Ability Score Increase. Your constitution score increases by 2 and your dexterity, intelligence, wisdom, and charisma scores each increase by 1. Your strength score decreases by 3, minimum strength score of 10. Age. Bouni tend to age very quickly once born but once in their final mature form there bodies don’t change at all. They mature at age one for female and age two and a half for males. Also they have no lifespan they will live until they are killed or until all worlds crumble and die. Talk to your DM about acceptable ages if you want to be really old. Alignment. Bouni alignments can be anything, it depends on their subrace and Klahn. Lots are lawful though because of their structure and rules. Your alignment depends on subrace, Klahn, and personal preference. Size. Bouni vary in height, your height depends on the subrace and Klahn you choose. Your size is considered Medium no matter your height. Speed. Your base walking speed is 40 feet. Your climbing speed is also 40 feet. |
Hoshi Vision. You have 100 foot radius of star-like darkvision. You can see in magical darkness like it’s a clear sky day(bright light), in regular darkness as if it’s a bit less bright but it wouldn’t be considered dim, and you are blind in dim light like it’s dark. When in regular bright light you are farsighted, everything within 5 feet is slightly blurry. You can either have a magical aid or glasses to fix this. |
Allergic to Armor. You have a natural AC of 6 and whatever armor you wear will grant an AC of 6 + Dex modifier (max of 3). |
Heavy Burdan. When deciding your carrying capacity and how much you can push, drag, or lift, you count as a size smaller. |
Coz Phase. You can shift between your human-like and your glowing forms as long as you have energy. You can also phase into invisibility no matter what form your in as long as you have enough energy. When going invisible you seem to turn into star dust if you move to quickly or unstealthy you have a chance of being spotted (passive perception greater than 16). Your energy is called Stalla Points, you have a number of stalla points equal to your hit dice at level one and they increase by your Dexterity score (not modifier, score) each level after. To turn into your glow form it requires 6 Stalla Points. To turn into your human-like form it requires 8 Stalla Points. To turn invisible requires 5 Stalla Points, and to turn visible again requires 7 Stalla Points. You regain used points after 2 days at midnight or noon, whichever is closer. |
Hearts Heal. You are easier to heal than others any healing does double the value it would normally do (no exceeding max health). As a bonus action once every day that would be a full moon or twice at night during the full moon you can gain temporary hit points equal to your constitution modifier, these either disappear the next day or once all used. |
Klahn. There are multiple Klahns to choose from with different features and cultures. Pick one from this list: Navou, Glit, Xtry, Zvjs, Quouw, Sevq, and Ngxzqsou. |
Languages. You can speak, read, and write Common and Boun. Subrace. You have three subrace you can pick from; Ilmari, Zara, and Anneau. |
[edit]
Navou Klahn Bouni range from 6’ to 6’6”. They usually have darker color shades and are evil though some few are other alignments. If you choose Navou you know Ounmei (language).
Glit[edit]
Glit Klahn Bouni range from 7’ to 8’. They usually have brighter color shades with medium shaded eyes, hair, or both and are good though some few are other alignments. If you choose Glit you know Ounnei (language).
Xtry[edit]
Xtry Klahn Bouni range from 6’ to 7’. They usually have darker color shades with bright shaded eyes, hair, or both and are neutral though some few are other alignments. If you choose Xtry you know Ounm (language).
Zvjs[edit]
Zvjs Klahn Bouni usually range from 7’ to 8’, but there are some that go over that range to a max of 9’. They usually have brighter color shades with medium shaded eyes, hair, or both and are good though some few are other alignments. If you choose Zvjs you know Ounn (language).
Quouw[edit]
Quouw Klahn Bouni range from 6’8” to 8’. They usually have medium color shades and are evil or neutral alignments. If you choose Quouw you know Weioun (language).
Sevq[edit]
Sevq Klahn Bouni range from 6’ to 7’10”. They usually have medium color shades with either darker, lighter, or both shaded eyes, hair, or both and are good or neutral alignments. If you choose Sevq you know Beioun (language).
Ngxzqsou[edit]
Ngxzqsou are the rulers “Klahn”. Since the rulers can have blood from any Klahn you also pick another Klahn or two other Klahns to have stats from (are your parents from the same or different Klahns). If you choose Ngxzqsou you know Bwaquoui (language) as well as the language(s) from your parents Klahns.
Ilmari[edit]
Ability Score Increase. Your Dexterity score increases by 1.
Form Trait. Ilmari are lawful alignments never in history will you find one that wasn’t a lawful alignment. Their heights are mostly on the shorter end of the spectrum and their colors are warm
Cosmo Wings. You have a chosen type of wings (bat, fly, butterfly, etc.) on your back either glowing or not depending on what form your in. Your flying speed is 40 feet. Your feathers or wing membrane can be torn off by you to use with the same effect as a strong healing potion (taste like the person who eats it favorite sweet or sour food, sour if they don’t like sweet foods), after removed the wing heals you can remove up to your dexterity modifier + proficiency bonus and regain all uses after a short or long rest.
Zara[edit]
Ability Score Increase. Your Charisma score increases by 1.
Form Trait. Zara are more often lawful alignments, but a very small few have been neutral. Their heights are mostly on the taller end of the spectrum and their colors are metallic and sometimes glittery.
Flowing Trail. You have these cloth-like trails at your back and arms seeming to move of their own accord. Depending on your form they will either be glowing or look like cloth. These trails help you swim, you have a swimming speed of 40 feet. As a bonus action you can control your trail to grapple, strangle, or slash someone. Grapple:Beat or equal their AC, Strangle:Beat or equal their AC every time for three rounds (three of your turns), Slash:Automatic D8 Radiant damage + 2 Poison damage [Roll Con save (DC 14, add your charisma modifier once you reach level five) to see if continued poison damage or if poison dissipates, if they succeed the poison is out of Theron system otherwise they take damage (poison then will cause 1 damage every other turn)].
Anneau[edit]
Ability Score Increase. Your Intelligence score increases by 1.
Form Trait. Anneau are kinda the outliers being either neutral or chaotic alignments. Only one lawful has been recorded. Their heights are in the middle area and their colors are cool.
Planet Ring. You have this fog-like ring around your body that’s at your wrists, in your glowing form it looks like a galaxy swirling around you and in your more human form it looks like smoke in your favorite color. As a bonus action you can send it towards something. Object:If you send it towards an object roll DC 14 on a success acid starts eating away at the object on a fail nothing happens. Creature:If you send it towards a creature they have to do a Con save DC 14 (add Intelligence at level five), on a failure they take 2 acid damage and are poisoned with d4 damage whenever you start a turn, on a success they take 2 acid damage and nothing else happens. They can try the save again every one of their turns if they succeed they are no longer poisoned on a fail they take 2 acid damage and the poison continues. Another way to get rid of the poison is through antidote, the antidote is your blood.
Feather Whisper. Your climbing and base walking speeds both increase by 5 feet.
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