Mudborn (5e Race)

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Mudborn[edit]

A squeak of bubbles left the green-brown salamander’s mouth as it noticed the toothed jaws of a shark. It narrowly avoids the bite and zips off to the village, hoping it can get to the labyrinth in time with the predator not to close behind. Laughter erupted as a golden salamander dressed in red robes told a joke, it raising it’s small mug of ale before downing it like it was water. “Another round, my friends?” Breathing heavily, a black salamander starts to grow it’s hand back as it swings an axe at its opponent. The bird creature screeched in pain as the blade sunk into its wing, the salamander giving a grin. “Go to hell, feathered fiend!”

Physical Description[edit]

Mudborn Examples by Nevada Heart.jpg
Art done by Nevada_Heart

Mudborn are humanoid axolotls, a semi aquatic creature stuck in their nymph phase. They have stubby legs with webbed feet and hands, their thick tails providing support for when they need waddle their way onto land. Six feathery gills protrude from the back or sides of their head, three on each side, and look similar to horns or a mane from a distance depending on how well groomed they are. Usually seen with round, short snouted head they are seen as cute but dense, their squishy faces hiding ravenous k9’s for their carnivorous diet.

There are five different subtypes of Mudborn, Mossy, Dalmatian, Roses, Imperials and Nightmare.

Mossy mudborns are most common and consists of speckled or striped shades of green, brown, and black pigments in their skin that makes it look like they’re covered in moss, flecks of shiny gold making their way into the mix, their gills a darker shade of their color. Dalmatians are the second most common Mudborn, incredibly pale in comparison to Mossys. They tend to be white to a very pale pink and their back and head are typically covered in dark speckles or spots and their gills are a bright blood red due to having no pigment between skin and the blood vessels. Roses, similar to Dalmatians in appearance, their skin a bit more rosy and lacking the dark speckles. Their eyes are pink or red instead of the black of Mossys and Dalmatians. The rarest of the Mudborns, Imperials, are golden-bronze in color with clear eyes and bright gills. The last Mudborn, are deep sea Nightmares. They are usually black or dark blue-grey in color with black eyes and darker gills. They are very secretive but numerous in pods.

All Mudborn have slimy skin coated in mucus to protect them from the salty waters of their home as well as grant them certain resistances, based on their subtype. Mudborn, unlike normal axolotls, can climb out of the water, as long as they keep their skin and gills wet.

A Mudborn’s native languages is called Bubbles, similar to that of morse code. It’s most effective underwater, for it requires bubbles, but they also know Aquan and Sylvan to speak on land. Bubbles has no written components.

History[edit]

It is suspected that Mudborns started out as a fae’s experiment turned sentient.

A story of their creation (from shore villages) - ‘A fairy noble was wanting to create some servants and intended to create fairy dragons small enough to be kept in streams and skies of the fae wild. The fairy collected a tear of a dragon and the web of its wing, magically mixing them with a frog and slug. The first mudborns were made, weak, wingless and useless to the fairy. Upset, the fairy kicked the first Mudborns out of the fae wild and into a lake, where they evolved from the change in magic environment and grew in population, spreading out and migrating towards oceans and rivers.’ 

They now live in underwater caverns to hide from monsters and sea beasts, a labyrinth in front of the entrance to their village to confuse predators, the predators usually dying in the dead ends because they can’t turn around. Because of being an experiment with fae magic, they have some magical abilities relating to water.

Mudborns, despite many misconceptions, are a carnivorous race of fierce hunters, feasting on mollusks, crustaceans, and small fish. Some are known to catch crabs, shrimp, lobster, and fish to sell in port markets, as well as treasures they discover and drag to the surface while scavenging ships. While their adorable faces make it hard for people to say no to their offers, Mudborn are too kind to swindle people out of their money. Except for the very few evil Mudborn.

Society[edit]

Mudborns cannot wear metal armour, it suffocates them and poison their damp skin from the rust and zinc. They, however, can use armour that is magical and natural materials such as wood and clam shells which don’t impede on bonuses or stealth disadvantages. Typical Mudborn armour looks like scale mail made of shells and clams, as well as two bucklers that look like fish eyes, usually used to make them look like large fish.

Mudborn create villages in their underwater caverns and tend to have a very structured but secretive society. Villages are communities of pods (families) lead by a council of older pod leaders(grandparents), usually consisting of varying classes. Every year the council holds a coming of age celebration where the 15 year old mudlings are given new names (Given names) and the choice of independence from their pod.

While independence is an option it is heavily frowned upon for mudlings as a sense of kinship means everything to the strength of the village and the pod, any who choose independence are expected to leave and only return with a pod of their own to add to the village. This often leads to sheltered communities of mudborns and a desire to have kinship in other species if not their own, making lone mudborns an extreme rarity.

