Earthmen (5e Race)
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"Madron."- Madron the Red
The Earthmen are creatures of stone and mineral, often showing flecks of metal embedded in their 'skin'. They tend to be gray or brown, or even show evidence of sedimentary origins. Basically, any color of hard stone can appear as an Earthman body. They tend to be tall, 7 feet maximum, and carved in a manner that suggests muscles on a standard human. Of course, because they are initially carved before their births, their bodies can be almost any shape or size. Feminine Earthmen or small Earthmen are rare, but they do exist.
Years ago, when human mages used golems of all shapes and sizes to perform menial labor for them, a young mage by the name of D'wayne the Fool (title appended later after the effects of his actions were clear) attempted the rites to transform a formless lump of rock into a golem of his very own. However, what D'wayne could not have known was that due to a misspelled word in the scroll he utilized combined with a chunk of magical crystal contained within the rock created the very first Earthman.
This creature, who quickly killed his creator before he could even get out his first command, named himself Stone and stole the misspelled scroll. After years of study and isolation, Stone was able to replicate the events that lead to his creation and gave birth to the second Earthman. From there, there was an explosion of growth, and today Earthmen hail from all corners of the globe.
Earthman society is a highly religious and lawful place. Their tribes tend to be grown underground, in extensive tunnels and cave systems. Buildings tend to be mined right out of the earth rather than actually built. Their buildings when above ground tend to be made out of stone almost exclusively, perhaps with some wooden structures for stability. Earthmen don't see much purpose in comfort, so non-earthman races tend to dislike staying with them.
Local religions are generally shunned and the Earthmen have built their own religion around the initial misspell that allowed them to be created. Their priests, or 'Lifemen', are the only creatures allowed to know the secrets of how to cast this spell for more Earthmen to be born. When an Earthman or Earthmen want to have a child, they go to a Lifeman and ask them permission. Upon being approved to have a child, they will mine out their child by hand (working together if it's a couple) and then go back to the priest. At this point, the Lifeman will perform the ritual and bring the new Earthman to life. These priests are chosen in childhood to become Lifemen based off of whether they show magical prowess in their everyday work.
Earthmen will begin to show signs of magical ability shortly after their births. This is caused by magical crystals embedded in their bodies, which provide an extra conduit through which magic can be stored in manifest itself from. Regardless of their actual physical makeup, these Earthmen are known as Crystal Earthmen and are considered to be above their peers in terms of worth to an Earthman tribe.
Although Earthmen have a propensity for violence, within their society it's all in good fun- fights are ordained and have strict rules. Law-abiding fights take place within a roped-off space, usually shaped like a square, with posts in each corner. Earthmen have been known to fight barehanded, and rely on grappling much of the time to pin their opponent for one round, or six seconds. At that point, the pinned fighter loses and the remaining fighter wins! Much of Earthman society is based around these fights and large arenas are built for them with hundreds of seats for spectators to watch from.
Almost all Earthmen identify themselves as, well, men. Names are based on what subrace they are and where they hail from. For iron-mining areas, -ron is added to the end of the name. For copper-mining areas, -per is added to the end of the name. And for magically competent Earthmen, -ium is added to the end of the name. As they grow in power throughout their lives, they are generally given a surname or title.
Iron-mining Areas: Madron, Radron, Tyron, Aeron, Linron, Nibron
Copper-mining Areas: Ripper, Laoper, Noper, Aoper, Neiper
Magically-competent Earthmen: Illium, Nerium, Alium, Tealium, Peium
Surnames: The Red, The Medicine Man, The Wrestler, The Rock, The Boulder
A race of poorly made golems turned free-thinking fighters.
Ability Score Increase. Your Constitution score increases by 2
Age. All earthmen are physically adult from birth, and will not grow over the years. However, eventually, the magic from the ritual will run out, giving earthmen a lifespan of around 100 years. This can be extended by casting the ritual once more, but most earthman priests will refuse to do this.
Alignment. Earthmen tend toward a chaotic alignment, though good and evil are up to the individual. Most earthman societies are neutral.
Size. Earthmen are at most 7 feet tall and weigh a lot. Your size is Medium.
Speed. Your base walking speed is 25 feet. You cannot swim as you will sink instantly in water, but you are able to move your normal speed even when underwater.
Darkvision. 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.
Grappler. Your society is full of grappling, and you yourself possess some skill in the noble art of wrestling. You are proficient in the Athletics skill.
Tool Proficiency. You are proficient with Mason's tools.
Languages. You can speak, read and write Common, and Terran.
Subrace. There are three 'subraces' of Earthman. Those who hail from the iron-mining regions, those who hail from the copper-mining regions, and those who are magically gifted from either region due to magical crystals embedded in their bodies. Choose one of these subraces.
Earthmen from Iron-mining regions tend to be stronger than others from different regions, more suited to manual labor and lifting.
Ability Score Increase. Your Strength score increases by 1.
Iron-Wrought Resilience. The iron veins that run through your body give you some natural resilience to damage. When you take non-magical bludgeoning, piercing or slashing damage, you may use your reaction to reduce it by an amount equal to your level. You regain use of this trait once you complete a short or long rest.
Ability Score Increase. Your Intelligence score increases by 1.
Charged Attack. The copper veins that run through you conduct electricity and allow you to shock your enemies at times. When you hit with an unarmed weapon attack or a weapon attack using a weapon made of metal, you may deal an additional 1d10 lightning damage. You regain use of this trait once you complete a short or long rest.
Ability Score Increase. Your Charisma increases by 1.
Innate Casting. You can cast the earth tremor spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6' 0"||+2d8||400 lb.||× (1d4) lb.|