Phrylum (5e Race)

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Phrylum[edit]

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Lacking structure and heritage, phrylums are in a constant search to belong and be renowned. They are a race of attractive and charming humanoids with unique anatomy shaped by reptilian attributes and normally are inclined to be interested in the pleasures of the flesh. Phrylums are free spirits with no roots in family, address, or culture, and will easily leave all behind to start an adventure in search of fame. Adding to their unstable way of living, phrylums find familiarity in the arts of music, performance, secrecy, and stealth, but are rarely impacted by religion.

Charming Rebels[edit]

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Phrylums are pleasant-looking humanoids with lizard features. They have vigorous physiques of tanned and brownish skin tones, light hair colors of shades of blond, white, and caramel, and their hands and feet are moderately larger than of humans, with sharp claws. Most of a phrylum's body is like the humans, but they just can't blend among them if wanted, their lizardy attributes are covered by green or brownish scales, that can be either plain or have yellowish markings.

They are slightly taller than humans, varying from 5′ 3″ to 6′ 7″ tall, . All phrylums have a tail that can length up to 150% of their body height, horns on the left or on the backside of their heads, and markings around their eyes. Yet the race's most unique characteristic is the luminous scales that extend through their entire body, head, tail, and horns. They look like continuous scars with the same color and pattern as their lizard-like attributes drawn on their body, and with which they can emit light at will at night or in darkness.

Phrylums are known for their distinctive eyes that can be of any tonality of color and are usually extremely shiny, it is common for phrylums' eye color to be the blend of their parents'.

Seeking Recognition[edit]

No roots in tradition, a history unknown, and memories lost in time, phrylums have no strings with their past and ancestors, and neither they have the means to discover it nor the interest in it. Their absence of history gave space for other races to depreciate them, subjugating their abilities, and subduing their will. Phrylums avoid interacting with their own kind hoping to get rid of prejudgment created about their race, which worsened the deterioration of the kin's background records and studies. A phrylums' essential and deepest desire is to be recognized, they wish to be seen and will do anything to achieve notoriety.

Differently from their scarcity of interest in their past, phrylums are obsessed with their present and future, a voracious race in constant search of new experiences and with an indomitable will to become important and have his or her name be remembered in the far future history. It isn't rare for a phrylum to have small knowledge of morals, though they search on the traditions and daily activities of others around them to form their own, their cultural foundation is deficient leaving plenty of room for doubts and incomprehension. Owing to the fact that phrylums shortfall stability, they have a disposition to rapidly change their minds and their needs. All phrylums are wild cards driven by impulsiveness due to their uncertain and unpredictable actions towards the acquisition of their dream, adding to their ability to influence and persuade others, they are often the source of chaotic events, such as civil wars, rebelious rages against hyerarchy, insubordination in the front line, or even on more vulgar cases like bar fights.

The Vastness of the World[edit]

Phrylums don't have a consolidated society and prefer to live among other races than close to their own. For that, phrylums lack in common standards and values, creating their principles based on the community they live in. They are drawn by large cities

Independence and Solitude[edit]

Phrylums are prone to choose their paths as adventurers, their search for acknowledgment leads them to seek fame in every aspect of their lives, thus embracing any chance to become legendary warriors.

Phrylum Names[edit]

Phrylum names come from the society they live in, they have no tradition when it comes to choosing one, commonly giving their child the name of great warriors, famous artists, or important figures. At the age of their maturity though, it isn't uncommon for phrylums to adopt a name that signifies their best attribute, their most profound desire, or even a rebellious statement.

Male Names: Aegeus, Aganju, Elberon, Ilu-Ae, Quillon, Thane, Trautwein, Ungus, Wyman, Yakecan.

Female Names: Accalia, Capta, Deliciae, Faren, Golda, Ilia, Potira, Vanora, Viheke, Zeuxippe.

Phrylum Traits[edit]

Ability Score Increase. Your Charisma score increases by 2.
Age. As a phrylum you live around 60 years, reaching maturity by 5.
Alignment. Phrylum are usually chaotic and tend to be neutral.
Size. Your height is between 5 and 7 feet tall and average about 170 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Luminescent Body. You can emit light from your body markings at will when in darkness you can illuminate anything in a radius of 30 feet from you as if it were bright light and in 60 feet from your as if it were dim light.
Great Pretender. You have advantage on savings throws against being deceived.
Natural Entertainer. You are proficient in the Performance skill and in one musical instrument of your choice.
Extra Limb. You can use your tail as an extra limb, for grabbing, for jumping, or for any other purpose.
Languages. You can speak, read, and write in Common.

1st Subrace[edit]

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Ability Score Increase. Your Wisdom score increases by 1.

2nd Subrace[edit]

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Ability Score Increase. Your Dexterity score increases by 1.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 3″ +2d8 120 lb. × (2d4) lb.

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

Suggested Characteristics[edit]

When creating a phrylum character, you can use the following table of traits, ideals, bonds, and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.

d10 Personality Trait
1 I change my mood or my mind as quickly as I change key in a song.
2 Nothing can shake my optimistic attitude.
3 I idolize a particular hero of my faith and constantly refer to that person's deeds and

example.

4 I don't pay attention to the risks in a situation. Never tell me the odds.
5 I get bitter if I'm not the center of attention.
6 I'm a born gambler who can't resist taking a risk for a potential payoff.
7 I get bored easily. When am I going to get on with my destiny.
8 The best way to get me to do something is to tell me I can't do it.
9 I'm oblivious to etiquette and social expectations.
10 I love a good insult, even one directed at me.
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
3 People. I help people who help me--that's what keeps us alive. (Neutral)
4 Beauty. When I perform, I make the world better than it was. (Good)
5 Fairness. No one should get preferential treatment before the law, and no one is above the

law. (Lawful)

6 Greed. I will do whatever it takes to become wealthy. (Evil)
d6 Bond
1 I want to be famous, whatever it takes.
2 I escaped my life of poverty by robbing an important person, and I'm wanted for it.
3 I fight for those who cannot fight for themselves.
4 A powerful person killed someone I love. Someday soon, I'll have my revenge.
5 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
6 I will become the greatest thief that ever lived.
d6 Flaw
1 I have an insatiable desire for carnal pleasures.
2 Once I pick a goal, I become obsessed with it to the detriment of everything else in my

life.

3 I'll do anything to win fame and renown.
4 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the

going gets tough.

5 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
6 I'm convinced that no one could ever fool me in the way I fool others.

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