Mymyks (5e Race)
Mymyks (Kope Liilii)[edit]
Physical Description[edit]
Mymyks (Mai-Mix), also known as Kope Liilii (Ko-Pay Lee-Lee) by the natives of the planet Mymyks come from, are a species of diminutive cephalopods which mimic the shapes of whatever they see for defense, communication, and camouflage. No one can say what the true form of a Mymyk is, not even the Mymyks themselves, though it is unknown if their inability to divulge their true form's appearance is out of ignorance or intentional secrecy. In spite of this, the most common form Mymyks adopt resembles a stereotypical French Mime, using two of their eight limbs as legs colored black like overalls, two pairs of limbs as arms on their black-banded upper body, and their final pair of limbs tucked over their shoulders like black suspenders. Their round white head has a black mantle resembling a beret, with a small bauble of white on top, and their round yellow eyes serve as the only splash of color on their monochrome forms.
Using a complex system of muscles and chromatophores, they can stretch, compress, and change color to resemble any creature within one size of themselves, or slip through extremely narrow gaps. With greater knowledge of their own bodies, some Mymyks can even mimic hard body parts like shells and claws to further increase their versatility in combat.
The other special ability of Mymyks is the production of a semi-magical fluid called Magynk (Maj-Ink). Magynk, when produced, can be telekinetically controlled by the Mymyk who made it, acting as a weapon or show of expression. Magynk can also mimic the properties of any non-magical fluid it comes into contact with, from water to acid to lava, and even stays controllable when transformed into things like medicine or magma, forming an extremely potent tool for all Mymyks. This substance is a highly versatile potion ingredient and has caused Mymyk poaching to be common in many worlds. When left alone for long enough, Magynk will transform into air and become unusable to Mymyks, making it easy to clean up.
History[edit]
Mymyks, long ago, were simple amphibian cephalopods that wandered the shores and salty marshes of an alien world called Terrarth. They copied the appearances of other creatures to live among greater numbers, and while some learned to pick up sharp sticks and rocks to defend their fragile bodies, they never rose into something greater until a dimension-hopping being ran right through a small family of Mymyks while evading some unknown beast. Following through the portal and unintentionally keeping it active through their Magynk, the Mymyks came to see a multiverse of possibilities to mimic and grow from, so the family gathered as many Mymyks as they could and settled in a world without predators, deep in the multiversal crossroads to stay safe as they planned to send themselves to see and mimic the things in all worlds, then bring it all back to the place now dubbed Inksea.
Unfortunately, many worlds they travelled to were either extremely hostile to all forms of life and were soon littered with the bodies of the innocent travelers, or had populaces which saw the Magynk that Mymyks produced as an extremely versatile tool, making Mymyk poaching common. To this day, many worlds remain untouched by Mymyks due to those hostile natures, and the worlds that do have Mymyks travel to them are considered worthy of getting to enjoy Magynk by Inksea's people.
Society[edit]
Mymyks exist across many worlds in two sorts of ways, civilized, and feral. Feral Mymyks are simply smarter-than-average beasts that hide among other species by copying their appearances and behaviors, and are exterminated without any more care or hesitation than crows or raccoons, but Civilized Mymyks form small cities where they are free to wander about in whichever form is most comfortable to them, usually the standard French Mime-like one.
In a silent realm of transient landmasses called Inksea, the largest city of Mymyks is established around a triangular tower resembling the Eiffel in Paris, France. The city's elite use their own Magynk to form elaborate scarves to show their confidence and skill, for which other Mymyks offer up tribute in reverence, while the common folk simply live day-to-day trading goods they create, farm, or catch with the goods of others in a simple bartering-based economy. Mymyks do not use, or perhaps do not understand, a standardized currency, and rather often use the gold coins they are given for their adventures in other worlds as jewelry.
Inksea has small colony villages on many worlds which resemble seaside shanty towns, accessed from Inksea by portals of Magynk beneath the city's central tower. These colonies rarely amount to much more than a spot for travelling Mymyks to land on their feet when they head through Inksea's rift, but have been known to get along with the natives of the areas they end up in by offering Magynk and trade with other worlds for protection. Back in Inksea, a small workforce of specially-trained Mymyks use their Magynk to both control and sustain Inksea's interdimensional rift 24/7, and said rift was made by a dimension-hopping being who crossed through the Mymyk's native world long ago.
Mymyk Names[edit]
Though Mymyks have no spoken language, they do use consistent terms to address themselves with when employing their bodily language. By shifting one hand into an object chosen by the Mymyk during their youth, a message can be intended for a specific Mymyk. Males usually choose sharper or more angular objects for their names while females choose rounder or softer ones, and Mymyks will answer to the spoken terms for these objects in other languages.
Male: Spear, Fang, Stick, Toblerone, Shuriken
Female: Ball, Pillow, Clay, Plate, Cloud
Mymyk Traits[edit]
A small species of shapeshifting cephalopods which more often than not look like French Mimes and talk just as much.
Ability Score Increase. Your Dexterity score increases by 2, your Charisma score increases by 1, and your Constitution and Strength scores each decrease by 1.
Age. Mymyks reach maturity at 10 years old, and live to be about 50 years, with rare exceptions reaching 70
Alignment. Mymyks are naturally of Chaotic alignment, with a slight bias towards Good, but Evil or Lawful Mymyks are not unheard of.
Size. A Mymyk's mass is equal to a Gnome's, your size is Small.
Speed. Your base walking speed is 30 feet. Your adaptable limbs also give you a Climbing speed and Swimming speed equal to your walking speed.
Aquatic Eyes. When above water, You can see as normal. When underwater, 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.
Amphibious. You can breathe both air and water.
