Chim'Rathi (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Chim'Rathi[edit]

Physical Description[edit]

Chim'Rathi are monstrous humanoids resembling the ancient mythical creature "The Chimera" though with some distinct differences like the different animal features being more blended together than your traditional Greek portrayal. They possess one head on their shoulders that is feline in nature with the horns and eyes of the goat species indicated in the subrace. Unlike their natural counterparts both male and female develop horns. Their body is humanoid in shape and covered in fur with the color and markings of the "big cat" their subrace represents, their lower half retains the feline fur but they have digitigrade legs that end in cloven hooves like a goat or ram. All Chim'Rathi have a snake for a tail that can act autonomously or under their direction.

History[edit]

The Chim'Rathi have a long oral history passed down from generation to generation. What it boils down to is many hundreds of years ago a cult that idolized and worshiped the monstrous creatures know as Chimera they used magic to alter their bodies to emulate the appearance of their obsession, but it wasn't enough they called on darker powers and began a campaign of terror ravaging the countryside changing whole towns into these chimeric beings until a band of hero's took notice and thwarted the Chimeran Cult. The poor people that were changed against their will lost much of themselves during the transformation and were chased off by this land's defenders believed to be little more than beasts now, so they left scared and confused

Society[edit]

All Chim'Rathi societies are insular to some degree and are rare to see. They are viewed cautiously by the world at large. See individual sub races below for more information.

Chim'Rathi Names[edit]

Chim'Rathi naming conventions vary from subrace to subrace and use real world examples (Savana=North African, Jungle=Indian, Mountain=Native American, arctic=Mongolian) tough clan names can be simple stylized descriptives. (Examples, Long Claw, Dark Mane, Storm Pelt, etc.)

Savana Male: Abudrar, Oba, Umi, Obu

Savana Female: Asha, Kwame, Ramla, Zari.

Jungle Male: Anant, Rishabh, Rishit, Taarush.

Jungle Female: Anaisha, Ishita, Sai, Shrishti.

Mountain Male: Ahanu, Dasan, Knoton, Sassaba.

Mountain Female: Atina, Eyota, Matoaka, Wahya.

Arctic Male: Altan, Dulguun, Naran, Uyanga.

Arctic Female: Amgalan, Bolormaa, Khaltmaa, Uuriintuya.

Chim'Rathi Traits[edit]

A Chimera like humanoid with varied subraces.
Ability Score Increase. Your Hybrid nature makes you more adaptable, increase an ability score of your choice by 1. Other score determined by subrace.
Age. Chim'Rathi age and mature at the same rate as humans but can live to be around 150 years old.
Alignment. They tend to favor neutral alignments.
Size. Chim'Rathi height can vary depending on subrace and can be anywhere from 5'5" to 7'5" your size is medium.
Speed. Your base walking speed is 35.
Cliff Walker. You can scale steep levels of uneven rock and mountainous terrain without making an Athletics check. You are unaffected by rough terrain in mountainous environments. You can leap up to 10 feet vertically or horizontally with or without a running start.
Natural Weapons. Every part of you can be a deadly weapon. Horns and hooves (bludgeoning), claws (slashing), you and your tails fangs (piercing). these are considered to have the finesse and light properties while your tail has reach and all do 1d6 damage.
Serpent Tail. You have a snake for a tail complete with its own head, it is not fully sentient rather governed by your subconscious, it may show your more guarded emotions (examples, curling around someone you like, hissing at someone you don't, or be wary of strangers etc.) You can exert direct control whenever you wish but when not focusing it will act on its own, when you are idle "sitting, standing, laying down" it will behave like a snake, when you are in motion "walking, running, jumping" it will behave like a tail helping you balance. It has a reach of 10 feet and can be used to grab and hold objects, make grapple checks, and activate magic items, but can't wield weapons or shields.
Languages. You can speak, read, and write Common and the cultural language of your subrace.
Subrace. As a Chim'Rathi you are one of four subraces based on the geographic location your people are found in naturally. Pick one of the following "Savana, Jungle, Mountain, Arctic".

