Koopaling (5e Race)

From D&D Wiki

Jump to: navigation, search
Work In Progress
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Physical Description[edit]

The great King Bowser; an example of a fully grown member of the species, Made by


A bunch of young koopalings with their caretaker Wizard, Made by Brittany Taylor,source

Koopalings are Humanoid, Dragon, Turtle, Like beings with scales for skin, claws on both their feet and hands and having a tail like a dragon. They all possess a big spiked shell on their back and a turtle-like plastron on their chest. Now, these are traits that all Kooppalings have but, every subrace off Koopaling have some of their own unique distinguishing features.

King Jr. Jr. : Sometimes seen as the baseline of all Kooplings King Jr. Jr. Koopalings have Red hair. Orange-tinged yellow Scales across their body except for around their face where they turn to green on their face. A green shell with dark red rings around their red-orange spikes. They also are the only Koopaling race to grow horns the same color as their shell spikes on their head.



Koopaling Names[edit]



Koopaling Traits[edit]

A race of descendants from the great King Koopa and his children
Ability Score Increase. All Koopa Clan members can take a hefty beating. Your Constitution score increases by 2
Age. Being a species most people can only describe as a distant cousin to the Dragon Turtles, your species can live to a hefty 10,000 years. And only start showing any real signs of aging around 9,000 years old. To compensate for that you are only considered a fully grown adult of this species at around 2,100-years old.
Alignment. Members of the Koopa clan are quite selfish usually only getting involved if it benefits their self-interests. Due to this their alignments usually range from Neutral to Evil with them being able to be Chaotic or Lawful depending on the individual. Good Koopa clan members are rarer than a blood moon during an eclipse. But nothing is impossible...
Size. Fully grown Koopalings are around 8 feet tall. Your size is Medium.
Speed. Koopalings are quite strong but not the fastest. With a few exceptions, your base walking speed is 25 feet.
Spiked Shell. All Koopalings are born with a great, powerful, and spiked shell on their back giving you plenty of protection but disallowing you to wear any armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You gain no benefit from wearing armor. A shield's benefits apply as normal while you use your natural armor.
Fire Bolt Breath Weapon. You can cast the Fire Bolt cantrip as a Breath Weapon. You may use your Breath Weapon a number of times equal to your Constitution modifier. Constitution is your spellcasting ability for it. It scales with your level as normal. You regain expended uses on a short or long rest.
Languages. You can speak, read, and write Common and Draconic.

King Jr. Jr.[edit]

This Subrace is a direct descendent of the original King Koopa and King Koopa Jr. And has most of their blood running through their veins of all the Koopalings. Thanks to that, this subrace specializes in getting as close to the original King Koopa's Power as possible.

Ability Score Increase. Your Strength score increases by 1
Kingly Resistance. You are the mightiest of all the Koopalings when it comes to sheer physical might. You have a fire resistance. And your AC becomes 13 + your Constitution modifier. The rest of the Spiked Shell trait still applies.
Kings Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
True Fire Breath. Unlike the other Koopalings your fire breath is still as great as King Bowsers. You gain another breath Weapon on top of the Fire Bolt Breath Weapon. You can use your action to exhale a burst of brutal flames. That deals damage in a 15 feet cone. When you use your breath weapon, all creatures in the area must make a dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire 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, and 5d6 at 16th level. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a long rest.

Iggy Ling[edit]

This subrace is a decendant of Iggy Koopa of the Koopalings. This subrace has inherited the crazed and hyperactive genius of its ancestor.

Ability Score Increase. Your Dexterity score increases by 1
Crazed Speed. You the thinnest and fastest of all Koopalings, your base walking speed is 35 feet instead of 25 feet.
Hyperactive genuis. You are as smart as you are hyper. You gain proficiency in both Tinker's tools and Athletics.
Maniacal Climber. You gain a Climbing speed of 35 and can climb walls and ceilings using only your feet

Roy Ling[edit]

A descendant of the mighty Roy Koopa, This subrace inherited the toughness and commanding presence that Roy Koopa had.

