Pangolinomad (5e Race)

From D&D Wiki

Jump to: navigation, search

Pangolinomad[edit]

This is a world of wonders and enlightenment, but also of dangers and excitement, to some extent. Many just want to live peacefully, and we, members of the forests and world, will respect that decision. I expect you to do the same, young one
—An elderly pangolinomad giving advice to young visitors

Physical Description[edit]

Pangolinomad are a strange type of beastfolk. at first people thought that they were a type of lizardfolk though this has been proven to not be the case. They have the average height of humans. They could be taller, though this is unknown as they normally hunch over. Their backs and tails are covered in spiny plates that, after some studies, showed to be made of keratin, the same substance that makes up fingernails. These scales are also attached to muscles that allow them to aim them at the predator. They seem to be normal pangolins, but enlarged, with the only other differences being their high intelligence and opposable thumbs. Females, whilst still having some fat on them, are comparably thinner compared to the males who are much fatter.

History[edit]

They are believed to have come about when a wizard trying to recreate the process of slothfolk had finally figured it out. However, just like the original recipe, the odor was toxic to non-animals, causing the wizard to pause and leave the potion to a family of thirsty pangolins, who then brought others to the brew. Since then they have expanded though this is all theory and not fully known as only the oldest pangolins known of the true origin. They are known to have lived and interacted with a variety of reptilian races due to their location and appearance.

Society[edit]

Pangolin is short for the full name, pangolinomad, which attests to their nomadic lifestyle. They live in large groups called basks. They are split on religion; some prefer to believe the things that happen are caused by how the world works, and others believe gods control the world. However, no matter what, groups and families will care for each other. Another thing that is common among pangolins, specifically mothers, and brings upon an adorable factor to onlookers, is that pangolinomads for the first few years of their life will ride on their mother's tail until they can walk. Very few ever leave a bask. But when they do, they normally return before they die, wishing to be buried with their forefathers. Another factor of capabilities is their shedding, they will shed every 2-3 years when danger is not present, during this time a numbing agent is secreted into the muscles and the scales fall off. However, due to the magic flowing through them, their scales are stolen for medicinal potions. Because of this premature shedding, they may bleed as if on a blood thinner, with no known end until the scales grow back, which by that time, maybe too late.

Pangolinomads, specifically tree ones, are more commonly known to live in tree-house villages connected by bridges. For about 2-3 years after the village is built, they typically migrate. Before moving on to the next place, they take only essentials with them, such as easy contraptions and books and shelves, really anything they can carry. This is also all set up first. One unique contraption they have is a rope connected to a bell, which they put other members on shifts to watch. When rung, an elevator lowers and all capable visitors hop on and are lifted. This is usually one of the only ways creatures that cannot fly get up to their tree villages.

Pangolinomad Names[edit]

Pangolinomads normally name their children after creatures they have found fascinating whether plant or animal. Because of this, names are asexual but normally you can gender by the name.

Male: Burberry, Comet, Glaceu, Fiddlehead

Female: Eiska, Terra, Elmlin, Yew

Pangolinomad Traits[edit]

Large pangolin creatures with a fit ability for knowledge.
Ability Score Increase. Your Intelligence score increases by 1.
Age. Though they mature around 10 this is considered teenage years. They reach adulthood around 30. Considered elderly at 50 and live to 75.
Alignment. Pangolinomads are naturally shy and because of this are neutral.
Size. You are around 5 feet tall. Your size is Medium
Speed. Your base walking speed is 25 feet.
Darkvision. 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.
Scaly Armor. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier. You may use a shield and still gain this benefit.
Scaly Defense. You can curl into a protected ball as a bonus action. Until you emerge, you gain a +3 bonus to AC, and you have advantage on Dexterity saving throws. While in a ball, you are prone, your speed is 0 and can't increase, you have disadvantage on Strength saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your curl.
Long Memory. You have advantage on Intelligence (History) checks to recall something from within the past year.
Beast. Your creature type is beast instead of humanoid. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids.
Languages. You can speak, read, and write Common.
Subrace. Pangolinomadomads are split into two other races, tree and ground pangolinomads which have different ways of foraging.

Tree Pangolinomad[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Natural Climber. You have a climbing speed of 15 feet.

Ground Pangolinomad[edit]

Ability Score Increase. Your Constitution score increases by 2.
Sturdy Walker. You have advantage on saving throws against being knocked prone.

Racial Feat[edit]

Defensive Roll[edit]

Prerequisites: Pangolinomad, Level 16
When you use your Scaly Defense, your base walking speed instead increases to 35 feet. In addition, if you move 10 feet straight towards a target and use an action to attack in the same turn, the target must succeed a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d8 130 lb. × (2d4) lb.

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


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: