Ochipir (5e Race)
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"They're unpredictable, some bring hope and light, as others plague this world with chaos and destruction. Ochipirs are a race who warrant wary and respect wherever they may choose to roam." -unknown wizard
Ochipirs are an intriguing race, they vary almost as vastly as humans. If you come across one, however, there is no mistaking it for anything else. Their ancestry is easily identifiable. Their horns, skin-colored and usually resembling small antlers and their unusual variety of skin colors showing their infernal blood. Their slender build and pointed ears revealing the fae coursing through them. The aura of strength that seems to surround them, their presence commanding respect, and the barely noticeable pointed bottom fangs exposing a more brutish, orcish bloodline. Then there are the traits that are all their own, setting them aside from any other race. From their eyes, with their horizontal pupils and the lack of a sclera, to their large feline nose.
Nothing is truly known about the history of Ochipirs, most based around the myth. The story that is told among Ochipir towns and cities is as follows: Ochipirs came from a time of peace, a time when orcs, elves, and tieflings lived together harmoniously without wars. However, like all else, this prosperous time couldn't last and war erupted across the land. As orcs, elves, and tieflings laid waste to the land, killing each other without a second thought. The new race, nameless, and very different than how it is today were targeted. The three races deemed them mistakes, abominations, memories of a time that shouldn't have existed. Ochipirs were being slaughtered by the hundreds. The remaining were forced from their homes and fled to the furthest corners of the world. They split into ten groups. Six fled into different terrains, the desert with the blistering sun, the arctic mountains with the bitterly cold wind, the forest full of cover and places to hide, the swamp full of thick vines and mud, the jungle blocked from prying eyes and full with dangerous creatures, and the last fled into the ocean a place where no one would be able to find them. However, the other four groups were different. Nowhere was safe enough for them, they were scared. Then, after years of hiding and researching, they found a solution. They fled to the elemental planes, some splitting to earth, others to fire, others to water, and the rest to the plane of air. And that's where they stayed for centuries until the war ended. Most Ochipirs remain hidden, the force of habit they'll say. However, others walk the material plane among all the other races.
Ochipirs live in two main ways. Either they live alone as nomads endlessly wandering the material plane or they live in towns and cities, either with members of their same race, subrace or with a variety of other races. Ochipirs tend to be wary towards orcs, elves, and tieflings, knowing of the attempted purge. They don't usually have any problems with other races.
Ochipirs have a rather unique naming style. A mixture of all three ancestors. Their given names resemble those of elves, then when they reach the age considered adults they are either given or choose to depending on whether they are nomadic or not. This name is based upon their strongest trait. Most Ochipirs choose to go by the naming style, (given name) the (trait) the examples are based upon their adult names.
Male: Naelen the wise, Lufaren the rebellious, Glynsandoral the timid
Female: Venphine the easy-going, Chaebanise the aggressive, Sharora the rude
Unique creatures forced to adapt to different terrains.
Ability Score Increase. Your Charisma score increases by 1 and your Dexterity score increases by 1.
Age. Ochipirs reach maturity at the same age as a human however they live anywhere between 100-300 years.
Alignment. Nomadic ochipirs tend to be neutral or even unaligned, thinking mostly about their own survival while those who live in groups can be of any alignment however tend towards good or neutral.
Size. Ochipirs vary greatly in size ranging anywhere from 5' to a little over 7'.
Speed. Your base walking speed varies based on subrace.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey ancestry. You have advantage on saving throws against being charmed or frightened
Masters of survival. you gain proficiency in Wisdom (Nature) and Wisdom (Survival)
Languages. You can speak, read, and write Common, Orc, Infernal, and Elvish.
Subrace. you have the choice of one of ten subraces.
Dykumas are descendants of the Ochipirs who fled into the desert. They tend to have yellow or tan skin and hair.
Ability Score Increase. You are used to the harsh desert life where only the healthiest survive, your Constitution score increases by 1
Speed. Your base walking speed is 30ft
Master of the desert. While in the desert you gain advantage on any Wisdom (Survival) checks
Blazing heat resistance. You are immune to any affects heat from the sun may cause
Desert survival. you only need to eat half as much food and drink half as much water per day
Hide in plain sight. you may attempt to hide even without cover. you may only use this trait while in the desert
Kaneqs are descendants of the Ochipirs who fled to the mountains. They have cloven goat hooves and tend to have very light skin and light fluffy hair.
Ability Score Increase. Kaneqs are lithe and built for mountain climbing. Your Dexterity increases by 1
Speed. Your base walking speed is 35ft
Master of the arctic. While in the arctic you gain advantage on any Wisdom (Survival) checks
Surefooted. you have advantage on Dexterity saves unless incapacitated or otherwise unable to move. you can use this trait twice per short or long rest
Bitter cold. you are immune to any effects caused by cold weather(not cold damage)
Hide in plain sight. you may attempt to hide even without cover. this can only be used while in the arctic or otherwise snowy terrain
Metsas are descendants of Ochipirs who fled to the forest, they have deer hooves and tend to have brown or green skin.
Ability Score Increase. You have the knowledge of the forest at you fingertips. Your Wisdom increases by 1
Speed. You were given the swiftness of a deer. Your base walking speed is 45ft.
