Hushabi (5e Race)

From D&D Wiki

Jump to: navigation, search

Hushabi[edit]

Curious little ones they are... They never seem to want to cause harm. Yet they can't seem to control themselves against the scent of fear or weakness.
—Charm, Harm (Dvati twins, Hushabi researchers)

Physical Description[edit]

Hushabi-removebg-preview_1_1.png
Female Domestic Hushabi by Hushabyevalley

Hushabi's are humanoid beasts with thin bodies and smooth white skin, with hair of the same color, they have powerful long legs of a primal design and a long tail, their tails are usually equal, to double or up to four times their height and are about as thick as their torsos at the base where the tail connects to their body, going down to the thinness of a needle at the end. Their body carries a creative array of red markings that at first glance don't seem to have any other implications other than as an aesthetic to attract mates, which is only more confusing by their non-compliance to breed and their aggressively territorial behaviour when around others of their species, although the markings on their face have sometimes shown to act as additional means of displaying emotion.

The Hushabi's History[edit]

The Hushabi is a creature of questionable origins, and where they came from is up for debate among researchers, but Hushabi are traditionally assumed to be from another planet, as they look almost, "Alien", with their strong and lengthy tails, and their supernatural ability to ignore the concept of momentum with their fierce and sporadic footwork, they have been only known to appear where there is food or prey, leading some to believe they could be responsible for the disappearances of many vulnerable beggars on the streets of small or unprotected towns. Although they receive a bad reputation because of the accusations that are thrown at them, they tend to be generally harmless, curious souls. So harmless in fact, that some people even keep them as pets or companions, which has only slightly risen in popularity after they tend to prove protective of their owners or masters. Although they are kept as pets, a wild Hushabi is much more common than a domestic one, as they are wild beasts at heart, very little is known about them since they are traditionally nocturnal, which has discouraged researchers and arcanists to continue efforts in the observation of the Hushabi. A Hushabi is to the rest of high society, considered a rare domestic beast, but to a wild Hushabi, it sees itself a wild relentless predator. Hushabi's are not known to speak any languages and seem to only communicate in ultra silent supersonic clicks, leading most observers to believe them to be completely silent, hence the name "Hush"abi's.

Hushabi Society[edit]

Hushabi are lone wolves in a sense that they do not form packs and do not get along with each other, wild Hushabi sometimes fighting for territory, although they have high regards to respect, accepting defeat in a matter of seconds, they are quickly able to realize when a creature is far stronger than them, and know to keep their distance and respect their place in the food chain, on the contrary they are also able to recognize when a creature is far weaker than them, and tend to follow their instincts, whether friend or foe, as long as it is weak, it might as well be dead, this is also what had lead to the domestic enthrallment of the species as they can recognize other humanoids as part of a society, and believe that this, in turn, makes them stronger than themselves, Hushabi are lone wolfs or companions to another more powerful leader. And are not afraid to join forces with other Hushabi to kill a common prey, or even join forces with groups of travelers, both to experience safety in numbers, and for the more curious of them, discover new sights, to satisfy their sightseeing needs. Although they do not seem to breed amongst each other, which begs the question of how they manage to thrive even if they only do it in such little numbers, some research seems to indicate that all Hushabi's may be female.

Hushabi Callings[edit]

A wild Hushabi does not go by a name, rather by a string of clicking noises, which seems to be their only spoken language. Although a domestic Hushabi may be given a name of any origin. Their names typically are influenced by common names their owner's race.

Male: Max, Zuckerberg, Rother, Maelstrom, Elluin, Qinnorin, Larrel, Glynroris, Lyari, Tristumal, Giullis, Qilamin.

Female: Zip, Ada, Allison, Terasynora, Wyrran, Keysys, Aien, Wranren, Nieven, Genwarin, Aumrauth, Qidithas, Aubron, Glynrona.

Hushabi Traits[edit]