Amorphous. You can squeeze through gaps as narrow as 1 inch provided you aren't wearing or carrying anything.
Walking Octopus. You count as both a Humanoid and Beast type creature, and have two pairs of arms. With these arms, you can use two sets of tools at once or make a ranged spell attack with somatic components at advantage provided you have all your hands free (you cannot gain advantage in this way again for one minute). You can wield four weapons at once, but each hand can only wield a weapon with the Light property. You must use two hands to wield a weapon without the Light property, or with three hands if the weapon has the Two-Handed property. You cannot wield weapons with the Heavy property.
Mimic. You can copy the exact appearance of any creature that you have seen before that is not a construct or undead, and is within one size category of yourself. You can remain in this form for up to 1 hour before you must return to normal. Other creatures can make a Perception Check with a DC equal to your Charisma Score to see through your disguise. After reverting to normal, you cannot use this feature for 1 minute.
Invertebrate Frailty. You count as one size smaller when determining your carrying capacity and the size of objects you can push, drag, or lift. You also have resistance to nonmagical bludgeoning damage, but have vulnerability to slashing, fire, and lightning damage, and must ingest saltwater rather than freshwater.
Magynk Glands. You can produce an inky fluid called Magynk from your mouth. As an action, you can create a round mass of Magynk in an unoccupied space adjacent to you, and can perform this action a number of times equal to one-quarter of your level (rounded up) before you must complete a long rest. The mass is a Small object with an AC of 8 and 2 hit points for each hit die you have when you make it, but you can increase its size category by 1 (small to medium, medium to large, etc.) and double its current hit points by fusing it with another mass you have created. If you have a drop of a nonmagical liquid in your possession, you can use it to turn a mass of Magynk into a mass of said liquid, and you can control any masses as though using the shape water cantrip, even if it is currently another liquid. You can use an action to attempt to blind a creature within 5 feet of a mass you have created, succeeding if the target fails a Dexterity save with a DC equal to your Charisma Score. If a mass of Magynk is reduced to 0 hit points, left unused for 1d3 hours, or is turned into an explosive substance and detonated, it immediately turns into air (or water if submerged) and becomes unusable.
Languages. You can read and write any language with a written form. You cannot speak, but can mimic objects and concepts using your body's shapeshifting qualities to communicate ideas through shapes and charades, taking twice as long as speaking, unless the target of your charades is another Mymyk, in which case they will understand twice as quickly as speaking. If you have one hand free, you can use this language to fulfill both the verbal and somatic components of a spell simultaneously.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
2′ 10'' | +1d8 | 35 lb. | × (1d4) lb. |
*Height = base height + height modifier |
Racial Feats[edit]
Magynk Expert[edit]
Prerequisites: mymyk, 8th Level
Your ability to use Magynk has been enhanced by training, allowing you to use it for purposes that other Mymyks would find extremely difficult at best.
- You can use a bonus action to turn a mass of Magynk into a set of nonmagical tools. You can only create tools you are already proficient with, such as one kind of artisan's tools or thieves' tools. This set of tools lasts for as long as you work using it before it reverts to a normal mass of Magynk.
- You can use a bonus action to turn a mass of Magynk into a Magynk weapon, which you are now proficient with. This weapon has either 1) the Light and Finesse properties or 2) the Reach and Two-Handed properties. The weapon deals 1d6 of bludgeoning, slashing, or piercing damage as you choose, dealing an additional die of damage (2d6) if you chose to make it with Reach and Two-Handed. Damage dealt by this weapon counts as magical for the purpose of overcoming resistance or immunity to nonmagical damage. This weapon lasts for 1 minute, or until you dismiss it as an action, before it reverts to a normal mass of Magynk.
- You can use a bonus action to turn a mass of Magynk into a protective veil, providing a bonus to one creature's ac (yours or a willing ally within 5 feet of the mass you use) equal to half your Charisma modifier (rounded up). This veil lasts for 1 minute, or until you dismiss it as an action, before it reverts to a normal mass of Magynk.
Magynk Master[edit]
Prerequisites: mymyk, Magynk Expert, 12th Level
Your ability to use Magynk has been enhanced by further training, allowing you to use it for purposes that other Mymyks would find impossible.
- When you produce a Magynk weapon, it deals one additional die of damage (2d6 or 3d6) and gains a bonus to its attack and damage rolls equal to half your Charisma modifier (rounded up). You can also throw them as a ranged attack with a normal range of 20 feet and a long range of 60 feet, and use a bonus action to have a thrown Magynk weapon immediately return to you if it is within 30 feet of you.
- Once per day, you can dive into a mass of Magynk adjacent to you, making it come alive and mimic a creature that you have seen before, which is of the same size category as the mass of Magynk, and whose CR is no greater than your level. The Magynk uses the stats of the creature it is mimicking, but has half as many hit points, cannot take lair actions or legendary actions, and any damage it deals is instead acid damage. You have total cover for as long as the Magynk creature exists. If the Magynk creature's hit points are reduced to 0, the Magynk immediately returns to a normal mass with the same size and hit points it had before mimicking the creature, and you are ejected from it into a space within 5 feet of it.
Strong Mimic[edit]
Prerequisites: mymyk
Your body has a superior constitution to your peers, allowing you to mimic things for longer, and compress your skin into a tough, thin exoskeleton to accurately mimic stronger materials than flesh, such as rock, chitin, and bark.
- Your con increases by 1, to a maximum of 20.
- The time you can remain disguised using your Mimic trait is doubled, and you can mimic constructs that are the same size category as you and are not made of metal.
- As a reaction, you can add twice your con Modifier (minimum 2) to your AC until the start of your turn. While benefiting from this AC bonus, you no longer have resistance to bludgeoning damage nor vulnerability to slashing or fire damage.
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