Rilmani (5e Race)

From D&D Wiki

Jump to: navigation, search

Rilmani[edit]

For what reason should we concern ourselves with the suffering of others if it only means interfering also with the counterbalance of their happiness? Nay, there is none.

Physical Description[edit]

The rilmani resemble humanoids but have a metallic sheen to their skin which varies with each subrace. Their eyes have an opaque and pearly sheen with multiple colors like the slick of oil. Their clothes are usually loftily designed and sometimes make them look insectoid with antennas on their headpieces and segmented metal pieces on their clothes. Their heads are long and oblong, and have a raised ridge along the middle. The faces of rilmani tend to be very neutral in expression, with subtle changes hinting at strong emotion.

History[edit]

The rilmani exist and originate from the Outlands, a plane of true neutrality. The rilmani are the exemplar race of the true neutral alignment and have maintained a the force known as Balance across all planes. Historically, their agents have been scattered about all the planes and posted as watchmen of states of conflict. Through these spies, the rilmani enact their own sense of what is called neutral justice. If there is a force of evil, there must be a force of light of equal weight, and the reverse is also true. Thus, if an evil army is disadvantaged, the rilmani will assist them by possibly weakening the other side. And when the evil side gains an upper hand, the same happens to them. This meddling has earned rilmani an infamous reputation as outsiders who know nothing and try everything.

Society[edit]

The rilmani live in a stratified society of neutrality in the Outlands near its magic-nullifying center spire. The aurumachs are the rarest of rilmani and rule the society. Beneath them are the argenach advisers and abiorach counselors. As a military arm, there is the ferrumach, and the curpilachs to be a discreet force. At the very bottom are the numerous plumachs. Every hundred years, the leaders of each of these castes congregate in a meeting known as the Concordonach. It is like a grand philosophical session where they discuss a variety of conflicts and what to do in them. Due to their neutral nature, it takes an abnormal and dire threat to spur any real action.

Rilmani Names[edit]

The rilmani names are derived from names for metal, like the names of their caste.

Male: Actinius, Caesar, Bismu, Barysi

Female: Ceri, Curult, Dyprosia, Cadmale

Rilmani Traits[edit]

The epitomic beings of true neutral
Ability Score Increase. Your Charisma score increases by 2.
Age. The rilmani are beings that never age or die of age. They mature at around 50 years of age.
Alignment. Rilmani are extremely neutral. It takes great power, either external or personal, to change that.
Size. Rilmani generally are rather bloated in shape with spindly limbs, save the rotund plumach. 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.
Celestial Metal. Your body is coated with a material unknown of any other world, fluid as skin and allowing electricity to pass without harm. You are resistant against lightning damage.
Neutral Mind. The rilmani have alien minds that are difficult to penetrate, and stubborn minds unwilling to change. You have advantage on saving throws against being charmed and your alignment cannot be shifted by magical means.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one subrace from the plumach, abiorach, ferrumach, cuprilach, argenach and aurumach.

Plumach[edit]

The plumach are the leaden commoners of rilmani society.

Ability Score Increase. Your Constitution score increases by 1.
Inertia. Plumachs are hard to move due to their inherent laziness. You have advantage in saving throws against being moved against your will.
Commoner's Versatility. You do a variety of grunt work that gets you handy in a lot of tools. You are proficient with two tools of your choice.

Abiorach[edit]

The abiorachs are the rilmani placed in exclusive jurisdiction of the Elemental Planes. Their metallic sheen is fluid like mercury, and they are quick to anger.

Ability Score Increase. Your Intelligence score increases by 1.
Elemental Knowledge. You have advantage on all ability checks to recall information on or interact with elemental type creatures.
Mercurial Magic. You know the elemental aegis cantrip. You also know and can cast the absorb elements spell as a 1st-level spell once, without material components. You must finish a long rest to use this spell again. Charisma is your spellcasting modifier for these spells.

Ferrumach[edit]

These ironclad warriors are the weapons used only when action is absolutely necessary.

Ability Score Increase. Your Strength or Constitution score increases by 1.
Rilmani Training. You are proficient in one martial weapon of your choice. When you use a weapon made of iron to land a melee attack, you can deal additional damage of the weapon's damage type equal to your Constitution modifier. You can use this trait only once per combat.
Iron Will. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Cuprilach[edit]

These copper-tinted rilmani are the assassins and spies, making them potentially the most dangerous of the race.

Ability Score Increase. Your Dexterity score increases by 1.
Spying Art. You are proficient in the Stealth skill.
Assassin Speed. Your base walking speed increases to 35 feet.

Argenach[edit]

The literal silvertongues of the rilmani race, argenachs are known for their robust trickery via illusions to end conflicts in ties.

Ability Score Increase. Your Wisdom score increases by 1.
Deceiver. You are proficient in the Persuasion and Deception skills.
Diplomat's Magic. You know the minor illusion cantrip. You also know and can cast the comprehend languages spell once, without material components. You must finish a long rest to use this spell again. Charisma is your spellcasting modifier for these spells.

Aurumach[edit]

The golden skinned aurumachs are the natural and enigmatic leaders of the rilmani.

Ability Score Increase. Your Charisma score increases by 1. As normal, you cannot increase a score over 20 with this trait.
Telepathy. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Leader's Speech. You know the vicious mockery and word of radiance cantrips.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 5'' +2d12 160 lb. × (1d8) lb.

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

Suggested Characteristics[edit]

When creating a rilmani character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

There is no greater duty than to uphold the Balance for most, but there are some who defy their makings yet.

d8 Personality Trait
1 I find conflict utter drivel.
2 Trivial matters arise from letting emotions loose.
3 There is something to be praised for those who value balance.
4 I like to talk about myself a lot and what I do.
5 Everything needs long explanations, as nothing is truly as it appears.
6 People need to be more rational like me.
7 Morality is a force that I am above.
8 My diet is as balanced as the rest of my mind.
d6 Ideal
1 There is only the Balance. (True neutral)
2 As I am, I must yet improve on my skills to better serve the Concordonach. (Neutral)
3 I want to get to a higher position within my group to become its leader. (Chaotic)
4 There is a side of evil that I cannot shake is ominous. (Good)
5 Something is awfully alluring about that which is bad. (Evil)
6 There are rules set forth by the Balance we adhere to. (Lawful)
d6 Bond
1 I want to understand why people call us "stupid neutral."
2 There are beings who are luckily as intelligent as I.
3 No one understands or appreciates the work I do!
4 I feel there is sometimes someone that I may be willing to break balance for.
5 People and their expressions make be jealous.
6 I want someone to teach me if there is more than neutrality in life.
d6 Flaw
1 I do not listen to the voices of rabble.
2 I must ponder every decision incessantly.
3 I am super slow to ever act.
4 My reservations means I never tell people what I think.
5 I will abandon my comrades to help the other side if it will help balance things out.
6 My fear overtakes judgment.
0.00
(0 votes)

Back to Main Page5e HomebrewRaces

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dungeons and Dragons franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. D&D Wiki neither claims nor implies any rights to Dungeons and Dragons copyrights, trademarks, or logos, nor any owned by Wizards of the Coast. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: