Kulipari (5e Race)
From D&D Wiki
This race is based off the show Kulipari and the Army of Frogs so if you’re planning on watching the show then hold off on reading about this race because it contains spoilers. As more seasons of the show come out, this race might be changed in some ways.
The warrior watched as trespassers slowly entered his territory. Their weapons gleaming in the sunlight. His skin began to glow a vibrant pink. Before the tresspassers even knew he was there, he had teleported behind them. “Gotcha.” The warrior said smuggly as he beat them across the head with his staff, knocking them unconscious. “That’s what you get for trying to sneak into my territory.” He then hopped away into the trees.
The Kulipari are a race of warrior frog-humanoids who live in a place known as the Amphibilands. They have poison within them that is not only potent when touched but gifts them with unique powers. Even with their warrior skills and strong powers the Kulipari are a very friendly people. If you are kind to them, they will be kind to you. The Kulipari’s strange and unique powers are based upon the color of their skin, which glows when their powers are in use. A Kulipari’s skin color is influenced by the color of the poison they were born with. When Kulipari are born, their parent’s poison does not influence the type of poison they will have. When they become of old age their poison will slowly fade away. Their skin’s color will begin to fade as well. Kulipari can also permanently lose their poison if they completelty deplete it. This causes strain on their body and their skin will begin to fade prematurely. Once a Kulipari’s skin has completely become faded, their poison is lost forever.
The Kulipari are an ancient race. Long ago, before they made their home in the Amphibilands. The Kulipari were part of a Great War known as the Hiding War. It was between the Kulipari and the Driders. It was a long and bloody war that almost wiped out the Kulipari completely. Neither side truly won, before the Kulipari could be wiped out a strong wizard known as the Turtle King sent the remaining Kulipari to the Amphibilands, once they were there the Turtle King created a magical veil that surrounded the entirety of the Amphibilands. Which prevented anyone who is not a Kulipari from entering, and visually hiding it from the world. However, a mere 40 years later the driders found the location of the Amphibilands. Their leader Queen Jarrah, who is an old student of the Turtle King. Used her powerful magic to tear down the veil, allowing the Amphibilands to be invaded by the Driders. The Kulipari barely won and the driders fled. The Turtle King perished in this battle, and Queen Jarrah passed shortly thereafter, having been killed by the Scorpion Empire’s ruler Lord Marmoo.
The Kulipari’s biggest city lies within a far away place known as the Amphibilands. They worship the deity known as The Rainbow Serpent (5e Deity) Who supplies the Amphibilands with water. The Kulipari used to receive training from a wizard known as the Turtle King to help them cultivate their powers before he was killed. They are a prosperous people, who work hard and diligently to make sure that their towns and farms flourish. They harvest many types of bugs like flies and larvae for them to eat. They also harvest honey. They always ensure that each and every one of their people is well fed and in good health. They are lively and very social, with their own people and with foreigners.
Male: Apari, Arabanoo, Burnu, Darel, Gee, Jir, Ponto
Female: Acala, Coorah, Dingo, Quoba
Ability Score Increase. Your Dexterity score increases by 2 and your wisdom increases by 1.
Age. Kulipari reach maturity at age 17 and live up to about 70 years.
Alignment. Kulipari tend to lean towards good alignments, usually becoming protectors of some sort. Though some have been known to rebel and choose a much different path.
Size. Although they are humanoid, the Kulipari are only slightly bigger than normal frogs. They are usually about a foot tall when standing on their hind legs. Your size is Small.
Speed. Your base walking speed is 25 feet. When hopping, your speed becomes 35 feet. You cannot hop when wearing heavy armor. You do not have to be on all fours in order to hop.
Languages. You can speak, read, and write Common and Aquan.
Pick your poison
Random Height and Weight
|1′ 2″||+1d6||3 lb lb.||× (1d4) lb.|
*Height = base height + height modifier
When creating a Kulipari 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.
|1||I’m very caring towards others. No matter their alignment, I always try to see the good in people.|
|1||Those who are in need should be helped. As long as they won’t stab me in the back afterward.(Lawful)|
|2||I will save my friends/family at any cost. Even if that means losing my own life.(Good)|
|3||Only the strong May become warriors. The weak must avoid combat at all times.(Chaotic)|
|1||I have a family at home waiting for me.|
|2||An old master taught me to control my poison, that is a debt I cannot repay.|
|1||I tend to get carried away with being “heroic”. I sometimes misinterpret situations as being more serious than they actually are.|
|2||I am very blank. I bite more than I can chew.|
|3||Sometimes I try a little too hard to convert enemies to the side of good. Allowing them to gain the upper hand.|