Tar (5e Race)
Tar[edit]
Physical Description[edit]
Tar are primarily, as their name suggests, a thick black substance that can take most any form whether it be humanoid or more monstrous. They are comprised mainly of an inner toxic sludge then an outer layer like a film or skin to retain shape. Each Tar also has a unique mask they grow themselves. The masks can be made of most anything available for them to convert.
Strange Ooze[edit]
This species has little written history. And certainly not from it's own perspective. Scholars marvel at these oozes. Their creation is miraculous, born from putrid and filthy areas such as sewers or rotting corpse piles. They come into the world with no seen purpose, simply eating all they can at birth then secretly observing the creatures around them for guidance to their true shape. This crucial time at birth of watching a listening ultimately determines their sentience and intelligence. Those only around beasts and animals will become relatively dumb, while those around humans will be far more developed. The mask upon their face is quite interesting too. They grow them depending on the resources available in those early stages. It can range from bone, bark, stone, and even more precious metals. They can be very simple or abstract. Or be extremely complex and defined. They can control the masks features such as eyes and mouth to mimic and blend into their chosen society if they feel the reactions of others wont be negative or the mask realistic enough. They can also choose to keep it still and lifeless. The movement isn't necessary for speech or sight. The mask is a safety net for Tar, it binds them to a people or identity. If broken they descend into fear and flee to regenerate it. Beyond their outer appearance, their inner workings continue to be bizarre. Under a thick skin a softer sludge exists. When exposed to air the substance becomes highly acidic. Tar make use of this ability to intimidate and defend themselves. Despite this trait Tar will store valuable items within their mass to protect it more thoroughly. It takes time however, it cannot be instantaneous or they risk bursting and potentially ruining the item. To maximize the effectiveness of the toxin, though it is not proven, Tar enjoy eating poisonous and disease ridden things. They can sniff out these items or creatures with precision but this also includes their own kind. They generally don't know how to react to each other. When they do it is with fear and aggression. Some not wanting an intruder to potentially jeopardize a crafted life or social circle. Or simply a more animalistic urge to fight off a rival or protect ones' territory. Another aspect of their viscous form, not that they are exposed to the situation often if they can help it, but they avoid instances where there is extreme heat. Tar harden more and crack becoming less defended and agile. Being born from nothing they are genderless but are sometimes called certain genders due to appearance or voice.
Tar Names[edit]
Tar will adopt names from their surrounding peoples and cultures
Tar Traits[edit]
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom increases by 1.
Age. Tar are matured once a form is chosen. It's widely unknown how long Tar live due to lack of research but it's theorized that they could live forever with a proper environment.
Alignment. Tar lean toward chaotic or neutral alignments.
Size. Tar vary in size depending on what form they are mimicking.
Speed. Your base walking speed is 30 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.
Natural Armor. Due to your gelatinous body you are ill-suited to wear armor. Your thick skin provides ample protection, giving you an AC equal to 12 + your constitution modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Safe Keeping. Tar can store objects within themselves for safe keeping. The items in question mustn't extend it's own shape and cannot be forced in quickly. In combat it would take approximately two turns and they must hold concentration. Same to retrieve an item.
Toxic Vomit. You know the cantrip acid splash.
Familiar Scent. Tar can smell diseased and poisonous items and creatures. Including their own kind.
Ooze Nature. You can eat, sleep, and breath but it is unnecessary. When you do take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Resistances and Immunities. You are resistant to acid damage and immune to poison and disease.
Dehydration-Prone. You are composed of a large amount of viscous liquid and as such, you fare poorly in the burning environments. You have disadvantage on saving throws against Extreme Heat.
Shattered Mask. If a Tar's mask is struck directly with enough damage to break, it will enter the frightened condition trying to get to a safe place to regenerate it.
Languages. You can read, write and speak Common and one other language of your choice.
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