Ramacoro (5e Race)
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|“||Kappa? You can say that... not to their faces, but sure. They'll drown you for that.||”|
Wet And Slimy
|By Kika Lexova|
The ramacoro are humanoid creatures with vague frog features on their face and limbs. They have large heads with no protruding nose, and eyes which are proportionally huge compared to their brains. These eyes have the pupil pattern of amphibians. The rest of their body is generally humanoid, and very thin and pliable. They have longer toes and fingers than humans, and have six digits per hand and foot instead of five. Despite how thin they appear, their bodies house surprising strength, able to swim among rapids, as well as capsize canoes with people riding inside. Ramacoro have skin that is usually wet and slimy. During dry season, it turns smooth. The color of their skin is dependent on their habitat. Cave dwelling ramacoro tend to have grey or drab colored skin, whereas forest dwellers have brown or greenish skin. All ramacoro tend to be largely hairless for most of their life, save for a special few who grow thick, coarse, black hair atop their heads. This is usually a meaning of significance among the ramacoro, who take these with hair and make them their leaders.
The ramacoro are creatures that have dwelt alongside rivers, particularly the rougher ones with constant white water rapids. They are believed to share a common ancestor with the naiads, or river nymphs. Both are guardians of the waters inland, and both can be very mischievous. However, where a naiad has grace, a ramacoro has strength. Historically, they are known for watching over the rivers from precarious outcrops near settlements. They are believed to be like guards for the local rivers in honor of the lesser deity Eldath. When the river suffers, whether by pollution or overfishing, the ramacoro start to cause accidents with the locals, often drowning children or smashing their boats onto rapids. As a result of this, many nations who sought to build dams would therefore eradicate the ramacoro who would oppose them.
As the ramacoro began to lose ground to the powers of encroaching civilization, they were pushed to strike a treaty with a local kingdom of elves for protection, somewhere the High Forest. Many came to be incorporated and assimilated into more modern culture, eventually leading to many becoming independent travelers. Their tribe life dwindled and remains rather low. They still pray to Eldath sometimes, hoping that they might be able to return to their rightful place among the wild rivers of the realm.
Ramacoro believe their place in the world to be firmly tied to protecting the pristine states of nature, which are fragile. Eldath had given them the domain of her waters to protect. Their tribes are usually therefore stationed near bodies of water. Those in the forest live out in the more open air, alongside rushing streams and falls. Cave ramacoro are usually lurking in caverns by basins or underground streams and springs. Their dwellings usually allow them to keep an eye on the entire body of water. So, those in the forest may have dwellings up in the trees, and the cave dwellers might live in nearby mountains. While being excellent swimmers, ramacoro are also knowledgeable about seafaring vessels.
These tribes live in a relatively primitive way, with simple weapons and a chieftain crowned with a full head of hair. There is a circle of clerics and druids to nature, often dedicated to Eldath, who provide counsel to the chief. A second group of counsel consists of so-called elders, who have hair that is not as long as the chieftains. Then there are the warriors and watchers, who specialize in strength and speed to protect their territories. Last of all is a miscellaneous group of tribe members who perform tasks like raising the young, gathering food, and keeping general cleanliness. The ramacoro see all these as important roles through which their tribe survives.
However, with the thrall of modernity, many young ramacoro leave the tribe life behind to go seek fortunes beyond the rivers. They do not pray to Eldath as much as they used to. After the treaty with the elves, many feel their ways of life have been all but lost. Since the formation of the treaty, the ramacoro have become more receptive to politics beyond their natural duty, and taken up on things like trade, as well as forming niche communities within societies of others, like elves and fey. They cannot fathom doing the same with creatures that do not respect nature.
Like many nature spirits, the ramacoro are capricious creatures that love to abuse their powers, usually to play pranks on other creatures. They are a bit flighty, as a dwarf would say about elves, caring not to continue fights that prove too hard or fruitless. However, under their whimsy is a battle-ready warrior. Many ramacoro are fierce to contend with when in water, and many are still strong on land. They do not tolerate those who speak ill of their tribe or Eldath, and they will fight any who pervert their waters. Teenage ramacoro that are about to undergo their rite of passage usually challenge one another to wrestling, so as to keep in shape. Laziness is not tolerated in a ramacoro tribe, as idle hands are the undoing of any society. To them, even occupying oneself with playing tricks is better than lounging around in bed.
Ramacoro name their children with a slight Elvish accent in Sylvan. Names in Aquan are reserved for the upper crust members.
Male: Clarthak, Riluk, Destatin
Female: Persephi, Pandora, Imoutin
Amphibious river guardians
Ability Score Increase. Your Wisdom score increases by 1.
Age. These froggy beings never live over 400. Most mature fully at around 70 years of age.
Alignment. While abiding to laws of rivers, the ramacoro are chaotic at heart. They are tricksters after all.
Size. Ramacoro are a bit shorter than the average human, and skinny. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe both water and air.
River Masters. You have advantage in ability checks involving navigation using rivers as guides, as well as ability checks to find fresh water.
Boating Know-How. You are proficient in one aquatic vehicle of your choice.
Languages. You can speak, read and write in Common and Sylvan.
Subrace. Choose either the cave or forest subrace.
Ability Score Increase. Your Strength score increases by 2.
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.
Cave Training. You are proficient with handaxes and shortswords.
Stealth Swimmer. You have advantage in Dexterity (Stealth) checks while underwater.
Ability Score Increase. Your Constitution score increases by 2.
Blending In. You can attempt to Hide when only lightly obscured by foliage, falling leaves, or other natural phenomena.
Forest Specialist. You are proficient in the Nature skill.
Forest Weapons. You are proficient with shortbows and spears.
Random Height and Weight
|4′ 5″||+2d8||105 lb.||× (1d4) lb.|
*Height = base height + height modifier