Cup (5e Race)

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Cup[edit]

"Well, Cuphead and his pal Mugman

They like to roll the dice...

By chance, they came 'pon Devil's game

And gosh, they paid the price!

Paid the price...

And now they're fighting for their lives

On a mission fraught with dread...

And if they proceed but don't succeed...

Well...

The Devil will take their heads!"

—Introduction song

Physical Description[edit]

Cups or certain circles 'Cupheads' are humanoid creatures that, as their namesake states, have cups for heads. They're rather cartoonish, having very loose yet thin limbs with larger-than-average gloved hands and/or booted feet. However, even though their race is called "Cups," not all of them share a cup for a head. Some may have shot glasses, others can be teapots, and maybe a few could have the container as their bodies. Regardless, their container-shaped body parts are very frail, able to break in three to five hits which makes them sustainably particular damage types.

THEBLUEHD.jpg
and his pal, Mugman
Cuphead-1.jpg
Cuphead...

History[edit]

In far, faraway land, farther than anything in the multiverse, there existed a land called "Inkwell Isle." Here, various anthropomorphic objects exist as the residents of the island; and among them, Cups were a large part of the island's people. Unlike everywhere else, this land looks unrealistic, hand-drawn, cartoonish, and even. It's unknown what caused the creation of these Cups or Inkwell Isle, but some say that an artist managed to get their hands on incredible animation magic and infused it with their art, accidentally creating an entire world.

In the land of Inkwell Isle, Cups are rather famous for being mischievous, yet playful creatures, getting themselves into all kinds of trouble. They're quite agile and capable of all sorts of deeds, good or evil. In the past, there have been plenty of Cups that were war heroes or legends, now immortalized as statues in the mountains of Rugged Ridge, set as examples for other Cups to follow.

Society[edit]

Cups are like your average human. Some have jobs, others stay at home with families, but many of them go on perilous adventures for certain reasons. In fact, aside from their hand-drawn origins and daring quests, they're usually quite average in terms of society.

Certain Cups are given magic upon reaching the proper age or when they need it the most through sheer force of will. To do so, they imbibe a magical potion or find their bodies filled with such a liquid. Soon, they learn the first of possibly many magical techniques: Finger Bullets. By consistently snapping their fingers, they can create small bullets of energy that can be used as a means of attacking.

Cup Names[edit]

Cup names are usually androgynous, as they are more based on the type of container their head is.

Cup Traits[edit]

A race with cups for heads, possessing magical snaps and frail bodies
Ability Score Increase. Your Dexterity score increases by 2.
Age. cups usually mature around age 5 at particularly rapid growth rates. Unless slain or their unique magical properties were taken away, they can be immortal until forgotten about by friends, family, communities, or even the people that they once knew.
Alignment. Cups are usually playful characters, leaning into the chaotic side of the alignment. However, certain Cups, especially the wise and knowledgeable ones, are more neutral.
Size. Cups are about as large as the average human child whilst other types can be larger. Your size can either be small or large.
Speed. Your base walking speed is 25 feet.
Fragile Frame. Thanks to your head and your wacky body, smashing you about with a hammer really hurts but is rather slippery as well! You are considered vulnerable to Bludgeoning Damage. If you gain resistance or Immunity, it is considered 1 category lesser. EX. Resistance equals normal damage. Immunity equals resistance. Lastly; if you are wearing no armor or light armor, your AC is considered as 12 + your Dexterity Modifier.
Snazzy Snaps. Thanks to a magical potion that you were either given or obtained in your past, you can shoot magic bullets by snapping your fingers consistently. These snaps are considered spells and are magical in nature and require at least one hand to shoot - They can either use your Spellcasting Ability or Dexterity (Whichever may be higher to start). Upon firing, this will create a noise that may attract attention if you're trying to be sneaky. All Cups may start with the Peashooter Snap, as described later in the list. You can either find them, obtain them through leveling up, or purchase more along your journey. There is a limit however, you can only have two of your Snazzy Snaps equipped at once and you may swap one as a bonus action. You may gain a 3rd Snazzy Snap at Level 7 and your 4th at Level 14.
Wary Parry. While being attacked by any projectile, magical or not, you can choose to use your reaction to make a Dexterity saving throw to beat the attack roll. If you succeed, the damage is negated. Otherwise, you still take damage and fall prone afterward as you happened to be cartoonishly slammed by this respective attack.
Glide N' Slide. As a bonus action, you can slide an extra 5 ft. on a surface. This will not count toward your movement speed for the current. Along with this, when you jump, you may glide as well using the same speed as the slide. However, you cannot glide for more than 15 ft per turn. If you attempt to do so, you must make a Constitution Saving Throw of DC 20, if successful - You may continue gliding, if not - You will immediately begin to fall and cannot recover via this feature.
Ex Moves. When you hit Level 5, you find your snaps to be even better when you aren't getting smacked around... Maybe even using the energies that you deflect to give you a boost. If you have parried at least 3 projectiles, you may gain a charge for your EX Moves. You can only have a number equal to your proficiency bonus which will last until they are expended. With a Charge, you can perform an EX Move which is a much stronger version of your currently equip Snazzy Snap. When you use an EX Move, it cannot be used until you perform a Short or Long Rest.
Super Moves. The Ultimate and Crazy Power of the Cup Race. Wielding the most absurd sources of magic that they can possibly channel in huge bursts at a time! When you reach level 10, you may create 1 of your signature Super Moves whereas at Level 15, you gain another & at Level 20, you may get your last and most powerful. These Super Moves are to be made at the DMs' discretion but generally, they are supposed to provide either a powerful attack or useful enhancement.

