Raesokeran Ungulus (5e Race)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: A number of grammatical/capitalization errors throughout. Consult the Help:When to Italicize and Capitalize for help.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Fill in characteristics or remove them.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ungulus[edit]

Physical Description[edit]

rhino_man_by_mattiasfahlberg-d5t2ijw.jpg
Copyright of Mattias Fahlberg. The image will be removed upon request.

Raesokeran Ungulus are anthropomorphic hooved mammals and pachyderms. They include Elephants, Rhinoceros, Goats, Deer, Antelopes, Buffalo and Bison, Camels, Boars, Wild Horses, and Zebras. Their hands have evolved to accompany their bipedal stature. They have human-like fur covered hands with the last finger segment (or phalange) of each finger made completely of hooflike structure or keratin. These "finger hooves" grow at a similar rate to human fingernails throughout their lives and they must be trimmed or sanded. Some even Polish them or add grooves on the underside for a better grip. The feet of Ungulus are still hooved or flat and thick-skinned like their feral ancestors. Those with hooves usually have horseshoes attached if they live in a city or town. Higher class Ungulus will wear silver or even mithril horseshoes as a symbol of status. Camels, Elephants, and Rhinoceros do not have the foot structure for shoes, however, and they primarily go barefoot.

History[edit]

Members of the Ungulus race were a powerful resource during the Beast War. Since most already lived in Udraykeland or in the jungles and mountains too difficult to traverse, they weren't a target for the Shahallans to hate and slaughter. During the war, those that helped in Udraykeland were mainly laborers, smiths, and workers. As a result of being nearly invisible to the Shahallans until the end of the war, they were the easiest to integrate into almost every village and city except the Capitol city Balakana which doesn't allow any non-humanoids inside the gates. Each subspecies of Ungulus other than Rhinoceros and Elephant found their homes with different humanoids, adapting more easily to their lifestyle than others.

Society[edit]

Ungulus are a fairly structured race despite having no villages or colonies of their own. Almost all Ungulus have integrated entirely with other races in Raesokera. Horses and Zebras joined best with humans as their loyalty and charisma were best suited to their needs. They are also excellent pack beasts and work well with the common folk. Goats joined well with the dwarves due to their gruff demeanor, a love for beer and ale, and their unrivaled mountaineering skills. Deer and Antelope melded into elven society with ease since they had the grace and almost stereotypical care for nature the other races lacked. Boars joined forces with orcs, lending their brutality, power, and endurance to the barbaric race. Buffalo and Bison were well matched with halflings due to their quiet and slow nature. They worked hard and their immense size didn't cause too much issue since they were perfectly happy living in a communal house above the hills. Camels became integral to the traveling lifestyle of desert gnomes. They were sly and tough and had a knack for dealing with gnomish personality quirks. Elephants and Rhinoceros are more dispersed than the other Ungulus races, but they're most often associated with the Dragonborn.

Language[edit]

The Ungulus language was lost to time after they began to integrate with other races. They never developed a written language, so no records remain of their language anywhere. Instead, they simply adopted the languages of the races they integrated with.

Ungulus Names[edit]

Ungulus name themselves almost entirely after the races they've integrated into.

Ungulus Traits[edit]

Anthropomorphic hooved mammals and pachyderms from the continent of Raesokera
Ability Score Increase. Your Constitution score is increased by 1
Age. Most Ungulus mature at age 10 and live up to 80 years
Alignment. Ungulates tend to lean toward the alignment of the race they've integrated with.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hooves. Your feet and hands are extra tough and durable. You ignore the damage from caltrops. Standing up from prone only takes 5 feet from your movement per turn. In addition, you have advantage on Acrobatics checks and Dexterity saves to remain stable.
Languages. You can read, write, and speak common and the language your subrace is integrated into.
Subrace. Choose one: Elephant, Rhinoceros, Goat, Deer/Antelope, Camel, Buffalo/Bison, Boar/Warthog, Wild Horse/Zebra

Elephant[edit]

Ability Score Increase. Your Strength score increases by 2
Prehensile trunk. You have a trunk that can hold and maneuver objects up to 80 pounds. You cannot use it to wield weapons except trunk weapons, hold a shield, or make fine gestures for using complex tools or casting spells. You have advantage on grapple maneuvers when using your trunk in addition to your hands.
Tough Skin. Your unarmored AC is 11 plus your Dexterity modifier.
Integrated with Dragonborn. You can speak, read, and write draconic as your second language. In addition, you have proficiency in the use of Dragonborn weapons. You have proficiency on all Charisma based skill checks against Dragonborn.

