Minks (One Piece Supplement)

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Mink[edit]

"Even if it meant our kingdom's demise.... We'd never rat out one of our friends!"

Physical Description[edit]

Minks are humanoids with animal features, each individual takes after a specific animal. They have no characteristics with sea life, instead Minks possess the traits of fur-covered mammalian animals.Females tend to look more like humans while males tend to look more bestial. They possess humanoid hands and feet, but those based on animals with paws will also possess paw pads on their palm and up to their first knuckle.

History[edit]

The minks are a race of humanoids with animal features, that lives in a giant elephant called zenysha, with their country living above him, Zou. They have great pride in their fur, which they refer to as "mink", and it seems to be an important aspect of their race's identity. They have lived on Zou for 1000 years, and seem to close themselves from the outside wolrd, even if they are very open to visitors and are pretty friendly.

Society[edit]

The minks that live on Zou had divided their day between day and night and after 12 hours, exactly at six o'clock, fell asleep immediately where they stood. This was done to prevent the two leaders from encountering each other and fighting. However, several exceptions have been shown, like the Kingsbirds, the Guardians, during intense fights, and during a nation wide event. After Inuarashi and Nekomamushi were asked to make peace with each other by Momonosuke, this segmentation has been nulled.

Mink Names[edit]

Mink are almost aways named after something after their mink type, some notable examples are:

Inuarashi, Carrot, Bepo, Nekomamushi, Pekoms.

Mink Traits[edit]

Minks are a tribe of human like animals that looks after eachother.
Ability Score Increase. Your Strength increases by 2 and your Dexterity increases by 1.
Age. Minks mature at age 18 and can live up to 100 year's old.
Alignment. Minks are aways trying to befriend anyone, and have a friendly nature. They have the tendecies to almost aways go to the good aligment.
Size. Minks vary widely in height and build, from barely 2 feet to well over 8 feet tall. Your size is Tiny to Large.
Speed. Your walking speed will be determined by your mink type.
Electro. Through unknown means, all Minks have the natural ability to produce electric shocks from their bodies, an ability known as Electro. You may add 1d4 Eletric damage to your unarmed strikes or natural weapons, and on a hit the target must make a constitution saving throw (DC= 8 + Your constitution modifier + Your proficiency bonus) in which if he fails, he will be stunned until the beggining of your next turn. The eletric damage increases by 1 dice for each 5 levels you gain.
Warming Fur. The hairy fur is the pride of the mink, giving you resistance to cold damage and extremely cold weather.
Imperfect Suloong. Once the full moon rises, if a mink looks at it, it unlocks it's inner primal state giving it extraordinary powers. As action while the full moon is out, you may transform into suulong, gaining the following atributes for 1 minute:

  • You must make a DC 20 wisdom saving throw at the beggining of your turns, on a sucess you can control your form. On a failure however, you will go berserk and attack the nearest creature.
  • Your Strength, Dexterity and Constitution scores will increase by +3, and can go above 20.
  • Your Electro die will aways double it's total damage.

You may deactivate the form as bonus action at any time you want, but after leaving the form you'l gain 1 level of exhaustion. You can only activate it again after a long rest.
Conected With Nature. Your roots are entirely tied with nature, you feel at home in forests or general wild areas. You gain proficiency in Nature, and while in the wild you can roll Survival checks with advantage.
Languages. You can speak, read, and write Common and one other language of your choice.


Mink Types[edit]

As a mink, you are originated from an animal, which can vary from monkeys to giraffes, to lions to foxes and etc.

Primate Minks[edit]

Speed. Your base walking speed is 35.
Tail. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill.
Chest Beat. You beat your hands in your chest, to emmit a loud scream that gives you +2 Strength and +2 Constitution for 3 turns, and all allies within 15 feet will gain advantage on this turn. You may do this twice per long rest.
Tree Climbers. In places where you would have to climb something, you can roll with advantage. You are also not effected by difficult terrain.

Bunny Minks[edit]

Speed. Your base walking speed is 45.
Bunny Speed. With your quick legs, you can walk +10 ft if your not wearing any kind of armor.
Bunny Teeth. You can use your sharp teeth as a natural weapon to bite someone, dealing 1d4 +Strength piercing damage.
Bunny Hops. Due to your agile nature you have been jumping and running around your entire life. You will gain proficiency in Acrobatics or Athletics.

Dog Mink[edit]

Speed. Your base walking speed is 30.
Keen Hearing and Smell. You have advantage on perception checks involving hearing or smell.
Great Bite. You have a large mouth with sharp teeth, which can be used as a natural weapon to bite someone dealing 1d8 + your Strength Piercing Damage.
Growling. You can show your inner anger by growling at the opponent, giving you advantage in a intimidation check. You may do this as much times as your proficiency bonus per long rest.

Bull Mink[edit]

Speed. Your base walking speed is 30.
Great Horns. Your horns are a deadly weapon, you can attack with them dealing 1d6 + Strength bludgeoning Damage.
Bull's Charge. If you have moved at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a Strength saving throw against a dc of 8 + your Strength modifier + your proficiency bonus or be knocked prone.
Angry Bull. Your anger shows up when you are fighting. In your first turn, you will gain a +2 to damage rolls.

Cat Mink[edit]

Speed. Your base walking speed is 40.
Sharp Claws. Your claws are sharp and deadly, you may use them as natural weapons to deal 1d6 Slashing Damage.
Feline Eyes. Your eyes are great for hunting, and can be used as an tool to aid you in or out of battle. You gain Darkvision in 60ft.
Never Falls. Due to your high jumping abilities and your ability to never have a bad landing, you will gain proficiency in Acrobatics and takes half damage from any kind of fall damage.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5 foot′ 6 foot'' +2d4 80 lb. × (1d8) lb.

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


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