Dunderling (5e Race)
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The dunderlings come from the mysterious and dangerous Dunder which was created many centuries ago from a cataclysmic event that has since fallen into bedtime stories and Folk Lore. The Dunders are the symbol of power and survival of the dunder where they have managed to survive in the desolate wasteland. Many were left below and exiled from the floating cities above the storm. Meanwhile there was a small select few who decided that they wanted to stay below for their own reasons. Eventually, the many species were forced together and eventually had to start reproducing together and slowly devolved into the Dunderlings.
These creatures are a combination of all the races that were stuck or have chosen to live in the Dunder for centuries and causing these strange amalgamations of different species. For example, they could have the arms and legs of a bugbear with one arm belonging to a goblin and another to a half-orc with the head of a troll or any other combination you choose.
After the dunder was created in a time long forgotten many were stuck below or even chose to live down there and it became a lawless land where anyone could have chosen to live however they wished. This led to many inter-species relationships happening and led to many different "evolutions" for the future leading to one of the most violent, ruthless, and barbaric societies to ever grace the planet.
The society of the dunderlings is fairly simple to understand. The strong shall control the weak. The stronger the dunderling the higher up in the political hierarchy of the society although some tribes prefer to honour intelligence or even more pristine or mutated bodies. The layers of society go Trainees->Cooks and Farmers->Soldiers->Commanders->Breeders (of different species typically)->Chief. There are tribes that can alter from this line but it is the norm usually. They tend to live in small groups of less than 100 people if they are nomadic meanwhile others tend to have more developped villages or cities of typically more 200 but under 2000. Nomadic tribes tend to be more like marauders while the villages are about 50/50 between warlike and political or pacifistic.
The names range from random noises or consonants to just nouns.
Male: Grark, Skfd, Kill
Female: Srsd, Lmf, Elk
The Dunderlings are a sturdy race that have managed to not only survive but thrive in a desolate wasteland
Ability Score Increase. Your Constitution score increases by 2 and your Strength increases by 1."
Age. Up to 40 and mature at age 15
Alignment. They tend to remain chaotic and normally chaotic neutral although rare cases have emerged where they differ to any alignment. This mostly is based off of which tribe they were brought in and which pantheon they follow or believe in.
Size. Dunderlings vary widely in height and build, from barely 3 feet to well over 10 feet tall. Your size is Small (>3) Medium(3-8) or Large(8>).
Speed. Your base walking speed is 25 feet outside of the dunder and 40 feet inside the dunder.
Darkvision 60 ft. 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.
Dunder upbringing. The strange nature of the Dunder can not affect you or your character and you will never get lost or be slowed down in any terrain in the Dunder. Your whole party can benefit from the movement bonus in travel.
Multi-species family tree. You can pick up to three traits from any player race in the player's handbook or Volo's Guide to Monsters, this affects how your character looks. (You can not use two pieces from the same race) Ex. taking the long-armed trait from bugbears than you would have the arms of a bugbear. You get one trait for limbs, torso, and head.
Ruthless. The first time you get hit in combat, you can attack as a reaction with full proficiency. This increases to 2 times at 3rd level and 3 times at 6th level
Experienced fighter. As an action you can help an ally and allow them to take an extra action in combat or roll a saving throw at advantage. You can only inspire one person at a time and it wears off at the beginning of your turn.
Magically inept. Although incredibly strong with a weapon, the mixture of genetics makes it nigh impossible for Dunderlings to use magic. Only the creators can use magics which makes them very sought after and means that no dunderling can use magic except for them.
Languages. Dunderling and common
Ability Score Increase. You gain a plus 1 to your constitution score and a -1 to your intelligence
Far gone. You have become so mutated that you no longer resemble any known creature. You may choose one extra race ability from another species further changing your appearance
Desired. Your massive mutations make you a symbol of power to some tribes of dunderlings and will be treated like royalty to them. You gain advantage on everything against these creatures.
