Caricature (5e Race)

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Caricature[edit]

A human's face turn as red a tomatoe and steam come out of ears. The angered creature charge at the taunting elf, leaving behind a cloud of dust. The elf ducks under the human's wild swing. The elf uses a massive hammer on the agressive human, flattening the human into a pancake. The elf gasp as they realized that they have angered a Caricature mimicing a human.

Physical Description[edit]

Ancestors of the Caricatures mimicked their body to blend into the crowd. They may look like any normal creature, like humans, dogs, or goblins, that you can find in civilized towns, only their features may be exaggerated and simplified to a cartoonish extent. Over the generations this Caricatures body become near perfect mimicry of the original race, at the cost of losing the ability to shape shift out of the mimicked race.

0571202284.01.LZZZZZZZ.jpg
Cover of the book "The Animator's Survival Kit", Richard Williams, https://en.wikipedia.org/wiki/File:Animsurvivalkit.jpg

History[edit]

It is a popular belief that Caricatures are distant cousins to Plasmoids. While Plasmoids created their own society of intelligent ooze, Caricatures begin their history as slaves, servants, or experiments to other races. Caricatures evolved to appear similar to humanoid races due to their master's desires. Over generations, their mimicry become near perfect. Appearing like normal races, many good aligned folks have freed Caricatures from their imprisonment. These heroes unknowingly unleashed a chaotic new race into the world.

Freed Caricatures often take up simple jobs that allow a lot of leeway or remain wandering around the world unchained and free. Their natural talent to make jokes combined with their expressive body make them perfect to make others laugh and create an unpredictable and fun environment around them.

Society[edit]

Caricature's society share similar features to the their mimicked race. However Caricatures tend to have a higher focus on dramatically expressing their emotions and actions, even if the original behavior of the mimicked race directly opposes this. Caricatures often choose an emotion or personality and live by it exaggerating it to ridiculous levels, wether it be sadness, anger, or happiness, they will stick to their character and give it a comedic twist. Young Caricatures are taught the multiple ways of outsmarting their opponents in the most cunning and comedic ways possible.

Caricature Names[edit]

Caricatures parents often follow the same naming conventions as the mimicked original race to name their children. Later in life once a young Caricature find their character that they wish to stick by, they can change their name to further enhance their character. These names can include play on words, parodies of their childhood names, or even basing their name on their own appearance.

Examples: Snappy, Jiggletail, Whiskers, Whimsy, Doodlebug, Fizzlepop, Wobble, Sparks, Boney, Sillyfluff, Twinklecat

Caricature Traits[edit]

An ooze following cartoon logic
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Age. Caricature tend to physically mature at the similar rate as the copied race, Mentally, majority Caricatures never mature! It is common for Caricatures to act childish regardless of their age. Making it hard to truly tell a Caricature's true age
Alignment. They are known for their free spirit and need to do whatever they want often landing them in chaotic and neutral roles
Size. Due to their ooze origin, they can be either small or medium sized creatures.
Speed. Your base walking speed is 30 feet.
Ooze. Your creature type is Ooze. As an ooze, you can breath through your skin, but unlike Plasmoids you do have digestion organs similar to most humanoid. As such, you eat and drink food by your mouth just like most creatures.
Natural Performer. You have proficiency in performance.
It is only an act. While you are preforming in a safe enough location, you are unaffected from all attacks, damage, and spells caused by non-hostile creatures. Such damage and ill effects are often replaced with an illusionary special effect. (Example: taking fire damage grants an illusionary effect of being covered in ash)
Overly Expressive Body. You can cause your body can drastically change to the over sell your reactions. When your body is being effected by something or someone, you can willing change your body and/or create illusions to react to these effects. Here are some examples and restrictions on how expressive your body can be:

  • You can't be any thinner than 1 inch thick at any direction (example: being squished by a falling anvil)
  • You can change skin color and create harmless illusions as a reaction to emotions (example: anger causes your face to become red and steam to come out of your ears.)
  • You can expand or inflate yourself but not enough to increase your creature size (example: eating or drinking too much or inflated by air)
  • Body changes like it is putty (example: you can roll up your legs like a paper doll or a bump rises up from a painful hit)

Your body slowly or quickly restore itself by using your reaction or after 1 minute.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Air head, Prankster, Speedster, Sweetheart, Clumsy, Scaredy Cat, Guide, House Wrecker, Muscle Bond, Foodie, Reanimated, Crafted, or Beastial.

