Marshmellon (5e Race)

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Marshmallons[edit]

Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

A halfling, crawling through the palace pipes underground, sees a large white mass guarding it inside.

An orc, hiding under a bridge from town gaurds, sees a quivering mass of marshmallow in the corner, almost like it's alive.

Physical Description[edit]

Large masses of Marshmallow fluff in humanoid form

History[edit]

Created from awakened marshmallow plants, they are as rare as they are tasty, which is to say, very. They rebelled against their creators in the factory and escaped into the world, evading the countless food critics chasing them.

Society[edit]

Their society consists of the few left hiding in cold, damp places, rarely interacting with other races for the fear of being eaten

Marshmallon Names[edit]

--The Marshmallons whom are left developed a simple language, based off of labels stuck to them, and they have their names according to the marshmallow plant that processed them.--

Male: Fluff, Puff'd, Hammond's

Female: Doumak, Dandies, Pinkie

Marshmallon Traits[edit]

Design Note: Perspective players may want to check out large player characters and oversized variant rules if planning to play the Large subrace (Jumbo).

Marshmallons, being a created race, have a variety of inhuman abilities and traits.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 3.
Age. Marshmallons reach maturity at five weeks old, and can live to be up to 500 years old.
Alignment. Marshmallons tend to be lawful neutral so as to not garner any attention to themselves or their society.
Size. Marshmallons vary in height and build, depending on how many marshmallows they have absorbed, mostly six to eight feet, their size is Medium or Large, depending on their subrace.
Speed. Your base walking speed is 40 feet, and your swimming speed is 10 feet.
Darkvision. Thanks to living in hiding, Marshmallons have both developed excellent vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Blindsight. You can perceive your surroundings without relying on sight, out to 60 feet.
Perfect Roast. Over the course of one action, you can set yourself on fire and develop a hard crust, giving you 2 to your AC until the next long rest. Being of marshmallow substance, you are immune to fire damage.
Languages. You can speak, read, and write Common, Undercommon, and one other language of your choice.
Subrace. There are 3 marshmellon subraces. You can choose between Common, Jumbo, and Colored.

Classic[edit]

Being of the Common subrace, you are the majority of the rest of your race, but you can be special.

Ability Score Increase. Your Constitution score increases by 1.
Golden Brown. You can use the perfect roast ability up to three times.

Jumbo[edit]

The large marshmallows, meant for making s'mores.

Ability Score Increase. Your Strength score increases by 3.
Size. Your size is Large.
Large and in Charge. Because you're so large,

Valentines[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Wary Roast. Roll 1d100, with advantage, every time you use perfect roast, to see if it burns out your dye and makes you a Classic Marshmallon.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

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

1.00
(one vote)

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