Mangled appearance. You gain proficiency and advantage on all Intimidation checks but disadvantage on all persuasion and romance checks. The only exception is when around those affected by the Desired trait.
Savage genetics. The amount of pain you have gone through to get this far genetically has caused you to become excellent at surving and you gain proficiency in survival and unarmed combat and can now use what you have for hands or claws as 1d4+STR.
Ability Score Increase. You gain a +1 to your CHR but have disadvantage on checks with those who prefer forgotten
Similar. You maintain most of your original genetics. You must swap one of your current race traits you gain from the "Multi-species Family Tree" perk and replace it with one of the races you have already. Ex. Someone has Goliath legs, Lizardfolk head, and Human arms, they can swap human arms for Goliath or Lizardfolk arms or any other combination they wish.
Combat training. You gain proficiency with 3 items of your choice
In plain sight. While remaining mostly to your original species you gain proficiency with disguise kits and get advantage on persuasion checks when convincing others you are not a dunderling.
Ability Score Increase. You gain a +1 to INT and WIS and can use magic
Life Maker. You can take a full action and bonus action to create a small dunderling companion who can move independently from you and is controlled by the DM. The Dunderling has half your HP and stats rounded down and comes equipped with a different weapon depending on your level. 1-5 shortsword, 6-10 shortbow/rapier, 11-15 2 Shortswords, 16-20 Greatsword/Longbow. He dies after taking too much damage or 24 hours pass. You can only have one at a time and they do need food and water. you can use this feat once every 48 hours.
Mysterious magics. You can cast the confusion ray and shapeshift spell once per day without using a spell slot. The shapeshift spell changes a part of the creature you determine and must succed on a DC 20 Constituion saving throw to not change. This DC deceases by 1 for every level (or CR) or size they are more than you. It changes the part into a random races part. Ex: You cast it at a CR 5 Medium Bandit when you are level 5 and they fail the check so they're arm holding the sword turns into a halfling arm and can no longer weild it correctly effectively disarming them. Another time you fire it at a CR 30 Tarrasque when you are level 20, because it is Gargantuan and you are Medium that reduces the DC by 4 and the other 10 levels it has on you reduce it by 10 bringing the DC down to 6.
Sought after. Being a rare type of dunderling you are sought after greatly and almost every Dunderling tribe will like you. You gain advantage on all checks against Dunderlings.
Frail. You are very frail typically and cannot take many hits. You have half the health you normally would and half your carry weight.
Adverse to combat. Being so weak when it comes to a fight you are unable to wield any weapon other than simple weapons and are unable to wear Medium or Heavy armor.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier
When creating a Dunderling 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. Dunderlings tend to be savage, manic, and slightly insane.
|1||I always stay loyal to those more mutated/pure than me|
|2||I believe I am the strongest in the world|
|3||If it's shiny, I want it|
|4||If you touch me, you will lose a finger|
|5||I wish my name was something cooler like Grock|
|6||I believe I have a dog|
|7||I will never mate with the same race/a different race|
|8||My bloodline will live on, no matter what|
|1||The strong should always rule over the weak|
|2||Your genetics decide your place in this world|
|3||Everyone is too worried on politics and not the death|
|4||There is no need for a ruler|
|5||Guns and magic are for cowards|
|6||The pure/mutated should rule the world|
|1||My leader is the one that must survive|
|2||No matter what, no one can steal from me and get away with it|
|3||I just want to be a normal being|
|4||Money is my world|
|5||The smell and taste of blood keeps me going|
|6||My homeland will be returned to it's glory and my tribe avenged|
|1||If it's shiny, I take it|
|2||Anyone who questions me will get beaten or end up with a sword in their neck|
|3||I can't kill unless it's close to me|
|4||The sight of a corpse makes me sick to my stomach|
|5||If my eyes and head are covered I fall asleep|
|6||I enjoy insulting people but can't take one|