Master of the forest. While in the forest you gain advantage on any Wisdom (Survival) checks
Forest born. you have advantage on any Wisdom (Nature) checks to find cover
Flawless escape. when you take the disengage action you can use a bonus action to either attempt to hide or move up to half your speed
Master forager. You have advantage on any Wisdom (Survival) to find food. you can use this trait once per long rest
Pantano are descendants of Ochipirs who fled to the swamp they tend to have charcoal or dark green skin
Ability Score Increase. You are built to make your way through mud with ease. Your Strength increases by 1
Speed. Your base walking speed is 30ft and your powerful limbs grant you a swimming speed of 20ft
Master of the swamp. While in the swamp you gain advantage on any Wisdom (Survival) checks
Swamp friend. you have proficiency in Wisdom (Animal Handling) towards swamp animals
Hold breath. you can hold your breath for up to an hour
Selva are descendants of Ochipirs who fled to the jungle
Ability Score Increase. You have had extensive training in talking your way out of situations. Your Charisma increases by 1.
Speed. Your powerful legs give you a base walking speed of 35ft and a climbing speed of 30ft.
Master of the jungle. While in the jungle you gain advantage on any Wisdom (Survival) checks
jungle born. you have advantage on any Wisdom (Nature) checks to find cover in the jungle
Flawless escape. when you take the disengage action you can use a bonus action to move up to half your speed
Friend of the jungle. You have proficiency on Wisdom (Animal Handling) checks towards jungle creatures
Vand are descendants of Ochipirs who fled to the ocean. They have fins and gills and any variety of blue skin.
Ability Score Increase. You move swiftly both in and out of water. Your Dexterity increases by 1.
Speed. With a slender build you have a base walking speed of 30ft and a swimming speed of 45ft.
Master of the water. While in the water you gain advantage on any Wisdom (Survival) checks
water born. you can breathe air and water
Iskas are descendants of Ochipirs who fled to the plane of air. They have large feathered wings and tend to have white or light blue skin.
Ability Score Increase. Your elegant appearance and way of talking is pleasing to others. Your Charisma increases by 1. The hollow structure of your bones which grants you the ability to fly also makes you rather fragile. Your Strength Decreases by 2
Speed. you have a base walking speed of 30ft and your large wings grant you a flying speed of 40ft
Born of air. You have proficiency in Dexterity (Acrobatics)
Feather fall. you can cast "feather fall" at first level once per long rest. Charisma Is your spellcasting modifier.
Light. you can't fly while wearing heavy armor. You also cant fly if you're carrying more than half of your weight.
Flyby. Flying past an opponent doesn't provoke an opportunity attack.
Shuis are descendants of Ochipirs who fled to the plane of water. They have fins and gills and tend to have blue skin.
Ability Score Increase. You have a powerful build. Your Strength increases by 1
Speed. Your powerful limbs grant you a base walking speed of 25ft and a swimming speed of 40ft.
Born of water. You can breathe water and air however you need to be submerged in water once per long rest or take 1d10 acid dmg every ten minutes out of water
Shape water. You know the "Shape water" cantrip
Swimming. non magical metal armor will rust after spending 1d4-1 hours in water. You also can't swim in armor you're not proficient in or in heavy armor unless your Strength is 16+
Fire vulnerability. You are Vulnerability to fire damage
Vatras are descendants of Ochipirs who fled to the plane of fire. They have skin that is either yellow, orange, or red.
Ability Score Increase. You have a silver tongue and are a skillful talker. Your Charisma increases by 1.
Speed. You have a base walking speed of 30ft.
Born of fire. You have Resistance to fire damage
Produce flame. you know the "produce flame" cantrip
Heat body. your body produces heat. This heat fluctuates with your mood. The dm will rate your emotion on a scale of 1-10. 1 being just a nice warm, 10 being like molten lava.1-3 doesn't harm anyone or anything. 4-10 will hurt things around it(through touch) 4- 1d4 fire damage, 5-1d6 fire damage, 6-1d8 fire damage, 7-1d10 fire damage, 8-1d12 fire damage, 9-2d8 fire damage, 10-2d10 fire damage.
Made of fire. while in the water you take 1d10 acid dmg every minute you're in water.
Zemes are descendants of Ochipirs who fled to the plane of earth. They have large claws made for digging and tend to have brown skin.
Ability Score Increase. You have a stocky build. Your Strength increases by 1. While you are strong your build doesn't allow for ease of movement. Your Dexterity decreases by 2
Speed. Your large digging paws while granting you a digging speed of 30ft also give you a base walking speed of 20ft
Born of earth. You can hold your breath for up to a number of hours equal to 1+your Constitution mod.
Mold earth. you know the cantrip "Mold earth"
Armored body. once per long rest(before entering combat) you can spend 10 minutes applying hardened mud to your back giving you a +2 to your ac(must be mud around)
Tremorsense. once per long rest you can spend half an hour studying the movement of the ground beneath you, you now know the location of all creatures within a 40 foot radius
Random Height and Weight
|5′ 0″||+1d4-1||80 lb.||× (1d4) lb.|
*Height = base height + height modifier