Rose and Dalmatians are more common to be above water due to their fairer complexions while Mossy and Imperials often stay near shores and Nightmares rarely surface.

Mudborn Names[edit]

They get birth names, like every other race, but during the coming-of-age ceremony, each mudling gets a name based on their accomplishments or their personality. They claim that their birth names are based off mudborn adjectives, many of which can vary between pods. Mudborns go by both names, but some prefer one name to the other.

Birth Names: Neocan, Otil, Phikin, Wrirang, Viantine, Flitain, Occeatain, Fecrirean, Uzucine, Brobbomousse, Kipo, Malnite, Wymbuwy.

Given Names: Fast One, Shark Confuser, Fire Coral, Bubblelove, Wavesinger, Mersaver, Swift claw.

Mudborn Traits[edit]

A cute, little salamander with the most precious face in the world, a loyal friend to those they trust.
Ability Score Increase. Your Constitution score increases by 2.
Age. Mudborn mature at the age of 15 and can live from 40-50 years old, though a select few have been known to be 60.
Alignment. Mudborn are lawful by nature, due to the structure of their villages. It’s near impossible to find an evil mudborn, but they most commonly are Imperials or Roses.
Size. Mudborns average at about 2 feet tall, but usually are a couple inches short of the mark. Your size is small.
Speed. Your base walking speed is 25 feet.
Aquasense. While underwater, you have blindsight up to 30 feet.
Superior Darkvision. Accustomed to dark caves from which you reside in, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Exceptional Immune System. Your body is used to fighting off various illnesses that you may encounter on land and in the sea. You have advantage on saving throws against diseases.
Regeneration. Due to your interesting DNA, even heavy blows don’t leave you with nothing left. As an action, you regain hit points equal to 1d6 + your Constitution modifier. This number increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, 5d6 at 13th level, 6d6 at 16th level, and 7d6 at 19th level. You may use this feature once, and regain the use of this feature after a long rest.
River Child. You have a swimming speed of 30 feet. Additionally, you can dash as a bonus action when in swamp terrain. You can also breathe both air and water.
Languages. You can read, write, and speak Common, Aquan, and Sylvan. You can speak and understand Bubbles, the language of mudborns, but there is no written component for this language.
Subrace. Pick one from Dalmation, Imperial, Mossy, Nightmare, and Rose.

Mossy[edit]

The most common Mudborn, where 1 in 2 Mudborn are Mossys. They are also very wise, usually becoming chiefs with in their village councils.

Ability Score Increase. Your Wisdom score increases by 1.
Toxic Slime. The strange scent of venom clings to the air around you, somehow amplified when you have been in recent contact with water. You are resistant to poison damage.
Medically Inclined. You’ve studied your anatomy well from your hunts, you know just how to fix an ally’s injury. You are proficient in the Medicine skill.

Dalmatian[edit]

The second most common Mudborn, these zippy bunches are a bit self-conscious of their speckles but light up when you compliment them.

Ability Score Increase. Your Dexterity score increases by 1.
Static Slime. Those around you can feel a slight buzz from you as your slime stores static electricity. You are resistant to lightning damage.
Energetic. Your move fast for one with stubby legs, outpacing your fellow brethren. Your base walking speed and your swim speed both increase by 5 feet.

Rose[edit]

Uncommon, but usually what people think of when they hear your name, these highly intelligent mudborn are addicted to their research.

Ability Score Increase. Your Intelligence score increases by 1.
Frost Slime. A slight chill fills the air around you, turning heads to find the source. You are resistant to cold damage.
Research Addiction. Your mind is the focus of your training, your goals often aiming to get more and more knowledge shoved into it. You are proficient in the Investigation skill.

Imperial[edit]

The rarest of the Mudborn, Imperials are well accepted an are good at talking with others.

Ability Score Increase. Your Charisma score increases by 1.
Flare Slime. Those who get too close can just feel the heat radiating off your slime, it’s a wonder how you don’t overheat! You are resistant to fire damage.
Friendly Face. You know just how to move your face to be as approachable as possible. You are proficient in the Persuasion skill.

Nightmare[edit]

The second most rare Mudborn, their name tends to strike fear in the mind of others. They are just as cute as their brethren, however, and are one of the friendliest.

Ability Score Increase. Your Strength score increases by 1.
Acidic Slime. A faint sizzle can be heard around you as the slime on your skin sometimes seems to boil. You are resistant to acid damage.
Thick Skin. Scars from battle have made your skin tough and hard to penetrate, as well making it harder to talk to people. Your Armor Class increases by 1.

Height Weight and Body[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
1′ 7'' +2d6 20 lb. × (1d4) lb.

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



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