Lemurfolk (5e Race)
Lemurfolk (5e Race)[edit]
The word "Lemur" means ghost, and that's just what these creatures are – ghosts of humanity's past; ancient primates that roamed the worlds' forests back in the mists of time. -John Cleese
They're commonly described by those who meet them as being inquisitive, energetic, erratic, unpredictable, but above all ...objectively cute. Lemurfolk are, by all accounts, an odd race- their underlying, inherent curiosity in all things is only outmatched by their general propensity for chaos. Chaos both follows them and is a deeply integral part of them and yet they pay no attention to it. They do not seek to find chaos, they leave it in their wake.
They are not a strong race, nor are they particularly fortified in their constitution... and one would think that with all of that inquisitiveness they would be more intelligent, but it is an unfortunate truth that the quest for knowledge requires a somewhat longer attention span.
Physical Description[edit]
Lemurfolk are small, (generally) furry creatures, with big eyes, monkey-like limbs, and long, beautiful tails that they hold in very high regard. A lemurfolk is very particular about their tail– decorating, grooming, and caring for them to the point of obsession– and, in turn, their tails tell their story.
If Tails Could Talk[edit]
While they do frequently use their tails as an extra limb, it also expresses their inner-most emotions, so it is not uncommon for a lemurfolk to drop whatever they were holding with their tail when surprised, smack someone in the face with it when infuriated, or even fall off the tree branch they were hanging on in hysterical laughter; all without so much as a second thought. Their tails are so integral to their character and emotions, that it is beyond the comprehension of most lemurfolk that it is even possible for those skilled in deception to use this to their advantage and fake tail movements.
Lemurfolk Traits[edit]
Your lemurfolk character has a number of traits in common with all other lemurfolk.
They are a chaotic, eccentric, furry, monkey-like race that care more about their tails than... anything else.
Ability Score Increase. Your Dexterity score increases by 1 and your Charisma score increases by 1 (you really are that cute).
Age. Lemurfolk age slightly faster than Humans; they reach adulthood around age 15 and live to be roughly 80-90 years old.
Alignment. Lemurfolk are, without exception, explicitly chaotic. Whether you choose good, neutral, or evil will depend on your upbringing and circumstance.
Size. The average height of a Lemurfolk is between 3 and 4 feet, with a long tail capable of functioning as an extra limb. They weigh between 30 and 45 pounds. Your size is small.
Speed. Your base walking speed depends on your sub-race. Ground-Dwelling Lemurfolk's base walking speed is 30 feet. Arboreal Lemurfolk's base walking speed is 25 while on the ground but is 35 while jumping from obstacle to obstacle.
Cute. You have advantage on all Charisma saving throws related to Persuasion and Deception.
Lemur-like Disposition. You gain proficiency in Acrobatics.
Stealth Sense. When well-rested, you are able to sense that someone or something is in stealth but you are unable to pinpoint its' location if you are within 50 feet of it.
Weapon Proficiencies. You are proficient with slings, whips, and darts.
Languages. You can speak, read, and write Common and Lemurish. Lemurish is a descendent language of Elvish, so if an elf is speaking slowly, you can understand bits and pieces.
Subraces[edit]
Pick one from the following:
Arboreal Lemurfolk[edit]
As an Arboreal Lemurfolk, climbing and jumping are your pièce de résistance. Being that your people are native to tree-dwelling, while on the ground you do not walk- you hop, skip, jump, or whatever other verb you'd like to use that involves bouncing. Wherever there are tall things, you feel at home and are able to move freely and quickly. Arboreal lemurfolk are less social to outsiders than their ground-dwelling counterparts, but are somehow more energetic. Arboreal Lemurfolk look down Ground-Dwelling Lemurfolk and generally find them gross.
Ability Score Increase. Your Dexterity increases by an additional 1.
Arboreal Movement.. You roll with advantage on climbing/jumping tasks. (Check with your DM, but it should be understood that your movement heavily relies upon climbing and jumping, so unless a climb or jump specifically designed to be difficult and not a thing that is normally climbable or jump-from-able or is a saving throw, you should not have to roll every time you climb a tree or jump from one tree-like feature to another tree-like feature.)
Ground-Dwelling Lemurfolk[edit]
The ancestors of Ground-Dwelling Lemurfolk relied on their collaboration to survive. They're more chipper, carefree, and social than their arboreal counterparts and, because they interact with bugs and dirt a lot. It is not uncommon for them to rub the excretions of certain millipede species on their fur as a bug repellant- and upon doing so they become inebriated. While Arboreal Lemurfolk look down upon Ground-Dwellers, Ground-Dwellers rarely notice.
Ability Score Increase. Your base Charisma is increased by an additional 1.
Distinct Aroma. If you rub your wrists on your tail, you can waft the smell to any target up to 15 feet away; you can use this ability up to two times per long rest; once per short rest.
Smell and Movement Perception Increase. (Your DM may choose whichever of these two options seems the most balanced) Either your passive perception is increased by 3 for 1 hour after using Distinct Aroma on a target OR you roll with advantage on saving throws related to perception for 1 hour after using Distinct Aroma on a target.