Air Head[edit]

Air heads tend to easily distracted and enjoy having their heads in the cloud.

Mighty Lungs. You can hold your breath up to one hour
Head in the Clouds. You know the gust cantrip. Once you reach 3rd level, you can cast the Levitate spell on yourself once. Once you reach 5th level, you can also cast the fly spell on yourself once. You must finish a long rest to cast these spells again with this trait. With this subrace, you can pick Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.
Light As a Feather. As a bonus action, you can breath in deeply and inflate yourself. As long as you are inflated with air, you are near weightless (you weight as much as a balloon) and float on water (up to 500 lb). Additionally, you bounce like a basketball which can reduce fall damage by half. You are no longer inflated when you let your breath out (free action) or take piercing damage.

Prankster[edit]

By far the most common Caricature due to their trickster ways. They love to show off their painting skills and causing chaos.

Illusionary Painting. You are proficient in painter's supplies. Additionally, when you complete a long rest, you can make as much paint to refill your painter's supplies.
False Opening. While using your painter's supplies, you can use your action to paint a picture of an opening (like an open door way or a tunnel) on a flat surface. This illusionary paining last up to 10 minutes.

The first creature that attempts to go through your False Opening can treat the opening as real opening. They enter your painting and teleport to the other side of painting (like the other side of the wall). This teleport fails if the teleportation's distance would be greater than 10 ft.

Any creature after the first creature that attempts to enter the False Opening hits the surface of the painting. It is usually harmless but painful. If a creature attempts to enter the False Opening while their speed is greater than their natural speed (like while dashing or under haste spell), they run into the painting and take 3d10 bludgeoning damage.

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC based on your Intelligence, Wisdom, or Charisma.

You can use this trait once per long rest.
Look Over There. As an action, you proclaim something (or throw some paint) and point your finger at a location that you can see. Each creature within 5ft of you must make a wisdom saving throw vs 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency modifier. On a failed save, they are compelled look in such direction until the end of your next turn. They are blind to all creatures except to any creature at that location or any creatures between them and the distraction location. The creature makes the wisdom saving throw at disadvantage if the direction you’re pointing at actually has something interesting happening or distraction worthy.

You can use this trait once per long rest.

Speedster[edit]

Speedster love to be out on the road. No cliff, water, or coyote will stop them from reaching to their destination.

Natural runner. Your movement speed is increased by 5 ft
Don't Look Down. While dashing, you ignore the effects of gravity. You cannot use this feature if you are looking down. At the end of your turn, you look down or you feel the lack of ground on your feet and the effects of gravity resume.
Sticky Feet. At 3rd level, while dashing, you can run up vertical walls and run upside on ceilings.
Too Fast to Sink. At 5th level, while dashing, you can run across water.

Sweetheart[edit]

You love to bring the smile onto others and protective of your friends.

Everyone is a Friend. Due to your kind and friendly nature it is easy for you to get along with everyone. You have advantage on saving throws against being charmed and gain proficiency in persuasion.
Friendly Hug. As an action, you embrace a creature of your choice (within 5ft) in a big warm hug. The creature must succeed a Charisma saving throw, DC of 8 + your charisma modifier + your proficiency modifier or become grappled and charmed by you for 1 minute. While charmed, the creature has no desire to leave your hug and has disadvantage on perception checks. If creature is immune to being charmed and fails the saving throw, they only suffer the normal grapple effects. You can use this trait once per long rest.
Power of Friendship. If an ally within 60ft of you falls to 0 hit points you enter a righteous frenzy and desire to protect your friends. During this frenzy all attacks done by you have a +1d4 friendship (physic) damage on hit. The Frenzy lasts until the ally is healed or stabilized. You can use this trait once per long rest.

