Mobian, Variant (5e Race)
Mobian[edit]
A pair of thieves are hiding in the woods, dividing their plunder. Suddenly, a gust of wind forms around them as a creature swoops past them, grabbing the bag of money. As the bandits looks behind them, they see an anthropomorphic animal standing on a thick tree branch with their stolen goods. “You’re too slow!” the mobian taunts with a shaking index finger, jumping from the tree and blasting away at incredible speed.
Physical Description[edit]
Mobians are various anthropomorphic animals, but most of them resemble small halflings mixed with animal features. The colors of their fur, feathers, or scales are bright in hue. Oddly enough, mobians are almost never seen without shoes and gloves.
History[edit]
The mobians originate from the planet of Mobius, a world similar to Earth. On this planet there were 7 magical emeralds that could manipulate time and space and give one immense power. This space and/or time manipulation was referred to as Chaos Control by most, and it is this that caused a tragic event, sending all mobians to different locations in the universe, as well as different times. Some mobians were lucky enough to find each other and gathered around to try to create a society. Others still stray in their newfound worlds, lost.
Society[edit]
Mobians, like humans, have a well-developed society. On their home planet, they are an advanced civilization with many technological advancements, and have their own set of various traditions. Mobians tend to act and think like humans do and are about the same intelligence wise. On their home planet, humans can also be found, which tend to differentiate between living in peace or going against the mobian species. One thing that almost all mobian societies have in common, is the intense care and respect for nature, often being against those that harm it for selfish deeds.
Mobian names[edit]
Mobians are regularly named most of the time, but sometimes their first name derives from their specific abilities. For example, a mobian with multiple tails will have the first name ‘Tails’. Mobians last names are almost always associated with their subrace. For example, if the creature would resemble a bear, then the character would be named “… The Bear”. Bird mobian last names may be more specific than other mobian races, as they have subraces within their subrace.
Male: Sonic the Hedgehog, Tails the Fox, Jet the Hawk, Storm the Albatross, Knuckles the Echidna
Female: Blaze the Cat, Wave the Swallow, Cream the Rabbit
Mobians[edit]
An anthropomorphic race with many different animal subraces based on the Sonic The Hedgehog franchise.
Ability Score Increase. You get ability score increase based on the subrace that you choose.
Age. Mobians age at the same rate as humans do, maturing in their late teens and living no longer than a century.
Alignment. Mobians do not tend to any particular alignment. Chaotic mobians are just as commonly found as lawful mobians. Good and evil can also be defined within this pattern.
Size. Mobians are about a foot or two smaller than humans while also being a tad bit lighter, standing at around 4-5 feet tall and weighing at an average of 120-150 lbs. Your size is Medium.
Speed. All Mobians are agile on their feet, as they are adapted to running at fast speeds for long periods of time. Your base walking speed is 35 feet.
The Secret of The Rings. You have some sort of special connection to golden rings and have unlocked their hidden powers. Golden rings are the resource that drives this class, so make sure to spend them wisely, as it may save your life. You start with 10 golden rings. Golden rings are absorbed by you upon contact, and because of this, they cannot be sold by you. But you can buy golden rings almost anywhere for 5 GP each with a maximum of 30 golden rings per store. They can also be found almost anywhere in the wild or in dungeons in groups of 5 or 10.
Speed Boost. You may spend 1 golden ring to move an extra 5 feet, caps at 50 feet per turn.
Extra Life. When reduced to zero health, on your turn, you may spend 100 golden rings to instantly succeed 1 death save. This can be used multiple times however, meaning that 300 rings would be enough to succeed 3 saves.
Ring Weakness. When hit by a critical attack, you lose 25 rings (unless you have less than 25, which then you would lose only what you have) but can get them back by spending one action. They expire after 3 rounds, and if any creature wants to stop you from recollecting your rings, you must roll contesting Dexterity checks. If you win, you collect your rings. If the creature trying to stop you wins, you do not collect your rings.
Mobian Save DC. 8 + your Dexterity score + your proficiency bonus.
Homing Attack. At level 5, you gain the ability to jump into the air, curling into a ball, and launching yourself in a straight line at the closest enemy within your moment range as a weapon. This takes 10 rings, an action and bonus action and does 2d4 slashing damage(3d4 at level 12, 4d4 at 15, and 5d4 at 19.) If the attack lands you can also force the target creature to make a dexterity saving throw vs your Mobian Save DC. If they succeed, you cannot use the homing attack again in this action. If they fail, you knock them 5 feet into the air, allowing you to spend 3 rings to make an additional homing attack on them or the next closest enemy within 30 feet. You may spend up to 9 rings on this feature in the same action. If you target a new enemy they also must fail the same dexterity saving throw in order for you to continue the attack. At level 10 you unlock the ability to charge the attack further by spending another action and 5 more rings to increase the damage die to d6. This can be interrupted at any time by taking damage.
