Pikmin (5e Race)

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Pikmin[edit]

Physical Description[edit]

6c8498700-pikmin3.nbcnews-ux-2880-1000.jpg
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 resemble 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 (despite this fact, all kinds of Pikmin are able to hear).

History[edit]

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 in a completely different location the following day. Some Pikmin have evolved themselves to no longer need a significant tie to any single Onion, opting to instead assist other colours of Pikmin in carrying resources.

Society[edit]

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 on a young Pikmin's head becomes a bud, and then a flower. The more mature a pikmin is, the stronger and faster it is. As a sign of respect for the fallen, the Pikmin are known for carrying deceased leaders to their Onions to grant them a new life.

Pikmin Names[edit]

Pikmin often take regular names, especially when they become independent. They choose their own names, which are typically very simple. As animal-plant hybrids, 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 Traits[edit]

Pikmin are flora-fauna 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 each other, minus the flora on their head. All Pikmin, are about 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 flora is a natural weapon, which you can use to make unarmed strikes. If you hit with it, 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.
Early Mutation. All Pikmin begin as a Gray Pikmin, who have no resistances and are overall weak. A Pikmin must reach Level 2 in order to gain their colour. This is not how it works in the source, this is an adaptation from someone who doesn't want this page to go down. This does, however, pay homage to unselected Pikmin in Pikmin 1.
Nyctophobic. You prefer the safety of your Onion when the moon rises, and have a decrease to all actions of 5 respective points when not in a shelter of some sort.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Upon reaching Level 2, you must choose a subrace, selecting from Red Pikmin, Yellow Pikmin, Blue Pikmin, Purple Pikmin, White Pikmin, Rock Pikmin, Winged Pikmin, Ice Pikmin, or Glow Pikmin.

Gray Pikmin[edit]

Weakling. Not yet having a colour, you have no bonuses to your abilities. The only trait you have to your name is your potential.

Red Pikmin[edit]

Ability Score Increase. Your Strength score increases by 1
Fire Affinity. You have fire resistance. Additionally, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide. In exchange, lightning, cold, and poison deal an extra respective die of damage against you.
Natural Weapon. In addition to the Pikmin's regular natural weapon, a 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.

Yellow Pikmin[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Electric Affinity. You have lightning resistance. Additionally, your body conducts electricity very efficiently. In exchange, fire, cold, and poison deal an extra respective die of damage against you.
Acrobatic. You have proficiency in the Acrobatics skill.
Sensitive hearing. You have advantage in all rolls made for perception based off of hearing.
Natural Demolitionist. Years of being the sole Pikmin to handle Bomb Rocks have affected how effective percussive force is against you. As such, you take 3 less points of Bludgeoning damage.

Blue Pikmin[edit]

Ability Score Increase. Your Constitution score increases by 1.
Aquatic Affinity. You can breathe air and water. Representing water, you have cold resistance. In exchange, fire, lightning, and poison deal an extra respective die of damage against you.
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.

Purple Pikmin[edit]

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.
Stocky. This strength, however, comes at a cost. Your base walking speed is 15ft.

White Pikmin[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Speedy. You have a base walking speed of 35ft.
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.
Toxic Affinity. You have resistance to poison damage. Additionally, you yourself are poisonous to ingest, dealing 2d6 poison damage on a successful check on the target's end to consume you. This will instantly drop your hit points to 0 if you choose to not make a saving throw to escape. In exchange, fire, lightning, and cold deal an extra respective die of damage against you.
Toxic Breath. You spew toxic gas from your mouth in a 15ft cone with a Con save equal to 8 + your constitution modifier + your proficiency bonus. The target takes 2d6 poison damage on a failed save and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Rock Pikmin[edit]

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 2 extra hit points at 2nd level, and gain 1 extra hit point at every level thereafter.
Stone Faced. You can attempt to hide even when only lightly obscured in places with rocks and in rocky areas such as caves and mountains.
Stubby. You have disadvantage on rolls to mount a creature by 3.

Winged Pikmin[edit]

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.
Frail. Evolving to fly over hazards instead of clearing them out has withered your strength, reducing your Strength by 3.

Ice Pikmin[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Freezing Affinity. You have cold resistance. Additionally, if you are eaten, the target will become frozen. This will instantly drop your hit points to 0 if you choose to not make a saving throw to escape. In exchange, fire, lightning, and poison deal an extra respective die of damage against you.
Sub-Zero Touch. On a critical hit, the target becomes frozen which means that it can't attack for one turn and if it is killed when it is frozen, it doesn't drop any loot.

Glow Pikmin[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Elemental Affinity. You have resistance to fire, cold, lightning, and poison.
Heliophobia. You prefer the safety of your Lumiknoll when the sun rises, and have a decrease to all actions of 5 respective points when not in a shelter of some sort. If you aren't in any shelter, you will disappear until the moon rises.
Spectral Body. You are now considered humanoid, plant, and undead.
Glowing Skin. You emit a 30 feet sphere of light.
Blinding Charge. For an action and a movement action, you can run at a target and unarmed attack them to stun them for one turn (five turn cool down)

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
1′ 6'' +1d4 5 lb. × 1 lb.

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


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