The Hushabi excels in aggressive hunter-like behavior, usually fighting up close and personal, with a great appreciation of a challenge, never underestimate a Hushabi's claws, since it might come back to bite you later.
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 1.
Age. Hushabi's tend to live short lives, living only 25-30 years and reaching maturity at age 10, beginning to lay eggs around the end of its lifespan. Some, however, have been recorded living up to 50 years.
Alignment. A Hushabi's alignment will depend on its upbringing. A hushabi is always chaotic due to their explorative natures. Hushabi's behavior is usually done in good conscience, but due to their reckless curiosity and the fact they don't naturally understand any other languages other than common, they tend to bad listeners, but with a good heart.
Size. Hushabi's vary in size proportionate to their strength and vitality, with long slim bodies, they are shorter than the average human. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Inhuman. Your creature type is both humanoid and monstrosity. You have a poor understanding of humanoid artifacts, equipment, cultures, puzzles, technologies and unfortunately sarcasm. You have disadvantage on Intelligence or Wisdom ability checks to understand such aspects.
Specialized Senses. Your eyesight is poor and you can't see well in the dark, despite being naturally nocturnal, as a result, you rely on your supersonic hearing and vocals, paired with your fear sensing sense of smell, to hunt your prey or simply to navigate your environment, using echolocation and scent. You cannot be blinded, however, if you are defeaned or are unable to speak you are considered blind as per the blinded condition.
Electrically Empowered. The red markings on your body channel ancient electrical energy through your body. When you take lightning damage, you can gain resistance to that damage and until the start of your next turn as a reaction. Once you use this trait you cannot use it again until you complete a short or long rest.
Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you can make a grapple check as part of a bite action to latch on to the creature.
Tail. Your tail is more than just a long tassel. When you make a successful attack against a creature within 5 feet of you, you can as a bonus action, attempt to knock that creature prone. The creature must make a saving Strength or Dexterity throw equal to 8 + your Strength modifier + your proficiency bonus. Once you use this trait you cannot use it again until you complete a short or long rest. Your tail is strong enough to hold objects and dexterous enough to utilize simple objects, but not strong enough to wield a weapon or dexterous enough to pickpocket or use advanced tools like thieves tools or a lute.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. They deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, climbing does not cost you extra movement.
Languages. You can read, write, and understand Common, but can not speak it, your only spoken language is Hushabi, although you understand how to utilize sign language to communicate with other species. Such as pointing, beckoning, nodding your head or waving. Your echolocation is done in Hushabi, which consists of strings of clicking noises and squeaks only audible to creatures with enhanced hearing, such as; dogs or other Hushabi's. This also means you can not complete any verbal components for spellcasting.
Subrace. The Hushabi come from one of two origins, that you may use to incorporate into your backstory. Choose between a Domesticated or Wild Hushabi, A domestic Hushabi may either have made its way into the party through another party member or assigned to the group by its original master, and a wild hushabi may have stumbled upon the group and decided it better to follow the group to provide itself safety in numbers.

Wild Hushabi[edit]

Rugged and ravenous, never let your guard down around one, unless you wish to end your own life.
Ability Score Increase. Your Dexterity score increases by 1.
Stealthy. You are proficient in the Stealth skill.
Natural Predator. Whenever you make a Wisdom (Survival) check to track creatures, you are considered proficient in the Survival skill and add double your proficiency bonus to the check if they are frightened of you, instead of your normal proficiency bonus.

Domestic Hushabi[edit]

Kind creatures with hearts of gold and a never ending sense of curiosity.
Ability Score Increase. Your Charisma score increases by 1.
Friendly Face. Whenever you make a Charisma (Persuasion) check to communicate non-hostile intent, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Curious Mind. You often let your curiosity get the better of you which tends to lead to mischievous findings. You may use your Charisma score in place of your Intelligence score when making Investigation checks.

Lab Rat Hushabi[edit]

Genetically altered variants of the hushabi, courtesy of Dr. Harm and Prof. Charm.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score decreases by 1.
Solar Discharge. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal additional damage equal to the number rolled. This additional damage is lightning damage.
Solar Skin. Your body draws in solar energy, if you rest in bright or dim sunlight for 4 hours you gain the same benefit that a human does from 8 hours of sleep.
Choreographed Vocals. Unlike other subraces of the hushabi, you can speak, read and write common and one other language of your choice.

Random Height and Weight[edit]

Optional: Roll 1d3+1 times your height to determine your tails length, and add the tails length in ft to your weight at a rate of 1lb per 1ft

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 0'' +2d6 80 lb. × (1d6) lb.

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

Suggested Characteristics[edit]

When creating a hushabi character, you can use the following table of traits, ideals, bonds, and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I'm always Curious, what's that over there?
2 I'm a collector. Can I have it? Pretty please?
3 I love my friends, they protect me.
4 I'm protective, I will die serving my master.
5 I'm relaxed and I love my territory. No place like home.
6 I love adventure! On the road, exploring, this is where I belong!
7 I am very cautious... Stay away from me... Who are you...?
8 I'm loving and caring, I'll take care of you.
d6 Ideal
1 Family Blood runs thicker than anything else.
2 Friends Mess with my friends, you're messing with me.
3 Property This is my forest... What are you doing... In my forest?
4 Exploration The world is a land just waiting to be explored.
5 Predatory Hunting is fun, they can't hide from me.
6 Ownership My owner treats me well, so I protect them, it's only fair.
d4 Bond
1 Master had me run some errands, but I got a little lost, hopefully, I can find him one day.
2 My eggs were taken... I will find them no matter what.
3 Somebody evil destroyed my home, so I will destroy theirs.
4 One day, I want to be someone important, I've tried so many times and I never succeed, but I'll never stop trying.
d6 Flaw
1 I'm a total clutz, sorry about that vase.
2 I'm too aggressive, even the faintest smell of fear can make me go wild.
3 I'm too protective, get away from my friends...
4 I'm too afraid... You won't hurt me, will you?
5 I'm too greedy, hey are you going to finish that steak? You sure?
6 I'm too friendly, wait... Are those the good guys or the bad guys? Hopefully good!

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: