Kong (5e Race)

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Kong[edit]

This legendary race consists of bestial apes, who despite their primal nature are as cunning and intelligent as most other humanoids.

Physiology[edit]

Kongs can resemble any number of different ape-like creatures, from spider monkeys to various types of gorilla, and as such they vary immensely in appearance. Compared to other humanoids, they usually have longer and more muscular arms, shorter legs, and a protruding lower jaw. All of them have fur covering most of their otherwise sand-colored bodies, excluding the face, hands, and feet—and this fur is usually brown, but can be orange, black, or other earthy hues. Rarely, a Kong can be fully white, like a yeti. They are often rulers of their tribes.

Society[edit]

Although kongs are sentient, they value feats of physical prowess and agility far more than intellectual pursuits. Their culture improvises tools and builds simple structures, but they almost universally forgo anything resembling formal education or long-term planning.

Kongs usually inhabit tropical islands, but they are sometimes found in remote jungles as well. They tend to not cultivate or terraform any land they inhabit beyond building simple dwellings such as tree-houses or straw huts.

Like most humanoids, kongs are omnivorous, but they have an overwhelmingly strong enjoyment of bananas. They can easily subsist on nothing but hundreds of bananas consumed per day—the collection and consumption of bananas is often a huge focus of kong culture. Much of their artwork and sculpture is dedicated to bananas or sometimes similar fruits, and the prizes for challenges or competitions is often literal bananas. Other fruits and nuts, such as coconuts or oranges, are often prized as well, but far from the extent as bananas.

Kong Names[edit]

Kong names are almost always two syllables, and usually always end with a long “e” vowel sound.

Male examples: Donkey, Chunky, Cranky, Diddy, Funky, Lanky

Female examples: Candy, Dixie, Tiny, Trixie

Kong Traits[edit]

A race of sentient apes renowned for an obsession with bananas.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Kongs reach maturity around the age of 15, and have a typical life expectancy of about 60 years.
Alignment. Kongs are strong-willed and stubborn, preferring to forge their own path, but are good-natured. As a whole there is a strong tendency towards chaotic good.
Size. Kongs vary immensely in size, but have a height usually between 3 and 7 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a climbing speed of 25 feet.
Quadruped Run. Kongs can walk on two legs, but run using their long arms in a stride resembling a gallop. If your hands are not free and you choose to gallop, your walking speed is instead 35 feet.
Battle Ape. If you use an unoccupied hand to make an unarmed strike, it deals bludgeoning damage equal to 1d6 + your Strength modifier.
Survival. Kongs comfortably live in conditions others would find desolate, and often tame animals others would consider uncontrollable. You have proficiency in either the Animal Handling or Survival skill.
Banana Craze. You are always considered proficient in any ability check made to notice or locate bananas, or to recall lore about bananas and banana-related topics.
Languages. You can speak, read, and write Common. Few kongs can read or write at all, but a player-character kong is an abnormal exception.
Subrace. Kongs come in several races representing different lineages. Choose one from Bananamancer, King, or Tricky.

Bananamancer[edit]

In kong society, there are some with abnormal skill in the procurement and lore of bananas. These few seem to have unnatural abilities resembling magic, and they are often lauded for their banana expertise.

Ability Score Increase. Your Wisdom and Constitution scores both increase by 1.
Banana Expertise. When you use your Banana Craze trait, your proficiency bonus for a relevant ability check is doubled.
Banana Magic. You know the obvious banana cantrip. You can cast create food and water, summonning only bananas, and regain the ability to cast it in this way when you finish a long rest. Wisdom is your casting ability for these spells.

King of Kong[edit]

The biggest and the toughest of kongs are often the warrior-heroes of their people.

Ability Score Increase. Your Strength score increases by 2.
King Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
King Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Tricky Kong[edit]

Tricky kongs are usually smaller than their brethren, often resembling spider monkeys more than gorillas. They make up for lesser size and strength with remarkable agility.

Ability Score Increase. Your Dexterity score increases by 2.
Nimble Climb. You have a climb speed of 35 feet instead of 25.
Natural Acrobat. You have proficiency in the Acrobatics skill.
Command Grab. If you use your action to attack with your unarmed strike and hit a creature, you can use your bonus action to attempt to grapple that creature.

Mule Kong[edit]

Mule kongs are strong, but their main ability is their massive arms. They are able to rotate their arms to fly.

Ability Score Increase. Your Constitution score increases by 2.
Long Arms. Your reach for weapon attacks is 5 feet longer than normal. You are also proficient with your unarmed strikes.
Helicopter Spin. You have a flying speed of 5 feet and can hover.

Random Height and Weight[edit]


Back to Main Page5e HomebrewRaces

Subrace Base Height Height Modifier Base Weight Weight Modifier
Bananamancer 4′ 5" +2d10 120 lb. × (1d6) lb.
King of kongs 5′ 0" +3d8 150 lb. × (2d4) lb.
Tricky kong 3′ 0" +2d8 50 lb. × (1d4) lb.
Mule kong 4′ 7" +3d8 130 lb. × (1d8) lb.
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