Pikmin (5e Race)

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Scales.png This page is of questionable balance. Reason: Damage immunity. Poisonous Plant is better than a few very pricey poisons in the DMG and as long as you've got blood you can produce this stuff for free. A flying speed at 1st level. Overall stronger than most races, gets several questionable traits. Upping the size to Small and centralizing the race would be a step in the right direction to make this more playable.


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Pikmin[edit]

Physical Description[edit]

6c8498700-pikmin3.nbcnews-ux-2880-1000.jpg
Official artwork depicting Red, Yellow, Blue and Rock pikmin.

Pikmin are tiny creatures, a hybrid of plant and animal. They start their life as a plant, rooted to the ground, but as they get plucked out by other pikmin, they become an animal, capable of combat against others. They look like tiny humanoids, with a stem coming out of their head, atop which there rests a leaf, bud or flower, depending on maturity. All pikmin have eyes, but other appendages are exclusive to certain subraces, such as ears being exclusive to yellow pikmin (even though all kinds of pikmin are able to hear).

History[edit]

The pikmin as a race exist due to the evolution of a hive called an Onion. The onion is capable of creating pikmin, and the pikmin in turn bring it nutrients in the form of plants or dead creatures, which allow it to grow and create even more pikmin. The onions are able to fly high up into the atmosphere, and they do so at night to escape from nocturnal predators. Most independent pikmin are a result of an onion leaving them behind at night, and then landing on a completely different place the following day.

Society[edit]

The pikmin have an organized society based on their hives: the onions. Each onion creates pikmin of a certain color, and those pikmin in turn fight nearby monsters and collect plants to bring nutrients to the onion, for the creation of more pikmin and for their own food. As they mature, the leaf in a young pikmin's head becomes a bud, and then a flower. The more mature a pikmin is, the stronger and faster it is.

Pikmin Names[edit]

Pikmin often take regular names, especially when they become independet. They choose their own names, which are typically very simple. As part animal part plants, pikmin don't have regular genders, so they often choose names that aren't specific to one gender.

Pikmin: Morgan, Sam, Andy, Max

Pikmin Traits[edit]

Design Note: See Tiny Player Characters (5e Variant Rule).

Pikmin are animal-plant hybrids spawned by an onion as part of its hive.
Ability Score Increase. Your Dexterity score increases by 1.
Age. A pikmin's maturity comes with experience, not with age, and is signaled by the leaf on their head becoming a bud, then becoming a flower when maturity is reached. A pikmin that has not been plucked can live up to a century, depending on the condition of the soil they were planted on, and plucked pikmin typically live less than fifty years.
Alignment. A pikmin that is part of an onion hive is almost always lawful neutral, but independent pikmin may be any alignment, although they still have a tendency towards lawful and neutral.
Size. All pikmin of the same color are very similar to eachother, minus the leaf/bud/flower on their head. All pikmin, except purple pikmin, are smaller than 2 feet. Your size is Tiny.
Speed. Your base walking speed is 25 feet.
Animal-Plant Hybrid. You have advantage to any Stealth checks made in places with leaves or flowers. You are considered both humanoid and plant.
Being of Nature. You have proficiency in the Nature skill.
Natural Weapon. Your leaf/bud/flower is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d3 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You must choose a subrace, selecting from Red Pikmin, Yellow Pikmin, Blue Pikmin, Purple Pikmin, White Pikmin, Rock Pikmin or Winged Pikmin.

Red Pikmin[edit]

Ability Score Increase. Your Strength score increases by 1
Fire Immunity. You have fire immunity. Additionally, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Natural Weapon. In addition to the pikmin's regular natural weapon, red pikmin's sharp noses also serve as a natural weapon, dealing an additional 1d2 stabbing damage.

Yellow Pikmin[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Electricity conductor. You have lightning immunity. In addition, your body conducts electricity very efficiently.
Acrobatic. You have proficiency in the Acrobatics skill.
Sensitive hearing. You have advantage in all rolls made for perception based off of hearing.

Blue Pikmin[edit]

Ability Score Increase. Your Constitution score increases by 1.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 20 feet.
Environmental adaptation. You’re acclimated to Heavy Precipitation, as described in chapter 5 of the Dungeon Master’s Guide.

Purple Pikmin[edit]

Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.
Large Body. Your body is bigger and heavier than that of others of your race. Your size is Small. In addition, your height and weight is double the race's normal height and weight.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

White Pikmin[edit]

Ability Score Increase. Your Dexterity score increases by 1
Speed. You have an extra 10 feet of movement compared to other pikmin.
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.
Poisonous Plant. You have poison immunity. In addition, your blood is poisonous when ingested. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 5 (2d4) poison damage and is Poisoned for 1 minute. On a successful save, the creature takes half damage and isn’t Poisoned. It takes a considerable amount of blood for the poison to have effect, and to extract enough for an effective dose, you must make a DC 20 Constitution saving throw or take one level of exhaustion. You can only attempt to extract blood once per week.

Rock Pikmin[edit]

Ability Score Increase. Your Constitution score increases by 1.
Natural Armor. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Rock body. You have piercing and bludgeoning resistance.
Like a Rock. In addition to all pikmin's advantage in stealth checks while nearby leaves or flowers, you also have advantage in stealth checks made near rocks.

Winged Pikmin[edit]

Ability Score Increase. Your Dexterity score increases by 1
Flying. You have a flying speed of 15 feet. You cannot fly higher than 5 feet above where you took flight from, and you cannot fly while using armor.
Environmental Adaptation. You’re acclimated to High Altitude, as described in chapter 5 of the Dungeon Master’s Guide.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
1′ 6″ +1d4 5 lb. × 1 lb.

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


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