History[edit]
Scarcity and Extinction[edit]
Lemurfolk all originate from the single, scarcely-known island of Madagascaria. For millennia it went by unnoticed and, as such, was left alone. It was for precisely this reason that Lemurian society flourished- they had no competition, there was plenty of food and thusly there was no need for conflict- save for the occasional squabble amongst clans over mating rites and rituals.
And then one day the boats came. The lemurfolk of the trees, evermore hesitant and suspicious in their nature, attempted to avoid confrontation altogether and would have remained unnoticed by the outsiders if it had not been for the social nature of the lemurfolk of the ground. Ground-dwelling lemurfolk thought nothing of the outsiders and casually engaged them in conversation only to immediately discover how bad of an idea it is to blindly trust outsiders. It is for this reason that tree-dwellers treat the ground-dwellers with contempt.
Elderly lemurfolk have witnessed the mass destruction of their homes, society, and culture and passed that rage down to those with the inclination to bear it. Not all Lemurfolk are angry, but for the ones who are, there are no words that can fully express their rage.
Lemurfolk Names[edit]
Arboreal Lemurfolk and Ground-Dwelling Lemurfolk have different naming conventions, but it's important to note that lemurfolk prefixes ONLY apply to lemurfolk. Lemurfolk don't give lemurfolk prefixes to anyone who isn't a lemurfolk-- you will never hear a lemurfolk address an elf by a lemurfolk prefix.
The names of lemurfolk tend to be short- between 2 and 4 syllables; anything over that tends to denote snobbery. Lemurfolk add extra syllables on the end of names to make fun of them or call them stuck-up.
Male Arboreal Lemurfolk names are all prefixed with Za (pronounced Zah), Female Arboreal Lemurfolk names are all prefixed with Zo (Zoh), and gender-nonconforming Lemurfolk, though rare, are prefixed by Ze (Zey).
Male: Za-Riko, Za-Fro, Za-Jef
Female: Zo-Riko, Zo-Soosoon, Zo-yana
Other: Ze-Riko, Ze-maru, Ze-k
Male Ground-Dwelling Lemurfolk names are all prefixed with Sha (pronounced Shah), Female Ground-Dwelling Lemurfolk names are all prefixed with Sho (Show), and gender-nonconforming Ground-Dwelling Lemurfolk are prefixed with She (Shay).
Male: Sha-riko, Sha-Naref, Sha-man
Female: Sho-Riko, Sho-Soosoon, Sho-dee
Other: She-Riko, She-Fro, Sh-ay
Insult: Za-Rikokoko, Sho-lululu, Ze-ikoikoiko
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
2′ 8'' | +2d6 | 30lbs lb. | × (3d6) lb. |
*Height = base height + height modifier |
...I don't know if that's right, but you want to be around 3-4 feet tall.
Your tail is (your height in inches + 1d10 + 20) / 2.
So, if you are 36 inches tall, your tail can be a maximum of 33 inches long, and a minimum of 28.5 inches long.
The minimum height and tail length here is: 34 inches, with a 27.5 inch tail respectively.
The maximum height and tail length here is: 44 inches, with a 37 inch tail.
Suggested Characteristics[edit]
When creating a Lemurfolk 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. Or don't. Lemurfolk are chaotic, be whatever you want to be so long as it isn't a Lawful anything.
d10 | Personality Trait |
---|---|
1 | I cannot help but look over my shoulders at all times. |
2 | What're you doing over there? Come be a part of what I'm doing. (Inclusive) |
3 | I hate him, I hate her, I hate them, I hate that, I hate this, burn it all to the ground. |
4 | I have so much love to give and not nearly enough people to give it to. Get over here and love me. |
5 | Why isn't anyone else freaking out about this? (Tweak) |
6 | Everyone just needs to calm down. |
7 | I beatbox, sing, rap, or dance whenever I'm bored or not interested in something. |
8 | Whatever I set my mind to, the only thing that comes between me and it, are all the things between me and it. |
9 | I'm always doing something with my hands or my tail. |
10 | Everything is a joke if you look at it from the right angle. |
d6 | Ideal |
---|---|
1 | Religion/Belief. Everything I do is because (insert god of choice here) (Any). |
2 | Predation. Only the strong or clever should survive. (Evil) |
3 | Aspiration. I will be the greatest __ alive (Any). |
4 | Peace. When there is an end to violent acts, there will be an end to violence (Good). |
5 | Beauty. Anything beautiful is worth preserving (Good). |
6 | Growth. No matter what happens, change is good if it leads to growth (Any). |
d6 | Bond |
---|---|
1 | I will liberate any and all oppressed people. |
2 | We must overthrow the bourgeois and burn capitalism to the ground. |
3 | I will find the people who destroyed my homeland and end them. |
4 | I just want to hang out somewhere and chill but stuff keeps happening and now I have to do stuff. |
5 | I will make everyone love me. |
6 | Everyones' life can be improved if we all just try. |
d6 | Flaw |
---|---|
1 | (Recovering?) Drug addict |
2 | Obsessive about small details that don't matter. |
3 | Terrible at reading the room. |
4 | Overly trusting; easily manipulated. |
5 | Extremely long-winded |
6 | Easily annoyed; short temper |
No matter what, you have a short attention span.
Back to Main Page → 5e Homebrew → Races