Savana[edit]

The Savana Chim'Rathi are based on lions, ibex, and the cobra. They are the most commonly encountered of their kind. Their society is the only one that is not nomadic choosing instead to carve out their own territory centered around one of the few cliffs, plateaus, or rocky outcroppings in their native lands and live in permeant settlements. Though amicable to those that earn their trust they live their lives by a simple creed "all for the pride" gods help any who would endanger it.

Ability Score Increase. Your Strength score Increases by 2
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.
Blinding Venom. Your tail can spit venom at the eyes of a creature you can see (and has eyes) within 15 feet of you. Make a ranged attack using your tails venom on a success the creature is blinded you cannot use this again until you complete a short or long rest.


Jungle[edit]

The Jungle Chim'Rathi are the largest of all the subraces and are based on Tigers, Aoudad, and Pythons. They live in small groups or "families", their society revolves around the thrill of the hunt, tracking, stalking, ambushing their prey and moving from place to place in the search of greater challenge. The people and even other Chim'Rathi regard them as dangerous wild cards, ironically the weak and defenseless have nothing to fear from them, "no sport".

Ability Score Increase. Your Strength score Increases by 2
Natural Camouflage. Your naturally dazzling striped fur helps break up your silhouette and makes you harder to see. If you wear clothing and/or armor that reveals enough of your fur gain advantage to Dexterity Stealth checks to hide.
Envelop Prey. Your tail has no venom but is stronger than most other Chim'Rathi. When you grapple a creature, you can have your hands free, and you can use a bonus action to inflict your Strength modifier damage to the grappled target. Until the grapple is broken, you can take this action each round. Once the grapple is broken, you cannot use this trait again until you finish a short or long rest.


Mountain[edit]

The Mountain Chim'Rathi are based of the Puma, Ram, and the diamondback rattle snake. Mountain Chim'Rathi are nomadic and travel with the seasons along preplanned routs laid down by their ancestors and in cave like domiciles carved out the stone high up on cliffs where few, but the Chim'Rathi can access. They strive for harmony and symbiosis with nature. They are considered recluses and very seldom do they venture from their tribe.

Ability Score Increase. Your Dexterity score Increases by 2
Ferocious Pounce. If you move at least 20 feet straight towards a creature on your turn, you may use a bonus action to attempt to shove the creature.
Venomous Tail. When you hit with your tails bite attack, you may use your bonus action to force the target to make a Constitution saving through against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target gains the poisoned condition. At the end of each of its turns, the target can make another Constitution saving through. On a success the condition ends on the target. after you use this trait, you can't use it again until you finish a short or long rest.


Arctic[edit]

The arctic Chim'Rathi are based on Snow Leopards, Mountain goats, and since there are no snakes that live in arctic climates or have fur let's use our imagination. Arctic Chim'Rathi live high in frozen mountains and arctic tundra in small, isolated self-sufficient families of 5 to 10 individuals with a hunter gatherer lifestyle. Because of their thick coat of fur, they have little need for clothing other than cloaks to help block the wind, and eye protection against snow blindness but they are never considered nude. They rarely leave their homes unless it is of great importance or if tragedy has Struck.

Ability Score Increase. Your Dexterity score Increases by 2
Thick Fur. Your heavy winter coat gives you resistance to cold damage, and a natural armor of 10 + your Dexterity modifier + your proficiency bonus. In addition, your fur coat makes you more susceptible to extreme heat. When making Constitution saving throws against exhaustion in hot environments, you do so at disadvantage.
Paralyzing venom. When you hit with your tails bite attack, you may use your bonus action to force the target to make a constitution saving through against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target gains the paralyzed condition. At the end of each of its turns, the target can make another Constitution saving through. On a success the condition ends on the target otherwise it lasts 1 minute. After you use this trait, you can't use it again until you finish a short or long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +4d6 120 lb. × (x2) lb.

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


0.00
(0 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: