Caminite (5e Race)

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Caminite[edit]

Physical Description[edit]

Caminites are very similar in color to carminite, most of them present some semblance of other life forms like bones or limbs shaped similarly to them like wings, arms or tentacles. they vary wildly in sizes and they have a big range of colors in the red spectrum, some try to mimic the lifeforms in the area that they inhabit

Caminite.png

History[edit]

Zones with a high concentration of carminite are often contained through spells kept by powerful Sorcerers and Wizards, however, rarely some of the magic would have minor side effects on the clumps of carminite, eventually through these effects some bits of carminite gained sentience, these bits collected more and more carminite eventually developing into fully formed creatures, some of their formed in the image of their creators, others formed in the image of passing adventurers, others formed in the image of animals or other creatures, others are an ever-shifting mass of carminite and rarely settle on a shape.

Attitudes and Beliefs[edit]

Caminites are often free spirits, living life as they seem fit, some learn from other races and end up becoming part of it, others become more feral and live in the forests while others remain in the carminite fields where they were conceived. What they all have in common is a great level of curiosity, they often try to learn how the world works, some might not comprehend societal standards and as such will act in a manner that lacks proper etiquette.

Caminite Names[edit]

Caminites have no gender but due to their nature of mimicking creatures around them they might pick on names from other races, caminites that do not interact with other races often have simple names that mimic the sounds they make.

Gender Neutral: Blub, Blobby, Pop, Bloomp, Glomp, Glubbo.

Caminite Traits[edit]

An ever shifting amalgamation of traits
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Caminites are considered adults at around 20 years old and they can live up to 500 years
Alignment. Caminites are often oblivious to most rules and standards which leads them into being chaotic
Size. Due to their tendency to mimic other races they tend to stay at the same height as them. Your size is either medium or small
Speed. Your base walking speed is 30 feet.
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.
Chaotic Permutation. At level 1 and at every level where your receive an ability score increase from your class you may receive a trait from the Chaotic Mutation table
Controlled Chaos. At the end of a long rest, through interacting with another creature you may adapt your body to copy a racial feature from that creature, you retain this feature until you use this trait again. at 11th level you may keep 2 traits with this ability, attempting to acquire a 3rd will remove the oldest trait
Adaptable. You receive proficiency in one skill or tool of your choice
Languages. You can speak, read, and write Common, Caminite and one other language of your choice.


Chaotic Mutation Table[edit]

d100 Chaotic Mutation
1 Fire Resistance
2 Lightning Resistance
3 Acid Resistance
4 Poison Resistance
5 Cold Resistance
6 Psychic Resistance
7 Radiant Resistance
8 Necrotic Resistance
9 Thunder Resistance
10 Force Resistance
11 Combat Training. You receive proficiency in 3 weapons of your choice
12 Tool Training. You receive proficiency in 2 tools of your choice
13 Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
14 Toughness. Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level.
15 Armor Training. You have proficiency with light and medium armor. (If you already have both of those proficiencies you become proficienct in heavy armor).
16 Superior Darkvision. You can see in dim light within 120 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.
17 Elusive Magic Knowledge. You have advantage on saving throws against illusions and against being charmed or paralyzed.
18 Fey Touched. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
19 Fey Trance. You do not sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day.
20 Cantrip. You gain a cantrip of your choice from any class, the spellcasting ability of it is your choice of intelligence, wisdom or charisma
21 Fleet of Foot. Your base walking speed increases by 5 feet.
22 Stealthy. You can attempt to hide even when you are only lightly obscured.
23 Misty Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
24 Mental Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
25 Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
26 Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
27 Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
28 Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
29 Brave. You have advantage on saving throws against being frightened.
30 Nimble. You can move through the space of any creature that is of a size larger than yours.
31 Winged. You sprout wings and get a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
32 Unnarmed power. You have a choice between Horns, claws or stingers, your unnarmed strikes deal 1d6 damage and the damage type is respectively Bludgeoning, slashing or piercing
33 Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
34 Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
35 Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
36 Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
37 Powerful Walk. You can move across non magical difficult terrain without expending extra movement.
38 Ultimate Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
39 Combat-Trigger. You can add your proficiency bonus to your initiative rolls.
40 Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
41 Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
42 Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
43 Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
44 Natural Armor. You have tough skin. When you aren’t wearing armor, your AC is 13 + 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.
45 Swimmer. You gain a swimming speed equal to your walking speed.
46 Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
47 Improved Healing. When you roll either 1 or 2 on any Hit Die, you can instantly re-roll the die and take the new roll.
48 Magic Resistance. You have advantage on saving throws against spells and other magical effects.
49 Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
50 Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
51 Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one unnarmed attack against the target.
52 Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
53 Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

54 Saving Face. You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
55 Helpful. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait: Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus. Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn. Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

56 Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
57 Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
58 Inspiring Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
59 Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
60 Frenzied Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one unnarmed attack as a bonus action.
61 Hammering Strike. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
62 Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
63 Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
64 Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

65 Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
66 Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
67 Made for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
68 Glide. If you are not incapacitated or wearing heavy armor, you can extend your flesh and glide. When you do so, you can perform the following aerial maneuvers:

You can move up to 5 feet horizontally for every 1 foot you descend in the air, at no movement cost to you. When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.

69 Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
70 Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
71 Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
72 Feat. You receive a feat of your choice.
73 Strong. You receive a +1 bonus to your Strength stat, if this were to increase the stat above 20, reroll it.
74 Dextrous. You receive a +1 bonus to your Dexterity stat, if this were to increase the stat above 20, reroll it.
75 Constitute. You receive a +1 bonus to your Constitution stat, if this were to increase the stat above 20, reroll it.
76 Intelligent. You receive a +1 bonus to your Intelligence stat, if this were to increase the stat above 20, reroll it.
77 Wise. You receive a +1 bonus to your Wisdom stat, if this were to increase the stat above 20, reroll it.
78 Charismatic. You receive a +1 bonus to your Charisma stat, if this were to increase the stat above 20, reroll it.
79 Acrobatics. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
80 Animal Handling. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
81 Arcana. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
82 Athletics. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
83 Deception. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
84 History. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
85 Insight. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
86 Intimidation. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
87 Investigation. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
88 Medicine. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
89 Nature. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
90 Perception. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
91 Performance. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
92 Persuasion. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
93 Religion. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
94 Sleight of hand. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
95 Stealth. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
96 Survival. You gain proficiency in that skill, if you're already proficienct in it you may add double your proficiency bonus when you make a check with it.
97 Magic Infused. You gain a 1st level spell of your choice from any class, the spellcasting ability of it is your choice of intelligence, wisdom or charisma, you can cast this spell once per long rest using this trait and with any spells slots you have.
98 Sticky Fingers. Whenever you're subdued to an effect that forces you to make a saving throw or drop your held item you can choose to automatically pass that saving throw.
99 Riding Skill. When you mount a creature that is at least one size bigger than you, you cannot be forced to dismount it.
100 Goop Launch. You can take out a piece of your body and use it to make a ranged attack,you are always proficient in this attack and it deals 1d4 bludgeoning damage. It has a range of 20/60 and the finesse property. You can use this trait a number of times equal to your proficiency bonus and you recover all expended uses after a short or long rest, you may also choose to take 1d4 damage to use this trait beyond your limit.
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