Cellmanaur (5e Race)
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Cellmanaur[edit]
“ | I don't Know where they came from or why they look so weird but me and the others sure were glad they showed up when they did.
Those bandits would have torn us to pieces. After it was over, they escorted us where we needed to go, they refused our offered reward and simply wished us well and moved on. Oddest thing I've ever been a part of. |
” |
Physical Description[edit]
Cellmanaur are creatures that have the blood of humans, elves, and centaurs flow within them. They appear as half elves with six limbs the configuration of which is determined by one of the two distinct subraces. The "Fleet Foot" quadrupeds with two lower halves known for their speed and endurance. Their lower torso is an almost exact copy of their upper from the rib cage down with few exceptions like being horizontally angled, being slightly longer to accommodate their stride, and the musculature of their rear legs to be conducive to the perpendicular alignment to the lower torso. FYI their reproductive organs are on the back half. The other is the "Strong Back" Bipeds with two upper halves known for their strength and dexterity. The top torso is 1/2 the size of the lower more like that of a halfling in scale. This includes their head which sits atop the smaller torso. Regardless all Cellmanaur's have an equine like tail covered in the same hair that's on their head. Their skin, hair, and eye colors can be any naturally occurring color found among humans and elves this includes Drow.
History[edit]
The Cellmanaur simply put are mundane beings from another plain of existence, a different universe if you will. Their world is much the same as ours. They have forests, valleys, deserts, rivers, and mountains. Above all else, they had kingdoms trying to control it all. Where they differed was only three sentient races existed on this world the humans adaptable and tenacious, the Elves wise and skilled, and the Centaurs swift and strong. After much strife and turmoil there came a peace. A peace that didn't fade a true lasting understanding that cooperation was the only way forward. So, for millennia the three races became closer, rebuilt their world and as their societies merged so did their culture and people. Whether through magical assistance or sheer tenacity the blood lines of the three races stared to comingle this practice was practically encouraged. So, generation after generation the lines between them all began to blur until there simply weren't any lines left. At some point they realized this and began calling themselves the Cellmanaur. How they came to be in our reality is rather straightforward a number of them were pulled here against there will by an extraplainar god for reasons beyond their understanding. Though they believe it must be for a purpose. So they decided to make the best of a unusual situation so they built a town around the ruins that they found themselves deposited into originally and dedicated themselves to help this world and those that call it home.
Society[edit]
Cellmanaur hold cooperation and the betterment of all as the highest tenant of their society. This leads them to be very polite almost annoyingly so at times. Even though they’re athletically inclined their passion lies with diplomacy. Always happy to be mediators in conflicts big or small, they do tend to be a bit to nosy for their own good more often than not. But not all can be diplomats. A great deal has found that they make good couriers and bodyguards. They find this a good way to help the world they find themselves in by facilitating quick and reliable messaging and deliveries, and by protecting the innocent on long journeys. They are a democratic people who are led by a prime minister. Their second priority is the defense of their adopted home a large walled town built around ruins at the heart of which lies the inert portal that brought them here. They hope one day to figure out how to use it themselves or find someone who can so one day they can return home. They are regarded with a certain amount of suspicion being both familiar and alien the fact that they are quite uncommon compounds this.
Cellmanaur Names[edit]
Cellmanaur tend to have a mix of elven and human names both individual and surnames which you can find on pages 22 and 30/31 of the Player's Handbook. Though they have centaur's penchant for honorifics after their formal name. These honorifics can only be given by another, are earned through deeds and can change throughout their lives. Depending on whether they wish for a more Prestigeous title or to honor the deceased loved one who gave it to them.
Male: Peren, Sergor, Hadarai, Bran, Alar, Khemed, Tharivol.
Female: Dursilia, Tammith, Althaea, Marta, Sariel, Jassan, Xanaphia.
Sur Name: Amakiir, Brightwood, Holimion, Chernin, Naïlo, Greycastle.
Honorific: Cliff Strider, The Tower, Bright eyes, Hawk, The Gentle Soul, Giant Slayer.
Cellmanaur Traits[edit]
A centaur like race with so much human and elf mixed in that they're more commonly and wrongly referred to as Humantaurs.
Ability Score Increase. Your Charisma score increases by 2
Age. Cellmanaur mature at the same rate as humans and reach adulthood around 17. they can live to be about 150 years old.
Alignment. With their culture so heavily focused on cooperation they are almost always lawful good.
Size. Cellmanaur height varies widely from person-to-person 5'8" to 7'. your size is medium.
Speed. Your speed is dependent on your subrace (Fleet Foot is 40) -(Strong Back is 30)
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Natural Affinity. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common, Elvish, and one other language of your choice.
Subrace. The Cellmanaur can be born one of two ways. They are not hereditary just luck of the draw. The (Fleet Foot) the more traditional taur like quadrupeds, and the (Strong Back) which are bipeds with a scaled down humanoid torso in place of the head on the lower torso.
Fleet Foot (subrace)[edit]
Ability Score Increase. Your Strength score increases by 1, and your Wisdom score increases by 1
Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon's damage dice twice and add them together. Once you use this ability, you can't use it again until you finish a short or long rest.
Taur Like. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is somewhat more difficult for you because of your extra legs. When you make such a climb, each foot of movement costs you 2 extra feet, instead of the normal 1 extra foot. Unlike a true centaur you can only be ridden by creatures one size smaller than your current size. in addition you are capable of riding mounts thought saddles will be uncomfortable unless u have them custom made.
Strong Back (subrace)[edit]
Ability Score Increase. Your Dexterity score increases by 1, and Your Constitution score increases by 1
Multi Armed. These smaller arms can be used like the main pair. When wielding weapons, these smaller arms can only use weapons that have the light tag and cannot use them to wield two-handed weapons. You are capable of climbing and wielding weapons simultaneously or taking 1/2 the time to climb.
Second Torso. You have a smaller torso where an average human would have a head. Your upper torso has the full range of motion your main torso does. This allows you to twist around to get 360-degree views from a slightly higher vantage point. your passive Perception gets a +2 and advantage on Perception checks involving sight.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 8'' | +4d6 | 190 lb. | × (2d6) lb. |
*Height = base height + height modifier |
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