  • Creation: You have a number of points equal to double your proficiency bonus when you obtain the Super Move slot. You may use spells of particular levels from any spell list that are equal to or lesser than points that could provide for the move. This can mean multiple damage sources, numerous bonuses, or game-changing events.
  • Drawbacks: This comes with a drawback - Every Super Move can only be done once per day. Your 1st Super Move grants you 1 point of Exhaustion, your 2nd leads to 2 points, and your third leads to 3 points given the taxing energies in play.
    Porcelain Power. Some times, you get a headache so bad that you just wanna smash some guy's head in! Heck, why not use your head? At level 17th, This provides a unique melee spell attack that uses your modifier for your Snazzy Snaps. This has a +3 bonus to hit as well. If successful, you may roll a number of hit-dice. Whatever you roll is both the damage that YOU take and the poor scmhuck that got in the way of your cup. This damage cannot be reduced in the slightest by resistances or immunities as it contains the pure essence of your magically-enhanced soul. The drawback for you however is... Your hit-point maximum is reduced by the number seen and you gain 4 points of Exhaustion cause you smashed some guys' heads with your own head. You must take 1d8 number of days in order to completely heal up your head - By cleaning up, polishing, or gluing shards of ceramic back together.
    Porkrind's Emporium & Gold Coins.
    Languages. You can speak, read, and write Common and Primordial.
    Subrace. inkwell isle resident, the same as the cup race except they have a different object as a head and are less fragile with a dexterity decreaser of only -1 instead of -3 with a size of medium

Snazzy Snaps[edit]

As shown above, Snazzy Snaps are considered to be spells and magical in nature. As such, they can be considered as either 'Cantrips' or 'Level 0 Spells' in certain circumstances. Snazzy Snaps unless shown otherwise require an action to use. As you progress however your Snazzy Snaps get better as your fingers get snappier, get quicker, and get more deadly. At Levels 6 and Levels 16 - These points lead to a Snazzy Snap Improvement.

DOES NOT INCLUDE EX MOVE

  • Peashooter: The basic and starter. A fast, moving, long-ranged but weak Snazzy Snap. The Peashooter delivers a forceful punch to those that get smacked by the flaming, blue projectiles. Will deal 1d6 force damage and has a range of 120ft.

Snazzy Snap Improvement 1: Your Peashooter has a bit more 'Pod' in it and it may unleash a spray of magic. When you use the Peashooter, you may fire and roll a d4. The result is how many times you may use it. If you roll a 1 however the damage is reduced to 1d4 alongside its range becoming only 60ft.

Snazzy Snap Improvement 2: After some time experimenting, your Peashooter has an even more wild nature than you expected from such a small blaster. If you forgo your bonus action, you may fire it an additional time. This can be done twice per short or long rest.

    • Ex Move: Mega Blast: A large blue fireball that deals 3d8 force damage. Also has a maximum range of 120 feet.
  • Spread: Small red bullets that deal 1d4 force damage but hits multiple enemies. Has a maximum range of 120 feet.
    • Ex Move: Eight Way: Fires a white liquid beam from the user's head that deals 2d4 force damage. Has a maximum range of 100 feet.
  • Chaser: Small lime green bullets that deal 1d3 force damage and the opponent must make a DC of 15 in order to dodge this attack. Has a maximum range of 100 feet.
    • Ex Move: Chaos Orbit:
  • Lobber: Medium purple bullets that deal 1d10 force damage, in order to hit user must make a DC of 10 with a -3. The maximum range is 40 Feet.
    • Ex Move: Kablooey: User turns themselves into a cartoonish bomb and flies towards an opponent dealing 1d20 of Force Damage. The maximum range is Users Speed
  • Charge: Small-Large orange bullets that deal 1d5-2d3-1d20 of force damage, in order to get from 1d5 to 1d20 you must charge these bullets for 3 turns. The maximum range is 120 feet.
    • Ex Move: Radical Barrage: User fires multiple blue fireballs that deal 3d8 * 2 force damage. The maximum range is 100 feet.
  • Roundabout: Medium Navy Blue rings that deal 1d6 force damage, if the user misses they have a change next turn for the bullets to fly back and hit the opponent (DC of 13). The maximum range is 100 feet.
    • Ex Move: Jumbo Rebound: User sends out a liquid muscular version of themselves spinning influx that deals 5d2 force damage. Has a maximum range of 50 feet.

<Subrace Name>[edit]

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

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


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