Toa (5e Race)

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Toa[edit]

'To be a Toa is to defeat all those who oppose you? Is this what you believe a Toa to be? A mighty arm to strike down your enemies? Your power is nothing. A Toa's true strength lies here,' Whenua said, pointing to his head. Then he placed a hand over his heartlight, saying, 'And here. Your Toa Power can move the dirt … Your mind and heart can move mountains.'
—Narrator, Tales of the Masks

Hailing from another world, Toa are a race of biomechanical humanoids with elemental powers that serve as protectors and guardians.

Biomechanical Beings[edit]

ToaMatacover.png
The Toa Mata

Toa, like almost all creatures from the world they come from, have a body that is 85% inorganic and 15% organic. The inorganic portion consists of a metal skeleton and armor plating, as well as mechanical joints and linkages. The organic portion consists of muscle tissue interwoven throughout the body, as well as vital organs like lungs and a brain. The armor plating and weapons of a Toa typically adopt colors that represent their elemental affinity.

Protectors of Matoran[edit]

The existence of Toa is closely linked to another race from their world, the Matoran. Indeed, Toa are a stage in the artificial life cycle of the Matoran. Under highly specific circumstances, the otherwise small and relatively weak Matoran can undergo a transformation, becoming a taller, much more powerful Toa. These Toa use their new powers to work closely with populations of Matoran under their purview, protecting them from outside threats and ensuring that they can continue their duties in service to the Great Spirit Mata Nui.

When larger threats crop up that one Toa cannot solve alone, they typically seek out other Toa of differing elements to form a six-member Toa team. These teams are a serious force to be reckoned with, and actions of various teams have shaped the fate of the world the Toa hail from ten times over.

The Toa Code[edit]

In the Matoran language, "Toa" literally means "hero". Thus, every Toa follows an unwritten heroic code. Toa will refrain from killing other sapient beings when possible, but it becomes more acceptable to do so in self-defense or the defense of others, or in times of war. Toa are also expected to keep their word, and to not cheat or steal.

A Toa that breaks this code and turns evil in the eyes of the Matoran may still physically be a Toa, but will no longer be recognized as one.

Toa Names[edit]

Male: Tahu, Onua, Pohatu, Lewa, Kopaka, Vakama, Nuju, Onewa, Whenua, Matau, Lhikan, Nidhiki

Female: Gali, Nokama, Hahli, Helryx

Gender Amongst the Toa and Matoran: Matoran (and thus Toa) reproduce artificially by being built. They possess no physical sexual characteristics, but do for whatever reason have fairly strict and disparate gender identities tied to their element. Toa and Matoran of Water, Lightning, and Psionics are always female, while the rest of the elements are always male. The sole exception to this is Light, which can be either.

Toa Traits[edit]

Biomechanical warriors attuned to elemental powers.
Ability Score Increase. Your Constitution score increases by 1.
Age. Toa do age and have a maximum lifespan; however, the full extent of it is unknown. The first and oldest toa has lived for over 100,000 years.
Alignment. Toa typically lend themselves towards a lawful or good alignment.
Size. Toa vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Biomechanical. You do not need to eat or drink, but can if you wish. You have resistance to poison damage, and advantage on saving throws made against poisons or diseases.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to armor class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.



Languages. You can speak, read, and write Common and Matoran.
Subrace. Every toa has an elemental affinity. There are six primary elements: Fire, Air, Earth, Water, Stone, and Ice; and ten secondary elements: Light, Shadow, Plantlife, Lightning, Iron, Magnetism, Gravity, Plasma, Sonics, and Psionics.

Toa Elements[edit]

Toa of Fire[edit]

Toa of Fire are courageous and hot-headed. They're often found as leaders of a toa team. Their armor adopts a red, orange, or gold coloration. Toa and Matoran of fire are often drawn to hot environments like volcanic wastelands and forge districts.

Ability Score Increase. Your Strength and Charisma both increase by 1.
Fire Resistance. You have resistance to fire damage.
Power of Fire. You know the control flames cantrip and can cast it without requiring components. If you are capable of learning spells, all spells of the fire subtype are added to the list of spells you can learn. Charisma is your spellcasting ability for these spells.

