Koopa, Variant (5e Race)
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Koopa[edit]
Physical Description[edit]
Koopas come in many diferent shapes and sizes but one thing that is consistant about them is that they look like humanoid turtles. most koopas have yellow scales, hands with 4 fingers, a beak, large eyes, a short tail and shells that cover their torso and croch. some koopas have shells growing from multiple body parts and others have sharp spines growing from their shells. some are large and others are small. some are good and some are bad. overall they are a mixed bunch who follow watever roll they where given in life.
History[edit]
Koopas claim to have been born simalerly to dragonborn by a dragon turtle, however the acuracy of this claim is debatable and others have sugested that they are a subspecies of the tortle. koopas have seemingly always been part of the land they inhabit.
Society[edit]
koopas have a multitude of society and all of them seem to exist at once. some koopas live in tribes and will have a hierarchy based on skill. some koopas live in other species and adopt the culture of whoever they live with. many go along their own path and live on their own so they can do their own things. most koopas however live in a society controled by a military govornment with a very strickt hierarchy.
koopa Names[edit]
Male: BoomBoom, Bowser, Ludwing, Morton, Iggy, Lary, Lemmy, Roy, Kamek
Female: PomPom, Wendy, kammy, koopie, kylie
koopa Traits[edit]
a race of turtle-like beings who enjoy many aspects of life
Ability Score Increase. Your Constitution score increases by 2
Age. koopa,s average life span is apout 90 years
Alignment. a koopa,s alignment can vary wildly depending on where they were rased
Size. most koopa are slightly taller that halflings although some are much larger. your size is small unless otherwise mentioned
Speed. Your base walking speed is 25 feet.
defensive shell. all koopa have a shell to defend themselves. when you are not wearing armor, your AC is 13 + dexterity modifier. you can use your shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benifits apply as normal while you use your shell.
retract into shell. you can retract into your shell as a action. while you are in your shell your AC increases by 3 and you gain resistanse to bludgeoning, piercing and slashing damage. however your speed canont take attack, cast a spell, dash or disengage and your speed is 0. if another creature pushes you or you are on a slope then you move 50 feet downhill or in the direction of the push. if you come into contact with another creature when moving like this then make a melee weapon attack. if you beat the creatures AC then it takes 1D6 bludgeoning damage
subrace. you must chose a subrace. select one of the folowing on this page
Languages. You can speak, read, and write Common and one other language of your choice.
Brawler[edit]
Ability Score Increase. your strength increases by 1
strong arm. your arms are incredably strong. your unarmed strikes deal 1D4 bludgeoning damage.
spin attack. as a bonus action you may perform a melee weapon attack with your fists that deals 2D6 bludgeoning damage+ strength modifier+ proficiency bonus to all creatures in a 5 foot sphere. you can use this trait a number of times equal to your proficency bonus and regain all expended uses after a long rest
doppelganger. you can create illusions of yourself to confuse your enemies. you can use your action to create a number of clones equal to your proficency bonus and a creature can tell you apart from your clones with a DC 16 perception skill check. the clones canot take any action other than move and their AC is 8 + your dexterity modifier. you can use this ability once and you regain it after a long rest
powerfull build. you count as one size larger when determaning your carrying capacity and the weight you can push, drag and lift
Koopaling[edit]
Ability Score Increase. your strength increases by 1
breath weapon. when you take the attack action, you can replace one of your attacks with a blast of flame in a 15-foot cone. each creature must make a Dexteraty saving throw (DC = 8+ your Constitution modifier+ your proficiency bonus). on a failed save the creature takes 1d10 fire damage and takes half damage on a sucsesfull save. this damage increases by 1d10 at levels 5, 11 and 17.
spiked shell. your shell is covered with sharp spikes. when you hit a creature while in your shell you deal a additional 1d6 piercing damage.
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