Clumsy[edit]

Your kind never truly adapted to the body of the creature that you are mimicking. As such, you tend to suffer many accidents.

Accident Prone. You are a danger magnet as so you prepare each morning for the dangers of the day. After each long rest pick a type of damage you are resistant to and a type of damage that you are weak against, the types of damages chosen must be in the same area of damage as the other.

Areas of Damage:

Physical: Piercing, Bludgeoning, and Slashing

Elemental: Cold, Fire, Lightning, Thunder, Poison, and Acid

Otherworldly: Necrotic, Radiant, Force, and Psychic
Walk it off. Being no stranger to falling on the ground, you know how to get up just as quickly. You can choose to use your reaction to stand up from prone instead of sacrificing half of your movement speed.
Safety Helmet. You have a handy dandy safety helmet with you at all time, while falling from great heights you know to put on quickly. When you are reduced to 0 hit points due to fall damage you can drop to 1 hit point instead, leaving behind an imprint of your silhouette where you landed. This ability can be used once per long rest
Clumsy Fool. Something always tend to go wrong around you. When you get a natural 1 on an ability check, you stumble and fall prone.


Scaredy Cat[edit]

You are always on your feet to escape any possible dangers

Spooked. You have disadvantage on all saving throws against being frightened.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Guide[edit]

You help others in their job and missions

Eager to help. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

  • Well Equipped. You and the creature gains +1 enchantment to weapon attacks or armor until the start of your next turn.
  • Switch-a-roo. You and the creature you help switch spots.
  • Smoke Cover. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

House Wrecker[edit]

You can't be contained. Everything in your way shall be destroyed.

Bring it down. You deal double damage to objects
Unstoppable. While you are dashing, you gain a burrowing speed equal to you walking speed.
Hole in the wall. You can create a hole in any wall that is no stronger than stone and no thicker than 5 ft. This hole is the size of your body. You can use this trait once per long rest.

Muscle Bond[edit]

If you can have any body, why not be as strong as possible?

Muscle Up. A bonus action, you greatly increase your muscle mass for a short time. This power up lasts for 1 minute, until you die, or until you revert to your normal strength as a bonus action.

When you power up, you gain temporary hit points equal to 1d6 + your level + your Constitution modifier (minimum of 1 temporary hit point). Additionally, your unarmed attacks deal 1d6 and you have advantage to all athletics check.

Once you power up, you can’t do so again until you finish a short or long rest.


Foodie[edit]

Your ooze biology react with food in weird ways

Chief. You gain proficiency in cooking supplies.
Reactive Food. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

The damage type depends on the food that you have consumed right before making the attack:

  • Rotten Food: Poison Damage
  • Hot Pepper: Fire Damage
  • Mint or frozen food: Cold Damage

You can use your Reactive food a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Steel Stomach. You cannot be negatively impacted by any food or drink that you consumed.

Reanimated[edit]

The dead has been animated by you.

Undead Body. You gain the undead creature type. As an undead, you gain the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
    Undead Fortitude. When you make a death saving throw, you can be at 1 hp. You can use this trait once per long rest.

Crafted[edit]

You have used the hard metal skin of a construct as your body suit.

Maintenance. You pick up a few skills to keep yourself healthy. You gain proficiency with smith's tools
Constructed Body. You gain the construct creature type. As such, you gain the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat or breathe. You do need to drink oil, gas, or organic matter.
  • You are immune to disease.
    Metal Armor. You have a natural defense of 13 ac. You can still use a shield and gain benefits of this trait.

Beatial[edit]

While any Caricatures can mimic a beast, you are an expert on handling your non-humanoid body.

Beast Body. You gain the beast creature type.
Animal Advantage. You choose one animal advantage from below:

  • Winged Glide. You have wings that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Claws Climber. You have unarmed attack called claws that deal 1d6 piercing damage. Additionally, you have a climb speed equal to your walk speed.
  • Gilled Aquatic. You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • Eyes Nocturnal. Your animalistic eyes grants 120 ft of darkvision.
  • Legged Equine. Your speed is increased by 5 ft. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

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