Rhinoceros[edit]

Ability Score Increase. your Strength score increases by 2
Sharp Horn. You have a natural attack that deals 1d4 damage.
powerful charge. You can make one natural attack against an opponent as a bonus action when making a dash action. This attack deals an extra 1d4 damage at lvl 5, 9, 13, and 17
Tough skinned. you have a natural unarmored AC of 12 plus your Dexterity modifier
Integrated with Dragonborn. You can speak, read, and write draconic as your second language. In addition, you have proficiency in the use of Dragonborn weapons. You have proficiency on all Charisma based skill checks against Dragonborn.

Camel[edit]

Ability Score Increase. Your Charisma score increases by 2
Spit shot. You have a ranged natural touch attack that deals no damage. If it hits, the target creature must make a Constitution saving throw equal to 8 + Constitution + proficiency bonus. On failure, the target creature gains the poisoned condition for 1d4 rounds. This ability can be used a number of times equal to your Constitution modifier per rest.
Pack animal. Your carrying capacity is increased as if you had a bonus +2 to your Strength score.
Integrated with Gnomes. You can speak, read, and write gnome as your second language. In addition, you are proficient in gnomish weapons and you have proficiency on all Charisma based skill checks against gnomes.

Goat[edit]

Ability Score Increase. Your Dexterity score is increased by 2
Mountaineer. you have double proficiency on Athletics skill checks to climb and agility skill checks to remain stable.
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.
Integrated with Dwarves. You can speak, read, and write Dwarven and you are proficient with Dwarven weapons. You have proficiency on all Charisma based skill checks against dwarves.

Deer/Antelope[edit]

Ability Score Increase. Your Dexterity and Wisdom score increases by 1
Elven grace. Your base walking speed increases to 35 feet. You have advantage on Dexterity saving throws.
Integrated with Elves. You can speak, read, and write elven and you are proficient with elven weapons. You have proficiency on all Charisma based skill checks against elves.

Buffalo/Bison[edit]

Ability Score Increase. Your Strength and Constitution scores each increase by 1
Giant Strength. You have a carrying capacity as if you were a large creature. Your base walking speed is reduced to 25 feet, but armor and heavy loads do not slow you down.
Integrated with halflings. You can speak, read, and write Halfling as your second language. You have proficiency on all Charisma based skill checks against halflings.

Boar/Warthog[edit]

Ability Score Increase. Your Constitution and Wisdom scores each increase by 1
Orcish endurance. Whenever you would be dealt enough damage to be killed or die from a death effect, your hp is instead reduced to 1 once per long rest.
integrated with orcs. you can speak, read, and write orc as your second language. Orc weapons are considered martial weapons instead of exotic weapons for the purpose of proficiencies. You have proficiency on all Charisma based skill checks against orcs.

Wild Horse/Zebra[edit]

Ability Score Increase. Your Strength and Charisma scores each increase by 1
Pack horse. Your base walking speed is increased to 35 feet. Your carrying capacity is increased as if your Strength score was +2 points higher
Human integration. Choose any one human language. You can speak, read, and write the chosen language as your second language. You have proficiency on all Charisma based skill checks against humans.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 6″ +6d4 250 lb. × (5 x 6d10) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0″ +6d4 220 lb. × (5 x 6d10) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 10″ +2d10 180 lb. × (5 x 4d6) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 0″ +2d8 100 lb. × (5 x 4d8) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6″ +6d4 140 lb. × (4d6) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8″ +2d8 180 lb. × (5 x 4d12) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6″ +3d6 160 lb. × (5 x 4d10) lb.

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

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8″ +4d6 180 lb. × (5 x 4d8) lb.

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

Suggested Characteristics[edit]

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

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors