Cup (5e Race)

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"Well, Cuphead and his pal Mugman

They like to roll the dice...

By chance they came 'pon Devil's game

And gosh, they paid the price!

Paid the price...

And now they're fighting for their lives

On a mission fraught with dread...

And if they proceed but don't succeed...


The Devil will take their heads!"

—Introduction song

Physical Description[edit]

Cups are humanoid creatures that, as their namesake states, have cups for heads. They're rather cartoonish, having very loose yet thin limbs with larger than average gloved hands and booted feet. However, even though their race is called "Cups," not all of them share a cup for a head. Some can have shot glasses, others can be teapots, maybe a few could have the container as their bodies. Regardless, their container-shaped body parts are very frail, able to break in three to five hits.

and his pal, Mugman


In far, faraway land, farther than anything in the multiverse, there existed a land called "Inkwell Isle." Here, various anthropomorphic objects exist as the residence of the island; and among them, Cups were a large part of the island's people. Unlike everywhere else, this land looks unrealistic, hand drawn, cartoonish, even. It's unknown what caused the creation of these Cups or Inkwell Isle, but some say that an artist managed to get their hands on incredible animation magic and infused it with their art, accidentally creating an entire world.

In the land of Inkwell Isle, Cups are rather famous for being mischievous, yet playful creatures, getting themselves into all kinds of trouble. They're quite agile, and capable of all sorts of deeds, good or evil. In the past, there have been plenty of Cups that were war heroes or legends, now immortalized as statues in the mountains of Rugged Ridge, set as examples for other Cups to follow.


Cups are like your average human. Some have jobs, others stay at home with families, but many of them go on perilous adventures for certain reasons. In fact, aside from their hand-drawn origins and daring quests, they're usually quite average in terms of society.

Certain Cups are given magic upon reaching the proper age or when they need it the most. In order to do so, they imbibe a magic potion. Soon, they learn the first of possibly many magical techniques: Finger Bullets. By consistently snapping their fingers, they can create small bullets of energy that can be used as a means of attacking.

Cup Names[edit]

Cup names are usually androgynous, as they are more based on the type of container their head is.

Cup Traits[edit]

A race with cups for heads, possessing magical snaps and frail bodies
Ability Score Increase. Your Dexterity score increases by 2.
Age. cups usually mature around age 5, however if they are gifted with calix animi they can be immortal until forgotton about
Alignment. Cups are usually playful characters, leaning into the chaotic side of the alignment. However, certain Cups, especially the wise and knowledgeable ones, are more neutral.
Size. Cups are about as large as the average human child. Your size is small.
Speed. Your base walking speed is 30 feet.
Fragile Frame. Thanks to your head, you take less hits than your average creature. Your Constitution score is decreased by 3.
Snazzy Snaps. Thanks to a magical potion that you drank at some point in your past, you can shoot magic bullets by snapping your fingers consistently. These snaps are considered magical, require at least one hand to shoot. Upon firing, you do create some noise, possibly attracting attention if you're trying to be sneaky. All Cups start with the Peashooter Snap, as described later in the list. You can find and purchase more along your journeys, but you can only equip choose two to swap between.
Wary Parry. While being attacked by any projectile, magical or not, you can choose to use your reaction to make a Dexterity saving throw to beat the attack roll. If you succeed, the damage is negated. Otherwise, you still take damage and fall prone.
Glide N' Slide. As a bonus action, you can slide an extra 5 ft. This does not count towards your movement speed. Along with this, you can jump high into the air and glide over large pits or obstacles, but have a gliding speed of 5 ft. However, you cannot glide for more than 15 ft., and if you try to glide every 5 ft. after 15, you gain 1 point of exhaustion.
Ceramic Strike. its a 4d6 attack in which you take 1d3 damage and get 1 exhaust point
Porcelain Power. a 2d20 attack so its incredibly powerful you however take away about 10 health which can be recovered over a long rest or healing items and you get 4 exaughst becuase you friggin smashed the guy with your head!!
Porkrind's Emporium & Gold Coins.
Languages. You can speak, read, and write Common and Primordial.
Subrace. inkwell isle resident, the same as the cup race exept they have a different object as a head and are less fragile with a dexterity decreaser of only -1 instead of -3 with a size of medium

Finger Bullets[edit]

roll a 1d3 to see how many times you hit, then roll requested dice (example) "rolled a 3 for the 1d3 then rolled 31d6 and got 18 total damage" DOES NOT INCLUDE EX MOVE

  • Peashooter: Small light blue bullets that deal 1d6 force damage. Has a maximum range of 120 feet.
    • Ex Move: Mega Blast: A large blue fireball that deals 3d8 force damage. Also has a maximum range of 120 feet.
  • Spread: Small red bullets that deal 1d4 force damage but hits multiple enemies. Has a maximum range of 120 feet.
    • Ex Move: Eight Way: Fires a white liquid beam from the users head that deals 2d4 force damage. Has a maximum range of 100 feet.
  • Chaser: Small lime green bullets that deal 1d3 force damage and opponent must make a DC of 15 in order to dodge this attack. Has a maximum range of 100 feet.
    • Ex Move: Chaos Orbit:
  • Lobber: Medium purple bullets that deal 1d10 force damage, in order to hit user must make a DC of 10 with a -3. Maximum range is 40 Feet.
    • Ex Move: Kablooey: User turns themselves into a cartoonish bomb and flies towards an opponent dealing 1d20 of Force Damage. Maximum range is Users Speed
  • Charge: Small-Large orange bullets that deal 1d5-2d3-1d20 of force damage, in order to get from 1d5 to 1d20 you must charge these bullets for 3 turns. Maximum range is 120 feet.
    • Ex Move: Radical Barrage: User fires multiple blue fireballs that deals 3d8 * 2 force damage. Maximum range is 100 feet.
  • Roundabout: Medium Navy Blue rings that deal 1d6 force damage, if user misses they have a change next turn for the bullets to fly back and hit the opponent (DC of 13). Maximum range is 100 feet.
    • Ex Move: Jumbo Rebound: User sends out a liquid muscular version of themselves spinning influx that deals 5d2 force damage. Has a maximum range of 50 feet.

<Subrace Name>[edit]

Random Height and Weight[edit]

′ ″ + lb. × () lb.

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

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