Hidoran (5e Race)

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Hidoran[edit]

The Various Experiments

Hidorans vary in appearance according to their sub race, however sometimes mistaken for strange beasts of the wilderness they either incite curiosity or fear to their sentience rather than their body. In the end they are often mistaken for a wild creature or some exotic beast of burden,as long as it kept quiet and did not speak. Some Hidorans may walk on all fours or on two legs, they all possess opposable thumbs.


The Owned and The Free

Hidroans were created by wizards, by experimenting with a variety of reptile eggs, from a simple lizards to hard to get dinosaur eggs in order to create powerful familiars that they could control. After many failed attempts one wizard had succeeded in making a more intelligent lizard which he named hidoran, his name forever lost in time, had made many hidorans with specific traits to aid him in his needs. After many years of producing hidorans, as familiars and exotic pets to sell, he eventually died of old age with the remaining hidroans, with no owner, left for the wilderness searching for a new purpose and reason for their existence. The knowledge of producing hidorans died with the wizard, however there is knowledge of what the omnivores are made from.

For The Master and For The Tribe

Hidorans have been known to exist in two societies, domesticated and feral-born. Domesticated hidorans are incredibly loyal to their owner and are typically found in wealthy cities and are owned by either the wealthiest of families and wizards. Domesticated hidorans also breed with one another allowing their owners to have more servants or to sell them to the highest bid, they don't mind this due to them often seeing themselves as servants that have no say in their personal lives, only to serve their owner. Feral-born live in tribes that are in what seem like uninhabitable or secluded areas, these tribes are very hard to find. The feral-born tribes are lead by six leaders (seven if you count the Coiler twice) each are chosen by the six sub races. Theses tribes might be found in few or between based on the way they see life, one tribe may just want to hide themselves from the rest of the world, another may want to free their unfortunate brethren from slavery, and one may just live in peace with a nearby village trading resources and things the hidorans can not easily make themselves.

Diet

Hidorans are carnivores, and can only eat meat. They can easily digest raw or rotting meat.

Hidoran Names

Hidoran names often vary based on whether or not they are domesticated or feral-born. Domesticated hidorans are given pet names by their owners, while feral-born hidorans are given names based on their characteristics or the habits of the individual.

Male: Domesticated: Charlie, Max, and Philip. Feral-born: Loud Hunter, Rat Catcher, and Rock Smasher.

Female: Domesticated: Bella, Lucy, and Chloe. Feral-born: Fisher, Star Gazer, and Wind Chaser.


Hidoran Traits[edit]

Hidorans are either domesticated or feral-born, they all have a sharp claws and teeth, and typically eat a lot due to their metabolism being so high. Domesticated are often smarter than Feral Born and weaker willed due to living as a slave in society and relying on their owners for decisions. Feral-born have a greater sense of self and are more ignorant about society of other races.
Ability Score Increase. Either your Intelligence or Wisdom increases by 2.
Age. After the clutch of eggs are laid it takes 9 months to hatch and fully mature after a year. Hidorans live for about 200 years or so.
Alignment. Domesticated Hidorans respect loyalty and authority, and tend towards lawful. Feral-born value freedom and tend towards chaotic.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Claws and Fangs. Your unarmed strikes deal 1d4 slashing damage.
Protean Healing. When you take a short rest and use hit dice to regain hit points, you regain an additional 1 hit point per hit die that you expend.
Languages. Common


Magic Gorger[edit]

Magic gorgers were made as familiars specifically to aid magic casters, in any necessary task, from ritual summoning to collecting materials for their owners spells. Magic gorgers have large frills that protrude when they use magic they also have vibrant colored scales that come in reds, greens, blues, yellows, oranges, and violets, it is also believed that these colorful scales are what give the Magic gorgers some of their abilities, however this as yet to be proven. It is also noted that they have short legs, this trait was undesirable in the sense that their owners would either have to carry them, move at a slower pace, or leave them at their home when traveling great distances.