Ability Score Increase. your Strength score increases by 1
Heavy Lifter. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tough Guy Alert. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Commanding warrior. When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.

Morton Jr. Ling[edit]

Being a descendant of the glutinous warrior that was Morton Jr. this subrace has inherited the tough Stomach and warrior attitude that Morton Jr. had.

Ability Score Increase. Your Constitution score increases by 1 As per usual you cannot increase an ability score above 20 using this feature. And your Intelligence score decreases by 1
Tough Stomach. You have advantage on saving throws against poison, and you have resistance against poison damage. And you are immune to ingested poisons and diseases.
Gluttonus eater. When taking a short rest you can add twice your Constitution modifier to your hitpoints regained. And when finishing a long rest you gain temporary hitpoints equal to your Constitution modifier. But you require four times as much food and water per day. Both of these features require that you have eaten at least the required food for the day.
Aggressive Warrior. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Larry Ling[edit]

You are a descendant of the youngest of the Koopalings Larry. And you have the same great and moldable untapped potential as your ancestor and can go in many different directions with it.

Ability Score Increase. one ability Score of your choice increases by 1.
Untapped potential. You gain one of your fellow Ling's traits of your choice once you choose that trait it will replace this trait. You cannot choose a King Jr. Jr. Trait using this trait.
Adaptable skills. You gain proficiency in one skill of your choice.
Own Legacy. You gain proficiency in one set of Artisan’s tools of your choice.

Lemmy Ling[edit]

The acrobatic hard-to-hit showman that is Lemmy Koopa is the ancestor of this subrace. This subrace has inherited the same acrobatic finesse that you would expect.

Ability Score Increase. Your Dexterity score increases by 1
Perfect Balance. You are almost impossible to knock off balance and even when you are you can get back up without any effort. You gain proficiency in acrobatics. And you gain advantage against being knocked prone and in the event that you are knocked prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Hard to hit. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you use this feature, you can't use it again until you finish a short or long rest.
Circus Explosives. Once long rest, you can create some of your family's signature star-patterned bombs, you can create and hold star bombs equal to your proficiency modifier. If you try to create more the oldest created bomb just harmlessly dissolves into nothingness. These star bombs have the following traits: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a Dexterity saving throw calculated with the DC being 8 + your Dexterity modifier + your proficiency modifier. Or take 1d6 fire damage and 1d6 bludgeoning damage. This increases at level 5 to 2d6 fire and 2d6 bludgeoning damage. At level 11 to 3d6 fire and 3d6 bludgeoning damage. and level 17 to 4d6 fire and 4d6 bludgeoning damage.

Ludwig Von Ling[edit]

This subrace is a descendant from the Great Ludwig von Koopa. The leader of the original Koopalings. And this subrace has the same magical potential and leadership skills as its ancestor.

Ability Score Increase. your Intelligence score increases by 1
Inate Magical Prowess. You know a personalized version of the sacred flame cantrip when you cast it taking the form of a blue flame and dealing force damage instead of radiance. Once you reach 3rd level, you can cast the disguise self spell once. Once you reach 5th level, you can also cast the mirror image spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells.
Born Leader. You gain proficiency in both the Deception and Persuasion skills. You also gain a tool proficiency in the Viol
Master Strategist. When making an intelligence-based check you can do so with advantage once per long rest.

Wendy O. Ling[edit]

A descendant of what was the only female member of the Orginal Koopalings this subrace has inherited the fisty spirit and combative prowess of the original Wendy O Koopa.

Ability Score Increase. your Dexterity score increases by 1
Don't Underestimate me. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Magic Rings. Once you reach 3rd level, once per short or long rest, you can cast a unique version of the Cloud of Daggers spell. Using Dexterity as your spellcasting ability. Instead of daggers, it takes the form of your signature magical rings.
Luxery Enjoyer. You have advantage on any checks involving determining the value of non-combative objects.

Random Height and Weight[edit]

′ '' + lb. × () lb.

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

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Super Mario franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Super Mario copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
(0 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!