Toa of Air[edit]

Toa of Air are curious, aloof and jovial, sometimes cynical. They're often found as the lancer of a Toa team. Their armor adopts a green coloration. Toa and Matoran of air are often drawn to forests and jungles.

Ability Score Increase. Your Dexterity and Charisma both increase by 1.
Agile. Your base walking speed increases to 35 feet and you are proficient in the Acrobatics skill.
Power of Air. You know the gust cantrip and can cast it without requiring components. If you are capable of learning spells, all spells of the air subtype are added to the list of spells you can learn. Charisma is your spellcasting ability for these spells.

Toa of Earth[edit]

Toa of Earth are grounded and patient. Their armor adopts a black coloration. Toa and Matoran of earth are often drawn to caverns and tunnels deep underground.

Ability Score Increase. Your Strength and Wisdom both increase by 1.
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.
Power of Earth. You know the mold earth cantrip and can cast it without requiring components. If you are capable of learning spells, all spells of the earth subtype are added to the list of spells you can learn. Wisdom is your spellcasting ability for these spells.

Toa of Water[edit]

Toa of Water are compassionate and wise. Their armor adopts a blue coloration, but can rarely have green. Toa and Matoran of water are often drawn to coasts and large bodies of water.

Ability Score Increase. Your Intelligence and Wisdom both increase by 1.
Aqua Aptitude. You have a swimming speed equal to your walking speed. Additionally, your Constitution modifier is doubled for the purposes of holding your breath.
Power of Water. You know the shape water cantrip (minus the ability to freeze water) and can cast it without requiring components. If you are capable of learning spells, all spells of the water subtype are added to the list of spells you can learn. Wisdom is your spellcasting ability for these spells.

Toa of Stone[edit]

Toa of Stone are pragmatic and strong. Their armor adopts a brown coloration, but can occasionally be orange, tan, or yellow. Toa and Matoran of stone are often drawn to arid, rocky deserts and bare cliff faces.

Ability Score Increase. Your Strength and Constitution both increase by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Power of Stone. You know the shift stone cantrip and can cast it without requiring components. If you are capable of learning spells, all spells of the earth subtype are added to the list of spells you can learn. Strength is your spellcasting ability for these spells.

Toa of Ice[edit]

Toa of Ice are cool-headed and knowledgeable. Their armor typically adopts a white coloration, but can occasionally be light blue or silver. Toa and Matoran of ice are often drawn to snowy fields and high mountains.

Ability Score Increase. Your Constitution and Intelligence both increase by 1.
Cold Resistance. You have resistance to cold damage.
Power of Ice. You know the manipulate snow and ice cantrip and can cast it without requiring components. If you are capable of learning spells, all spells of the ice subtype are added to the list of spells you can learn. Intelligence is your spellcasting ability for these spells.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8'' +2d10 130 lb. × (2d4) lb.

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

Other[edit]

Feat: Bonded Weapon[edit]

Prerequisite: must be a toa

Toa can bond with weapons to channel their elemental energies more effectively. During a short or long rest, you can spend 10 minutes bonding with a melee weapon you are proficient in worth at least 1 gp. While bonded, this weapon has the following properties:

  • You can use it as a focus for your spells.
  • It becomes a magic weapon and gains a special property based on your elemental affinity while you wield it.
Element Property
Fire You can cause the weapon to ignite into flames as a bonus action. While ignited, it deals an additional d6 of fire damage and gives off bright light in a 5-to-20 foot radius and dim light for a further amount of feet equal to the chosen radius beyond that. You can alter the radius or extinguish the sword as a bonus action
Air The weapon moves through the air swiftly and strikes true. You gain a +1 to attack and damage rolls made with it, and it gains the finesse property if it didn't already have it.
Earth The weapon pulverizes solid material. It deals double damage to objects and structures.
Water The weapon becomes aquadynamic, flowing like water. You gain a +1 to attack and damage rolls made with it, and you don't suffer disadvantage from using it underwater if you would otherwise.
Stone The weapon lands heavy blows. When you hit with it, you can force the target to make a Strength saving throw, on a failure either being knocked back 5 feet or knocked prone.
Ice The weapon frosts with a chilly sheen. It deals an additional d8 of cold damage.

You can have up to two bonded weapons at a time.

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