Ability Score Increase. Your Charisma increases by 1.
Small. Your size is small. Your base walking speed is 25 feet.
Cantrip caster. You know one wizard cantrip. You learn an extra cantrip when you reach 5th and 10th level.
Magic Eater. You have resistance to damage caused by cantrips and 1st-level spells.

Darter[edit]

If you ever wanted to send a message or even deliver an important item to a colleagues without wasting a spell or even magic components you send a darter. Nimble and fast a darter walks on two legs and as long thin snout and was made to deliver messages by almost any means necessary, able to track their target and climb walls, while not as fast as magic messages they are just as effective and even more so than mailing the message. Feral-born darters have races on a daily basis and determine their leader with who has the most wins.

Ability Score Increase. Your Dexterity increases by 1.
Small. Your size is Small.
Scent. You have advantage with Perception checks that rely on smell.
Pounce. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, the target must succeed on a Strength saving throw or be knocked prone. The DC is 8 + your proficiency bonus + your Dexterity modifier.
Hooked Claws. You have a climb speed of 30 feet.
Fast. When you take the Dash action, you can move an additional 30 feet.

Slink[edit]

While their appearance might unsettle you, slinks are surprisingly the most subtle of hidorans. Slinks have snake like necks that end in a alligator shaped head with large protruding fangs, while red coloured saliva drips from its mouth uncontrollably, and scales that appear to be molten and change colour based on the Slinks surroundings. You could say the Slink was made to be a assassin or mercenary pets, Feral-born slinks typically hunt the majority of the tribes food supply and are seen as an important part of the tribe despite their fearful appearance.

Ability Score Increase. Your Dexterity increases by 1.
Venomous Spittle. You can use your action to spit venom at a creature you can see within 30 feet. The target must make a Constitution saving throw. The DC is 8 + your proficiency bonus + your Dexterity modifier. The target is poisoned on a failed save. The target can repeat the saving throw at the end of each of its turns to end the effect. You can use this feature again when you finish a long rest.
Amphibious. You can breath in water. You have a swim speed of 30 feet.
Colorful Scales. If you do not move on your turn, you have advantage on Dexterity (Stealth) checks made to hide on that turn.

Omnivore[edit]

The wizard clearly had one thing in mind when making omnivores: shear might. Omnivores are the largest and slowest of the hidorans, this is the only hidoran with written knowledge of what it is made of, how it was made still is unknown, a mixture of giant lizard, alligator snapping turtle and snake necked turtle. The omnivore gets its name from it being able to eat meat and plants, unlike the other hidorans. It has a powerful beak with a long neck and covered in thick and heavy scales.


Ability Score Increase. Your Strength increases by 1 and your Constitution increases by 1.
Thick Scales. You have a +1 bonus to AC while you are not wearing heavy armor.
Slow But Steady.. Your base walking speed is 25 ft. You have advantage to save against any effect that would knock you prone or force your movement.

Excavator[edit]

Crushing rocks and searching for precious material, the excavator is a dwarf's best friend, with a powerful build meant to smash rocks and digging. Excavators have a short neck with small eyes and a long tail that is heavily armored. Excavators prefer to being in caverns and mines due to their eyes being sensitive to sunlight. They are also persuasive when it come to trading precious materials, just like dwarves.


Ability Score Increase. Your Constitution increases by 1.
Superior Darkvision.. Your darkvision has a range of 120 feet.
Sunlight Sensitivity.. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Digger. You can burrow through unworked rock at a speed of 5 feet.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2'′ ″ +1d6 inches 150 lbs. lb. × (5*(1d4)lbs.) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6'′ ″ +2d6 inches 250 lbs. lb. × (10*(1d8)lbs.) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
10'′ 0″ +3d6 inches 325 lbs. lb. × (10*(2d8)lbs.) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
12'′ 0″ +3d6 inches 350 lbs. lb. × (10*(3d8)lbs.) lb.

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



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