Spin Dash. At level 7, you unlock the ability to spend 20 rings and use an action or reaction to charge up a spin dash by curling and spinning on the ground. After charging up speed, you launch yourself 30 feet in a direction of your choice. All creatures in range that are not in cover must make a Dexterity saving throw against your Mobian Save DC, or take slashing damage (3d6 for the first one hit, 2d6 for the second, and 1d6 for any after), and be knocked prone. On success, they take half as much damage, and they are not prone.
Wall Run. Beginning at level 9, you have figured out that you can mobilize yourself along walls, allowing you to run up, down, across, and even jump off of and run along other walls. You must use the same movement used on the ground to traverse the wall. Meaning if you only have 30 feet of movement, you may use 15 feet of movement on the ground, but still be able to use 15 feet of movement on the wall. However, if you do not move on your next turn, you will fall off of the wall.
Rush. Starting at level 11, you may enter a state of quickness known as a "Rush". Using this feature allows the user to become far quicker, the Rush triggers for 3 rounds, and can be extended after the 3rd round by using it again at the cost of one use. The amount of times you may use the Rush is equal your Dexterity modifier. It grants the user advantage at any saves and checks involving the Dexterity stat during the 3 rounds. It also allows you to multiple your movement speed two fold. You regain all uses of this after a long rest.
What I'm Made Of. At level 2 onward, your unarmored AC is equal to 12 plus your Dexterity mod + Constitution mod.
Languages. You can speak, read and write, Common and one language of your choice.
Subrace. Mobians come in as many diverse forms as there are animals in the ecosystem. Choose between Hedgehog, Bird, Bear, Wolf, Rabbit, Fox or Cat, all of which are described below.
Hedgehog[edit]
Ability Score Increase. As a hedgehog mobian, you’re quicker on your feet and far more charming than other mobians. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Quick Step. Hedgehog mobians gain a boost of running speed from their genetics. Your base walking speed increases by 5 feet and when you take the Dash action you can move an additional 10 feet.
Feet of Fury. Because of your ancestry, you have a climbing speed of 20 feet. In addition, your kicks are counted as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Hedgehog Talent. You have proficiency in the Intimidation and Nature skills.
Bird[edit]
Ability Score Increase. As a bird mobian, your aerial maneuverability makes you extremely dexterous, and your expertise with Babylonian air vehicles gives you a sharp mind. Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Like a Feather. Bird mobians move gracefully in the air. When determining how far you can jump, you use your Dexterity score. Whenever you would use movement to jump, you can make a long jump or high jump from a standing position without using 10 feet of movement speed and taking no penalties from a standing long or high jump. Additionally, you can slow your rate of descent while falling, allowing you to land on your feet as if you were under the effect of the feather fall spell.
Bear[edit]
Ability Score Increase. As a bear mobian, you are more defensive than other mobians. Your Constitution score increases by 2 and your Strength score increases by 1.
Pure Muscle. Your anatomy as a bear mobian makes it easier for you to take the full force of attacks aimed at you or your allies. When you roll a hit die to regain hit points, the minimum number of hit points you regain from that roll is equal to your proficiency bonus + your Constitution modifier.
Wolf[edit]
Ability Score Increase. As a wolf mobian, you are more offensive and aggressive than other mobians. Your Strength score increases by 2 and your Dexterity score increases by 1.
Hunter's Knowledge. Wolf mobians are natural hunters, taking pride in hunting down their targets. You can choose one creature type out of the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. Whenever you make an Intelligence check related to recalling information about a creature of this creature type, you are considered proficient in that skill.
Rabbit[edit]
Ability Score Increase. As a rabbit mobian, you are more sociable than other mobians. Your Charisma score increases by 2 and your Intelligence score increases by 1.
Natural Peacekeeper. Rabbit mobians are quite cheerful even in the direst of situations. You are proficient in the Persuasion skill and may double your proficiency bonus when making Persuasion skill checks on creatures that are currently in a negative emotional state (such as depression or anger).
Fox[edit]
Ability Score Increase. As a fox mobian, you quickly take interest in learning and studying, making you more intelligent than other mobians. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Fly High. Fox mobians are born with multiple tails, which they can use to fly and hover in the air. As an action, you can gain a flying speed of 30 feet for 1 minute. Once you use this trait, you cannot use it again until you finish a short or long rest.
Cat[edit]
Ability Score Increase. As a cat mobian, you are more alert than other mobians. Your Wisdom score increases by 2 and you Dexterity score increases by 1.
Incredible Reflexes. Cat mobians are very perceptive of their surroundings. You are proficient in the Perception skill. Additionally, you can’t be surprised while you are conscious and other creatures don’t have advantage on attack rolls against you as a result of being unseen by you.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
3′ 0'' | +2d12 in | 55 lb. | × (4d6) lb. |
*Height = base height + height modifier |
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