Pikmin (5e Race)
From D&D Wiki
|Official artwork depicting Red, Yellow, Blue and Rock pikmin.|
Pikmin are small creatures, a hybrid of plant and animal. They start their life as a plant, rooted to the ground, but as they get plucked out by other pikmin, they become an animal, capable of combat against others. They look like small humanoids, with a stem coming out of their head, atop which there rests a leaf, bud or flower, depending on maturity. All pikmin have eyes, but other appendages are exclusive to certain subraces, such as ears being exclusive to yellow pikmin (even though all kinds of pikmin are able to hear).
The pikmin as a race exist due to the evolution of a hive called an Onion. The onion is capable of creating pikmin, and the pikmin in turn bring it nutrients in the form of plants or dead creatures, which allow it to grow and create even more pikmin. The onions are able to fly high up into the atmosphere, and they do so at night to escape from nocturnal predators. Most independent pikmin are a result of an onion leaving them behind at night, and then landing on a completely different place the following day.
The pikmin have an organized society based on their hives: the onions. Each onion creates pikmin of a certain color, and those pikmin in turn fight nearby monsters and collect plants to bring nutrients to the onion, for the creation of more pikmin and for their own food. As they mature, the leaf in a young pikmin's head becomes a bud, and then a flower. The more mature a pikmin is, the stronger and faster it is.
Pikmin often take regular names, especially when they become independent. They choose their own names, which are typically very simple. As part animal part plants, pikmin don't have regular genders, so they often choose names that aren't specific to one gender.
Pikmin: Morgan, Sam, Andy, Max, Steve
Pikmin are animal-plant hybrids spawned by an onion as part of its hive.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A pikmin's maturity comes with experience, not with age, and is signaled by the leaf on their head becoming a bud, then becoming a flower when maturity is reached. A pikmin that has not been plucked can live up to a century, depending on the condition of the soil they were planted on, and plucked pikmin typically live less than fifty years by themselves, as they tend to be eaten or killed by then or assumed to be.
Alignment. A pikmin that is part of an onion hive is almost always lawful neutral, but independent pikmin may be any alignment, although they still have a tendency towards lawful and neutral.
Size. All pikmin of the same color are very similar to eachother, minus the leaf/bud/flower on their head. All pikmin, are abot 2 to 3 foot tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Animal-Plant Hybrid. You can attempt to hide even while only lightly obscured in places with leaves or flowers. You are considered both humanoid and plant.
Being of Nature. You have proficiency in the Nature skill.
Natural Weapon. Your leaf/bud/flower is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength or your Dexterity modifier. You do not require a free hand to use this natural weapon.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You must choose a subrace, selecting from Red Pikmin, Yellow Pikmin, Blue Pikmin, Purple Pikmin, White Pikmin, Rock Pikmin or Winged Pikmin.
Ability Score Increase. Your Strength score increases by 1
Fire Resistance. You have fire resistance. Additionally, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Natural Weapon. In addition to the pikmin's regular natural weapon, red pikmin's sharp noses also serve as a natural weapon. The damage from your natural weapons increase from 1d4 to 1d6, and you may choose to deal piercing or bludgeoning damage.
Ability Score Increase. Your Intelligence score increases by 1.
Electricity conductor. You have lightning resistance. additionally, your body conducts electricity very efficiently.
Acrobatic. You have proficiency in the Acrobatics skill.
Sensitive hearing. You have advantage in all rolls made for perception based off of hearing.
Ability Score Increase. Your Constitution score increases by 1.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 25 feet.
Environmental adaptation. You’re acclimated to Heavy Precipitation, as described in chapter 5 of the Dungeon Master’s Guide.
Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.
Powerhouse. Your strikes are stronger than that of any other creature of your race. Your natural weapons' damage increases to 1d8.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ability Score Increase. Your Wisdom score increases by 1
Speedy. You have an extra 10 feet of movement compared to other pikmin.
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.
Poisonous Plant. You have resistance to poison damage. additionally, your blood is poisonous: A creature that harms you with a slashing or piercing damage must make a constitution saving throw, taking 1d4 poison damage on a failed save. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. If this trait activates for a bite attack, or if you are swallowed, the creature makes this saving throw with disadvantage, and takes 2d4 poison damage instead. on a pass or fail, this effect may only activate once per turn. Your blood losses its toxicity after 6 seconds of leaving your body if it can't go into another host. (You can't put this on to weapons or into Vials, as it becomes normal blood)
Ability Score Increase. Your Constitution score increases by 1.
Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can wield a shield and still get this benefit.
Rock toughness. You gain 1 extra hit point at 1st level, and gain 1 extra hit point at every level thereafter.
Like a Rock. You can attempt to hide even when only lightly obscured in places with rocks and in rocky areas such as caves and mountains.
Ability Score Increase. Your Charisma score increases by 1
Flying. You have a flying speed of 15 feet. You cannot fly while using medium or heavy armor.
Environmental Adaptation. You’re acclimated to High Altitude, as described in chapter 5 of the Dungeon Master’s Guide.
Random Height and Weight
|1′ 6″||+1d4||5 lb.||× 1 lb.|
*Height = base height + height modifier