A Variety of Minecraftian Monsters Personified (5e Race)
Minejinka[edit]
“ | "Oh No their Hot" | ” |
—Sqwudwierd. |
Physical Description[edit]
Its the minecraft mobs but incredibly they have been turned into anime girls.
History[edit]
Its the minecraft mobs but incredibly they have been turned into anime girls.
Society[edit]
Its the minecraft mobs but incredibly they have been turned into anime girls.
Minejinka Names[edit]
It's the Minecraft mobs but incredibly they have been turned into anime girls. They typically follow simple names of their species, followed by the Japanese suffix 'Chan', (used for female friends and cute things), or 'Sama' (used for superiors). Any nicknames are shortened versions of their names or aspects of their appearance or personality. Examples: Soggi-Chan(Drowned), Scary-Sama(Enderman or Phantom), Dusty-Chan(Skeleton or Husk).
Male: Males are practically unheard of, but a few dwell about. The rules are similar, switching out 'Chan' for 'Kun' (Used for male friends).
Female:
Minejinka Traits[edit]
The Minecraft Mobs but oh no they're hot.
Ability Score Increase. Your Charisma score increases by 1.
Age. These creatures reach maturity at the age of 20 and can live well past 100 years of age.
Alignment. They tend towards more Chaotic alignments.
Size. Minejinkas vary widely in height and build, from barely 4 feet to well over 9 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Monstrous Abomination. You are both a depends on subrace and a Humanoid.
Darkvison. 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 grey.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Creeper, Spider, Enderman, Zombie, Skeleton, Blaze, Wither Skeleton, Slime, Drowned, Phantom, Husk
Creeper[edit]
Ability Score Increase. Your Dexterity score increases by 2.
Explosion. You explode dealing massive damage to your enemies as well as yourself. As an action, you can explode yourself to deal damage to a group of enemies around you causing damage to weak structures in the process. Anyone within the 15 ft radius sphere centered on you, all must make a Dexterity saving throw with a DC equaling 10 + your Constitution modifier. On a failure, they take the 4d6 force damage. On a success, they take half as much damage. This amount gets an additional 4d6 at 5th level (8d6), 12th level (12d6), and 19th level (16d6). This feature can be used once, regaining use at the end of a long rest.
Tsundere. Your unarmed strikes now deal 1d4 + Strength Mod.
Loveable Idiocy. Your Intelligence score is decreased by 1, and your Charisma score increases by 1..
Plantiod. Your subtype is Plant.
SuperCharged. Starting at level 11, your body can partially absorb electrical energy. As a reaction to taking an amount of lightning damage equal to or greater than one-third of your maximum hit points, you can give yourself resistance to that damage, storing the rest of the charge in your fibers. While you are storing a charge, you are surrounded by a shimmering field of blue energy, doubling the range and damage dice of your Explode. The shell lasts for 1 minute or until you use your Explode. Once you use this feature, you can't do so again until you finish a long rest.
Spider[edit]
Ability Score Increase. Your Dexterity score increases by 2.
Webbing. You can cast the web spell once with this trait, requiring no material components, and you regain the ability to cast it this way a number of times equal to your proficiency modifier. Constitution is your spellcasting ability for this spell.
Poisonous Bite. As a bonus action, you can bite a creature within 5 feet of you forcing them to make a Constitution saving throw or be poisoned until the end of your next turn. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus, and you can't use this trait again until you finish a short or long rest.
Spider Climb. You have a climbing speed equal to your walking speed and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Monstrous Form. Your subtype is monstrosity.
Enderman[edit]
Ability Score Increase. Your Wisdom score increases by 2.
Teleportation. You have the ability to warp short distances. As a bonus action, you may teleport to an unoccupied space within 30 feet that you can see. You may use this a number of times equal to your Wisdom modifier (minimum 1) before completing a short or long rest. You may not use this ability if you do not have an ender pearl on your person.
