Cyclizar (5e Race)
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Physical Description[edit]
A Cyclizar standing upright. Source |
Cyclizar are quadruped reptilian pokemon who run on all fours comfortably, but adopt a stable bipedal stance to do battle. They have green scaly skin, and a darker green colouration around their ventrals, neck, lower jaw, and back of the head, as well as a rigid protective crest over their brow that extends to reach over the back of the head in this same darker green. The protective cresting is similar to a helmet, and offers them sufficient protection to bash their heads against targets as a weapon without suffering concussion themselves.
Moreover, Cyclizar are iconic for their black armoured protrusion from their chest which resembles a tyre. While cyclizar are frequently used as mounts, this protrusion serves to protect their front during battle and cannot aid them in movement. There is another black section on their tail that similarly resembles a tyre, though this actually denotes the intended detachment point for their tail, as they are built to shed their tails at will and regrow them extremely quickly, in a timespan ranging from overnight to less than an hour.
Some pokemon famously have a rare colouration from birth, known as the 'Shiny' phenomenon. While such pokemon are incredibly coveted for their rarity, being a Shiny has no actual effects on the capabilities of a pokemon. A shiny cyclizar's palette change causes their body colouration to become very slightly darker, and their neck, head and ventrals to turn a light minty green.
History[edit]
"Apparently Cyclizar has been allowing people to ride on its back since ancient times. Depictions of this have been found in 10,000-year-old murals." -Scarlet Dex
Found throughout Paldea, Cyclizar have made popular mounts for fast transit across the region since antiquity. Purportedly, they tend to be mild-mannered and friendly.
"It can sprint at over 70 mph while carrying a human. The rider’s body heat warms Cyclizar’s back and lifts the Pokémon’s spirit." -Violet Dex
It does appear that Cyclizar is possibly a domesticated form of other pokemon, although wild populations of Cyclizar have been observed to exist.
Society[edit]
Within their base setting, Cyclizar have no true society and simply roam Paldea freely, enjoying its' sunny plains. They're mostly commonly found in warm biomes due to their reptilian anatomy; possessing no natural insulation against the cold. They're especially well known for how nicely they work with humans, so they're a very common sight in towns and cities and blend into civilization flawlessly.
In a world that operates on different rules, such as Pokemon Mystery Dungeon, then Cyclizar would be likely to take advantage of their exceptional skills at travelling. As they're very friendly and well-adjusted, they would be unlikely to form a territorial pack and would be largely drawn to the friendly co-operation of the various small towns and settlements throughout the world of Mystery Dungeon. A Cyclizar family might put their expertise in travel to use delivering messages, working as wandering merchants who seek out adventurers in need of supplies, guides through confusing terrain, or perhaps they might even serve as the personal messenger or scout of an especially important pokemon, like a powerful Guildmaster, or a reclusive Legendary. In any case, their far-traveling yet polite and friendly natures mean that they will always be a part of everyone else's societies, rather than forming their own.
Cyclizar Names[edit]
Consult the name table for the nearest civilization.
Cyclizar Traits[edit]
Speedy and friendly lizards who love carrying people across the land.
Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. Cyclizars are known to live for up to 25 years.
Alignment. Cyclizars typically lean to neutral alignments.
Size. You stand a little above 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Iron Head. You can use your head to make unarmed strikes. If you hit with it, you deal 1d6 bludgeoning damage + your Strength modifier.
Dragon Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one Iron Head attack as a bonus action.
Mount Pokémon. You can comfortably and safely transport a Medium creature outside combat. You can allow any Medium or smaller creature to mount you as an action, and they do not impair your ability to make Ability Checks, move, or jump. You cannot Attack or use items while carrying a rider. Your rider can dismount you per normal rules, or you can use your Action to drop them off in an unoccupied space within 5ft.
Shed Tail. Starting at 5th level, as an action on your turn you can sacrifice 20 hit points to shed your tail and move twice your walking speed without provoking Attacks of Opportunity. Additionally, one ally that can see you can use their Reaction to move up to their walking speed towards your tail. Your tail is incredibly distracting, and is an object that has 13AC and 20hp. Foes that attempt to make an attack roll within 30ft of the tail have Disadvantage. Once you have used this trait, you cannot do so again until you finish a long rest.
Languages. You can speak, read, and write Common and Draconic.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 8'' | +2d8 | 100 lb. | × (2d4) lb. |
*Height = base height + height modifier |
Racial Feats[edit]
Regenerator[edit]
Some Cyclizar display extremely powerful recuperative abilities between battles. Even if such abilities have limits, they're prized for their 'hidden' rarity.
When combat concludes, if you used your 'Shed Tail' ability, you recover 20hp. Additionally, you regain use of your 'Shed Tail' ability on a Short Rest as well as a Long Rest.
Terastallization[edit]
A phenomenon unique to Paldea, Tera Crystals have been the subject of immense amounts of research. Even if their true potential hasn't been unlocked by even the most brilliant researchers, any pokémon that accumulates enough of their power can terastallize.
When you select this feat, choose one damage type from Fire, Lightning, Poison, Acid, Cold, Force, Thunder, Psychic, Necrotic and Radiant. Additionally, work with your DM to determine a second type from this list.
As a bonus action, you can Terastallize for 1 minute or until you fall unconscious. While in this state, you have Resistance to your chosen damage type, and once per turn when you would deal damage of this type, you can deal an additional 2d6 damage. However, you also become Vulnerable to the second damage type agreed with your DM while in this state.
Once you have used this ability, you cannot do so again until you complete a Short or Long Rest.
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