Impling (5e Race)
From D&D Wiki
Implings are around 3-4 ½ feet tall with exotic skin coloring (Red,White,Black,Blue,Green) hand like or humanoid feet, long tails either mammals or more reptilian like in appearance. Males sport the horns and more animal flat nose while Females sport whiskers and more humanoid noses. As the Impling ages certain features often become over sized and disproportionate to the rest of their bodies namely the eyes and tails of the Impling. These tails are about 1 3/4 to 2 1/2 their body length and are extremely dexterous and strong even for prehensile tails
Implings are the by byproduct of a unknown entity. Implings where first encounter deep in the UnderDark and where mistaken by most as some kind Goblin or Kobold at first glance and resulted in small skirmish broke out with adventures. Over the course of a few years it became clear that despite their hellish appearance and chaotic behavior they are able to work and trade with other races, although they did seem to have an almost unnatural hatred for Gonmes, Goblins, and Kobolds. Over time some Implings started to migrating out of the UnderDark and would often set up shop in old cities ruins, caves, mountainous terrain and even in dense jungles and forests, often coming to blows with Gonmes, Goblins, and Kobolds for these prime real estate.
To say Impling society can be quite chaotic, haggling alone with Implings is a chore in it's self as they always try to get as much out of any deal, not out of greed mind you but out of enjoyment, this seems to stem from their hellish ancestry.
Implings seem to form small groups are families and some times even small villages, these groups can function like your stander kobold or Goblin society though far less aggressive in their approach to dealing with other races. Some of these small family groups when introduced to civilized towns and cities will often fall into the rolls of shop keeps or any role that would have them handle any kind of trade, though a few of them fall short and will often join crime syndicate, with their small size quick hands and even quicker tongues makes them natural pick-pockets and thieves.
Male: Damron Thynevenom Malmong Readius Guxus Thynon Sirzer Silence Awe Euphoria
Female: Kalnirith Hislith Diwure Maryis Kalrali Shameia Lilcria Void Glee Chant
Ability Score Increase. Your Dexterity and Charisma scores each increase by 2. Your Constitution and Strength scores are lowered by -1
Age. age of maturity is that of 17 but after the age of 17 the ageing slows to where the lifespans can reach anywhere from 150 to 200 years.-->
Alignment. By nature Implings are quite chaotic, but their a few that can break that mold.
Size. height 3-4½ feet tall and weigh about 30-60 pounds. Build is small and lean by nature.
Speed. Your base walking speed is 25 feet. Swimming speed is 25 feet. Climb Speed if 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.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Impling Sunlight Sensitivity. While in sunlight, you become either near or farsighted while in sunlight. Nearsighted you have disadvantage Ranged attacks and Wisdom (Perception) rolls that rely on sight for up to 20ft. Farsighted you have disadvantage on melee attack rolls as well as investigation rolls that rely on sight.
Devil's Tongue Ancestry. You gain proficiency in Persuasion and Deception. Once you reach 3rd level,You know the Vicious Mockery cantrip.
Chaotic Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Prehensile Tail. Impling tails are extremely dexterous and strong and act like a third arm. As a bonus action you can attack with light one-handed melee weapons with a -5 to attack. when you reach lvl 3 the modifier becomes -3 and you may add your proficiency bonus to your attacks, at lvl 5 you no longer have a negative modifier. As a bonus action you can activate or interact with an object that would normally require an a full action, if their is a DC for doing so you use the same modifier as you would for attacking with your tail.
Languages. You can speak, read, and write Common, Infernal, Abyssal and Undercommon.
Ability Score Increase. Dexterity and Charisma scores each lowered by -1. Your Constitution and Strength scores are increase by +2
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you deal and extra 1d4 damage to the attack this can be done after the attack roll. The extra is equal to half your level rounded down. Once you use this trait, you can't use it again until you finish a short or long rest.
Random Height and Weight
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*Height = base height + height modifier
When creating a <race name> 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.