Water Vulnerability. Endermen do not need to drink and are in fact incredibly frail when it comes to water. Whenever you make contact with water, be it from drinking a glass, falling into a lake, getting caught out in the rain, or what have you, you may use a reaction to expend one use of your Teleportation feature to reach an unoccupied dry space. Otherwise, you take 2d4 acid damage at the start of each of your turns for as long as you maintain contact.
This trait does not apply to water vapor or ice.
Ara ARA. Your Constitution score is decreased by 1 while your Charisma score increases by 1 (Normally you can't increase past 20 with this feature.)
Aberrant. Your Subtype is Aberration.
Zombie[edit]
Ability Score Increase. Your Strength score increases by 2.
Slam. Your unarmed strikes deal 1d4 bludgeoning damage.
Undead Resistance. You are resistant to necrotic and poison damage, and you have an advantage on saving throws against poison.
Deathly Visage. Your undead appearance, despite being a Minejinka, is unnerving. You have proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, unless the damage is radiant. You can't use this feature again until you finish a long rest.
Undead Nature. Your creature type is considered to be both Humanoid and Undead. You don't have to eat, drink, or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state and retain a limited awareness of your surroundings, giving you a disadvantage on Wisdom (Perception) checks.
Skeleton[edit]
Ability Score Increase. Your Constitution score increases by 2.
Inexhaustible. You don't need much of a break, having hardly any flesh. You have an advantage on Constitution saving throws against exhaustion.
Undead Nature. You are a walking skeleton without much, only having flesh on your buttocks, chest, and head. Your creature type is Undead instead of Humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target Humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, and any food you do attempt to eat falls through the top of your throat and into your rib cage, where it levitates until it rots away. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
False Appearance. You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0.
Undeath Tolling. Undeath Tolling. When the toll the dead spell is cast on you, it has the following alterations: If you have 0 hit points you become stable. As part of the casting of toll the dead, the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended, you regain an additional 1d8 hit points.
Blaze[edit]
Ability Score Increase. Your Dexterity score increases by 2.
Tremorsense. Due to your enhanced connection to the Earth and the magma that flows through the very veins of the planet, you are able to feel creatures moving within up to 60 feet.
Arm Of Lava. Your hands are hot to the touch and allow you to manifest your inner magma as power. Because of this, your Unarmed Strikes deal fire damage in place of normal bludgeoning. You gain the Fire Bolt Spell.
People of the Nether. Because of your people's closeness to the inner cores and blazing parts of the Earth, You are immune to the effects of extreme heat and cold environments. Moreover, due to your lack of lungs, you are not required to breathe.
Planetary Resistance. You have resistance to fire damage.
Blaze Heritage. You have a flying speed of 60 feet which can only be used for movement actions. If any other action is taken, the spell effect goes away. If you are still in the air when the effect goes away, you will fall however far up you were. You can cast Flight of Fire as a bonus action without needing to speak or any materials.
Water Vulnerability. Blazes do not need to drink and are in fact incredibly frail when it comes to water. Whenever you make contact with water, be it from drinking a glass, falling into a lake, getting caught out in the rain, or what have you, you may use a reaction to expend one use of your Flight of Fire feature to reach an unoccupied dry space. Otherwise, you take 2d4 acid damage at the start of each of your turns for as long as you maintain contact. This trait does not apply to water vapor or ice.
Wither Skeleton[edit]
Ability Score Increase. Your Strength score increases by 2.
Withering Touch. When you hit a creature with a Melee Attack, you can use your reaction to channel the necromantic energy stored within you to assail their physical form. They take 1d4 necrotic damage, and at the start of their next turn, must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Strength modifier, or take an additional 1d4 necrotic damage. On a failure, they must make the save again on their next turn, up to three times. You can do this a number of times equal to your Strength modifier, regaining all uses on a long rest.
