Balloonfolk (5e Race)

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Balloonfolk[edit]

I've seen these before. Made by clowns. All rubber, no brain.
—Dr. Edgar. E. Sellsmerry

Physical Description[edit]

Rubbery, usually taking a balloon form of another race, giving you that races' walking speed. Usually vibrant colors such as pink, red and yellow.

History[edit]

Born in the circuses of the evil clowns, usually created to spread chaos. However, they often forget their evil plans and wander off on misadventures.

Society[edit]

Has a calling towards circuses, especially ones run by clowns. Has mutual respect for most people, but hate mimes with all their heart, just like their creators.

Balloonfolk Names[edit]

Usually named after their clown creators' nicknames. Mostly adjectives.

Male: Plucky, Honkers, Chubby, Lazybones

Female: Spritzy, Tiny, Flower, Jinx


Balloonfolk Traits[edit]

Ability Score Increase. Your Constitution score decreases by 1 and your Charisma score increases by 1.
Age. Balloons usually mature at age 5 and can live up to 100 years in the right conditions.
Alignment. Usually they tend to be harmless pranksters at worse, usually staying around good. However there are examples of evil Balloonfolk created by the most wicked of clowns.
Size. Balloonfolk are very rarely taller than 4 feet. Your size is Small.
Type. Construct
Speed. Your base walking speed is whatever the form of the race your balloon looks like's speed.
Blowup. Using your action, you can blow yourself up to make yourself look twice as big. This gives you advantage on Intimidation rolls.
Popping. If you get hit with a piercing weapon, you take ld4 damage added to the damage roll of the weapon and must make a Constitution saving throw to not deflate.
Deflation. If you deflate, your movement speed is reduced to half, until you roll a Constitution saving throw to inflate once more.
Living Construct. You are not organic. 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, or diseases. You do not need to eat or breathe. 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.
Float. You can float in the air. You can't move on your own in this state, and can reach up to 15 feet above the ground. You are susceptible to stray winds and must make a Dexterity saving throw every turn you're in the air. You can, however, attach yourself to a string, and have others carry you around. This gives you advantage on Stealth checks.
Static Electricity. If you rub yourself on a fluffy or shaggy surface, such as leather armor, you get an electric charge. If you go up to an enemy in this state, and touch them using your action, it gives them 1d6 lighting damage. After one attack against an enemy using this trait, it dissipates and you must rub yourself on that surface again to recharge.
Languages. You can speak, read, and write Common and Balloon. Balloon is the language that sounds like when you rub to balloons together.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 2'' +1d6 0.5 lb. × (1d4) lb.

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

5.00
(one vote)

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