Kirby's Friend (5e Race)
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Gim swung his yo-yo into the enemy, Wester following up with his 100-whip slap. Kirby shot one final star from his mouth as Blade Knight swung in to finish the job. Kirby's friends, as seen in Kirby Star Allies, are a highly variable set of species each focused around a particular martial skill or elemental ability. In spite of this, they still share several characteristics with each other as well as Kirby himself.
Generally, Kirby's friends are roughly the same size as him and follow a structure of being nearly spherical with very short arms and legs. Their faces are simply attached to the front of their torso rather than being on their head. However, they vary greatly according to which enemy they're based on. While Gim is a gold-colored robot with a backwards hat, others like Beetley resemble a large rhinoceros beetle. Your appearance should be based mostly on what your subrace choice is, so be creative!
Ancient legend tells of a lesser god known as the great Kirby Though not much is actually known of the Kirby of long lost past, what is known is that once in every few years or so, a random monster known for total evil undergoes a sudden transformation, taking on the appearance of one of Kirby's friends.
Attitudes and Beliefs
Kirby's friends are based on an odd and uncommon occurrence, meaning that they are mostly unknown by the common people. Despite this, the pull of Kirby's influence on them always leads them towards the path of helping others and doing good. Because of this, many of Kirby's friends are either priests of their lord Kirby's altruistic system of living, loner's who care for the lands around them, or adventurers looking to do some good in the world where others won't.
Kirby's Friend Names
Kirby's Friends often have names given to them by those around them. Based on this, they usually have a name related to their abilities, for instance, a snowman being named Chilly, a fighter named Knuckle Joe, and a plug-shaped enemy named Plugg.
Kirby's Friend Traits
As a friend of the pink puffball, you have a set of skills befitting his kindness towards you.
Ability Score Increase. Two Ability Scores of your choice increase by 1.
Age. Kirby characters show no sign of aging, however older and younger characters do exist. Talk to your DM about whether your character never ages or if they simply mature very slowly.
Alignment. While your character wouldn't normally be considered a "good" creature inherently, becoming a friend of Kirby means alterring your alignment toward lawful good, following either Kirby's direct advice or working towards what you believe his goals would be.
Size. Kirby is canonically 8 inches tall. However, in the world of Dungeons and Dragons he and his friends follow a scale similar to his appearance in Super Smash Brothers, placing him at roughly 3 feet tall and a weight of around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. As one of Kirby's friends, you are one of several previous enemies to the pink puffball. As per such, you posses an ability unique to your subtype of an enemy out of the below options.
Author's Note: If none of the following examples fit to your needs, feel free to make your own! Just copy the subrace template and, using the guidelines provided by the Musicus Meter (5e Guideline), use traits adding up to a score between 3.5 and 4.
Vividria is the most common artist, however anyone can paint, and you can prove it!
Magical Art. You gain proficiency with Painter's Supplies and can use them as a spellcasting focus. You also have proficiency in the Performance skill and Potter's tools.
Innate Casting. You can cast the color spray spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. An ability score was not entered for this template! is your spellcasting ability for this spell.
Waddle Doos make up most of Kirby's Beam friends, sporting a single large eye which they use to cast a beam of light to damage foes. Kirby, however, uses this ability through a magic wand.
Beam Whip. You can use your action to wave a whip of energy in front of you. This produces a 15-foot cone dealing Thunder damage. When you use your beam weapon, each creature in the area of effect must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your beam weapon, you can’t use it again until you complete a short or long rest.
One Big Eye. You can use your Intelligence modifier instead of your Wisdom modifier when making a Perception check reliant on sight.
Awake in a dream. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Unsurprisingly wielded by Beetley, friends with the beetle ability are not always beetles, but always have a prominent horn out of the front of their head.
Big Horn. Your large horn is a natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rocket Horn. If you move at least 10 ft. straight toward a target and then hit it with a big horn attack on the same turn, the target takes an extra 1d6 piercing damage and must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. On a failed save, you stab the horn through the creature, effectively grappling it while leaving your hands free. While a creature is grappled in this way, you cannot use your Big Horn attack, but can still use any other actions you may have. At the end of it's turn, the creature can repeat the Dexterity saving throw, ending the grapple on a success.
Perfected by the Poppy Bros. and passed down to the Poppy Bros. Jr., the art of explosives is a tricky one to be handled with care.
Bomb Prep. If you have at least one free hand, you may use a bonus action to summon a bomb and light the fuse. If you take fire damage while holding this bomb or you hold it for longer than 2 turns, it explodes and you immediately take 2d4 fire damage, and every other creature within 5 feet of you must make a Dexterity saving throw with a Dc of 10 or take 1d4 fire damage. Unworn objects within this area may catch on fire at DM discretion.
Self Destruct. After Using the Bomb Prep ability, you may use a reaction to explode the bomb prematurely, taking 2d4 fire damage, and having every other creature within 5 feet of you must make a Dexterity saving throw with a Dc of 10 or take 1d4 fire damage. Unworn objects within this area may catch on fire at DM discretion.
Bomb Throw. As an action, you can throw the bomb created by your Bomb Prep ability. The bomb acts as a dexterity-based thrown weapon with a range of 20/60. On a hit, the target immediately takes 2d4 fire damage and every other creature within 5 feet of it must make a Dexterity saving throw with a Dc of 10 or take 1d4 fire damage. Unworn objects within this area may catch on fire at DM discretion.
An ability possessed by several, though most notably the Broom Hatter, Cleaning has a focus unsurprisingly on cleanliness, but with a surprising amount of martial prowess.
Specialty Weapon: Broom. When using a Quarterstaff, you can treat it as a Broom. When doing so, the weapon gains the Finesse and Reach Properties. You can also cast the gust cantrip while holding the Broom in two hands, masking the usual somatic components with a sweeping motion and the verbal components with a light hum or whistling.
Innate Casting. You can cast the create or destroy water spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this spell.
Trained thoroughly as a Blade Knight, having the sword ability enhances one's-surprise-ability to use a sword.
Swordsmanship. You have proficiency with scimitars, shortswords, longswords, and Rapiers. Also, when you score a critical hit using one of these weapons, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Parry. When you would be hit by a melee attack, as long as you are holding a blade you may use your reaction to add 2 to your ac until the end of your next turn. You may use this ability a number of times equal to your proficiency bonus per short or long rest.
Brave Knight. You have advantage on saving throws against being frightened.