Nether Skeleton. You are an undead born out of one of the worst places in existence. Your creature type is undead instead of humanoid. You are immune to poison damage, being poisoned, and diseases. You are also resistant to both necrotic and fire damage and vulnerable to radiant damage. You are acclimated to hot and dry environments, and you do not need to eat or breathe, nor can you. Healing other than that gained by rests which do not specifically target undead instead deals an amount of damage equal to what it would've healed. Finally, rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Slime[edit]
Ability Score Increase. Your Constitution score increases by 2.
Adhesive. Slimes, being creatures of gelatinous slime, are naturally sticky. You have an advantage on Strength (Athletics) checks made to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Amorphous. Due to the fluid nature of your sticky form, you can move through a space as narrow as 1 inch without squeezing. You leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space.
Corrosive Form. A Slime is naturally corrosive, as such, your unarmed strikes deal acid damage equal to 1d4 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you are resistant to acid damage.
Dehydration-Prone. You are composed of a large amount of liquid and as such, you fare poorly in burning environments. You have a disadvantage on saving throws against Extreme Heat.
Dilution. For Slimes, water is both an essential part of life and a death sentence. If you start your turn in a body of water, such as a lake, or an ocean, you take 1d6 necrotic damage at the start of each of your turns. Rain is similarly harmful, but only inflicts 1 necrotic damage per turn. If this damage reduces you to less than half of your maximum hit points, you are considered to be poisoned until your hit points are restored to over half your hit point maximum. Finally, if you are reduced to 0 hit points by this trait you die.
Ooze Nature. Your creature type is both Humanoid and Ooze. You don't require sleep and by moving across surfaces you can break down otherwise inedible substances to garner nutritional value.
Drowned[edit]
Ability Score Increase. Your Strength score increases by 2.
Slam. Your unarmed strikes deal 1d4 bludgeoning damage.
Undead Resistance. You are resistant to necrotic and poison damage, and you have an advantage on saving throws against poison.
Deathly Visage. Your undead appearance, despite being a Minejinka, is unnerving. You have proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, unless the damage is radiant. You can't use this feature again until you finish a long rest.
Undead Nature. Your creature type is considered to be both Humanoid and Undead. You don't have to eat, drink, or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state and retain a limited awareness of your surroundings, giving you a disadvantage on Wisdom (Perception) checks.
Watery Grave. You have a swimming speed of 50. While swimming, any Strength Athletics checks to traverse rough water are made with an advantage. Also, while swimming, and Strength Athletics checks to move objects or grapple creatures are made with an advantage.
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Phantom[edit]
Ability Score Increase. Your Dexterity score increases by 2.
Phantasmal Existence. You are resistant to necrotic damage and vulnerable to radiant damage. Additionally, you are immune to all diseases and do not need to eat or breathe. You may consume food and drink, but it is always tasteless.
Wings. You permanently gain a flying speed double your walking speed.
Adorably Oblivious. Your Intelligence score is decreased by 1, and your Charisma score increases by 1..
Abberant. Your subtype is Abberation.
Moan. A Phantom can emit an eerie subsonic moan as a standard action. By changing the frequency, the Phantom can cause one of four effects. Phantoms are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same Phantom for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.
Fear: Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness.
Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of the Phantom must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the Phantom uses this effect again.
Mmmmmmwah! <3 _Azazella1995
Husk[edit]
Ability Score Increase. Your Strength score increases by 2.
Slam. Your unarmed strikes deal 1d4 bludgeoning damage. You also automatically cast Hunger/Thirst(specifically Hunger) upon your target without need for words, gestures, or materials.
Undead Resistance. You are resistant to necrotic and poison damage, and you have an advantage on saving throws against poison.
Deathly Visage. Your undead appearance, despite being a Minejinka, is unnerving. You have proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, unless the damage is radiant. You can't use this feature again until you finish a long rest.
Undead Nature. Your creature type is considered to be both Humanoid and Undead. You don't have to eat, drink, or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state and retain a limited awareness of your surroundings, giving you a disadvantage on Wisdom (Perception) checks.
Sandy Grave. You have a resistance to radiant damage and have a burrowing speed of 40 feet.
Mmmmmmwah! <3 _Azazella1995
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
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