Dungeonmin (5e Race)
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|“||You want to try and leave? Well, you can certainly try...||”|
Dungeonmin appear like small, short grey little people. They have stone-like skin and yellowish eyes. On a glance, they can be mistaken for a type of gnome maybe. They have strong hands, large noses, and normal, non-pointed ears. Their finger and toenails are known to be thick. Their form and facial arrangement are largely humanoid. What differentiates them is largely internal. It is said that when one looks into a dungeonmin's eyes, they see twisting and turning corridors. Additionally, a dungeonmin's organs are confusing, seemingly twisted and knotted in strange ways that somehow do not impede with their function.
The birth of the dungeonmin is a strange one. They have a fey-like origin, based on emotion. It is said that when a person enters a dungeon, their initial emotion creates a dungeonmin. It does not matter what emotion it is, all dungeonmin look the same regardless. When formed, they spawn spontaneously in the dungeon which elicited the emotion, fully aware. They tend to stay around their dungeon for a few weeks after their creation before wandering off. Often they do not even know who it was who spawned them.
The dungeonmin are often mistaken for normal gnomes or misshapen halflings in society, something they take no offense to. It was not until recently that their true origins were documented. Dungeonmin are prone to congregate in the dungeons where they are made if enough of them simultaneously inhabit one dungeon at a time. This can happen when multiple dungeoneers enter a new dungeon and are overcome with awe or fear, spawning many dungeonmin at a time. Within these groups, called spelunks, dungeonmin like to explore the place in which they were created, though they tend to avoid confrontation with the crawling monsters. They establish small cities within dungeons that can serve as a valuable font of resources for adventurers. Dungeonmin outside dungeons tend to gravitate towards dungeons nonetheless as adventurers.
Above all else, dungeonmin embody a dungeon in its most basic sense. Their very anatomy is meant to be confusing like the twisting corridors of a maze. Such is their minds too. Dungeonmin enjoy puzzles and new experiences to do with exploring. This is why many of them will adventure to new dungeons even if they leave their old dungeon. Many dungeonmin aspire to have their own dungeon one day, where they can put many machinations into motion at their leisure. This manifests in their odd magical ability to construct invisible walls like a mime, or so it is believed. Like their abilities and tastes, dungeonmin are complex and crafty. They like to pick up tricks from conmen and other masters of trickery to add to their own arsenal. Dungeonmin also like activities like tinkering and magical experimentation, as well as architecture and art, so long as it contributes to their long term goal.
Aspiring to be dungeon masters one day themselves, dungeonmin invest in grandiose titles in hopes that they will someday be put to use.
Male Names: The Amazing Larry, He Who Sits Motionless, The Haggard Smile, Slumbering Killer
Female Names: Angel of Mercy, Endless Trickery, Defiler of Hope, The Gracious Grace
A race of dungeonspawn
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Dungeonmin are born entirely mature from the emotions of dungeoneers. They are said to live forever, thus having an eternity to realize their dreams, granted they are not killed.
Alignment. Being playful tricksters and lovers of riddles, dungeonmin are fairly chaotic.
Size. Dungeonmin are on the rather short end. Your size is Small.
Speed. Despite their small size, dungeonmin are known to be able to scurry rather quickly for their size. Your base walking speed is 30 feet.
Dungeonvision. 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.
Dungeon Maker. Like a mime, dungeonmin can form invisible walls as though building a dungeon to fence their opponents in. As an action, you form a translucent wall of force within 5 feet of yourself with your hands. The wall appears as a vertical barrier or at an angle, like a wall. It can be resting on a solid surface. It takes the form of a flat surface made up of three 10-foot-by-10-foot panels which you can arrange around. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. These walls last for 1 minute or until you dispel it as a bonus action. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage but can be dispelled by dispel magic. A disintegrate spell destroys the wall instantly. The number of panels you can make with this trait increases to 4 at 6th level, 5 at 11th level, and 6 at 16th level. After you use your dungeon maker, you can't use it again until you complete a short or long rest.
Tricks of the Dungeon. You have advantage on ability checks to spot traps.
Maker's Tools. You are proficient in one artisan's toolkit of your choice.
Labyrinthine Attitude. You are proficient in the Deception skill.
Languages. You can speak, read, and write Common and one language of your choice.
Random Height and Weight
|3′ 6″||+1d6||80 lb.||× (1d4) lb.|
*Height = base height + height modifier