Kamel (5e Race)
From D&D Wiki
Kamels are camels that have evolved strangely and ended up being humanoid. They stand and walk upright, and they don't have humps. They are around six or seven feet tall, but are not very broad, actually being thin. This allows them to move and act with a dextrous grace. Kamels have long heads like that of true camels and sometimes have large tattoos on their back and arms, depicting the sun, serpents, scorpions, cacti, desert monsters, and great warriors. Their priests often have a phoenix tattoo on the crown of their head, while their leaders have a dragon.
Kamels have existed for a very long time, and have actually been around before camels. This is because of they are simply another branch of camel evolution, not an evolution of camels. They were a thriving empire when other races had just began to exist, and treated them like they were inferior. They ruled much of the world. Though they started in the desert, they grew and spread until they covered all but the coldest places. Kamels left precious little space for the newer races to develop. Eventually, they rebelled and the Kamel empire was defeated. After that, the other races took their shares of the world and sometimes even mingled, leaving Kamels with nothing but the desert. After thousands of years, Kamels still have never truly rebuilt as their resources are limited, though they have done fairly well. And because the other races have never forgiven the pour desert folk, the Kamels have, in turn, never forgiven them and harbour a deep hatred of the older races. They still consider themselves superior.
Simple villages and towns. Kamels are a fairly simple race that bestow ranks upon doing long or great services. Their hierarchy is as follows: (from highest to lowest ranking) Red Emperor, Suncrown, Dragonlord, Drakemen, Camelar, Cameling. There priest rankings are as follows: (once again, highest to lowest) Red Cleric, Sunpriest, Dragonpriest, Drakeone, Suncamel). There religion worships the sun as a supreme, superior god (suggested domain: Light).
Kamels often use human names, as they respect humans and believe they are alot like them. They also can use some of these.
Male: Galin, Sonlk, Kron, Vlatorce, Raxal
Female: Gia, Twalik, Nileev, Zina, Kayyh
Kamels are camels that have evolved strangely and ended up being humanoid.
Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Age. Kamels mature over the course of three or four years and are considered adults by fifty. They live for about a hundred years.
Alignment. Kamels are generally lawful, as they are an Organized society with a simple but usable hierarchy. They are commonly neutral but tend towards good.
Size. Though kamels are very tall, they are definitely not broad and therefore not that much bigger. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Desert Survivor. You are proficient in the Survival skill and have advantage on Wisdom (Survival) checks to find food, water and shelter in a desert environments.
Kamel Weapon Training. You are proficient with the dagger, sling, scimitar and shortsword.
Sunwalker. You’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Spit. As a bonus action to spit at a creature you can see within 30 feet. The target must succeed on a Dexterity saving throw. The DC is 8 + your Dexterity modifier + your proficiency bonus. On a failure, the creature is blinded until the end of their next turn. You regain use of this trait when you complete a short or long rest.
Strong Back. You count as one size larger when determining your carrying capacity and the weight you can drag, or lift.
Languages. You can speak, read and write Common and one other language of your choice.
Random Height and Weight
|4′ 7″||+2d4||120 lb.||× (1d4) lb.|
*Height = base height + height modifier