User:Sie Talpa de Redstoneville/Conqueratomurs (5e Race)

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{{needsbalance|Transformation into anything you see? So, go against the hardest creature and then just transform into it? You ''eat'' part of your self when you transform? 4 attacks is wildly powerful, and so is the large size. Just touching the surface, since this race is wildly out of balance with the races that exist in first-party D&D materials. A concerted effort will need to be made to bring this page in line with vanilla D&D.}} {{wording|Spelling, grammar, and terminology need much improvement. This race is supposedly made for 5th edition, but frequently uses terms from other editions of D&D.}}

Conqueratomurs[edit]

The forgotten ones


Physical Description[edit]

They look like a bipedales mole without fur, but with uman teeth and reddish skin. Their hair are frequently light cyan or dark green, they have almond eyes, with a red, blue, green or magenta color. They have four arms each one with five claws. They can change their morphological features and they're body at will, so you can't know if in your front there's one of them or a person/thing.

History[edit]

They live for 10000 years. They're time perception is different from the human one (20 human years are around 3 weeks for they). They were created spontaneously by a mysterious rock from a No-one-know place,when a dad and a mom want a child they make touch their each other tail, and the mysterious rock is generated in this way. Then they must bury the rock and one human year late the baby is born.

Society[edit]

The Conqueratomurs society is divided in tribe where the leader give quest and they must be done in 3 weeks. The tribes don't have to interact each other, except for two event: Gherna, where all the tribe leader have a meeting and talk about the more and the less, and "THE GREAT GIVING", a tourney where the non adult (for the tribe, you can became Adult whenever you want and if the Tribe leader think you are ready) to win the glory and became adult. When the leader die the son of him became the new leader of the tribe, he can't do any more quest and the last quest he has is called "Morteroquertas". When a Conqueratomurs born reveal his zero shape, only the parents know this shape and go in the “Mind“, a bank where anyone can deposit the shape of his son/daughter but no one can prelevate a shape. If anyone know his zero shape became mad. The Conqueratomurs race is territorials, if a group of adventurers come to their places and want to kill, the group can be consider dead, unless the group is needing for help in that case the Conqueratomurs go to help and cure who need.

Conqueratomurs Names[edit]

Male: Agnortis; Agrigoth; Asdrubal; Agruman; Artois; Acnore; Acromantanaso; Arcisvaldor

Female: Grandaira; Grémaria; Grangemouth; Graverni; Grantroma; Grantusa; Gravurta; Gravancar

Family: Sycamore; Acacia; Cedar; Birch; Camphor; Aspen; Ilex; Bristlecone; Magnolia; Cottonwood; Hawthorne; Hemlock; Hickory; Elder; Bolger; Heatherto; Hedgeway; Leafturner; Roundbelly; Sackville; Sandheaver; Brookbank; Burglecutt; Drinkwater; Hayward; Hogpen; Maggot; Muwort; Olduck; Pudfoot.

Conqueratomurs Traits[edit]

A powerful Race of Shapeshifters who love everyone and destroy everything is in their way
Ability Score Increase. Your Constitution increase by 1 and your Charisma increase by 1.
Age. They became adult when the momemt come, their lifespan is around 10000.
Alignment. They love everyone and help him is he is in difficulty, but are extremely possessive and jealous about everything, they lean to chaotic neutral.
Size. Your size is Medium, on average, you are around fifteen (15) feet in height.
Speed. Your base walking speed is 30 feet, your swimming speed (if adult) is 20 feet.
Dark vision. 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 blue.
Appearance-shifting. You can change your appearance at will, you may use this trait a number of times equal to your Constitution modifier, you regain all expended uses after a short rest. You must have seen the creature at least once to transform into it. When changing shape your appearance, your size, and your speed are the only things that change, nothing else change. Returning to your original shape is one use, after one day in an appearance you return automatically into your original shape and for another day you can't change your appearance again. Changing shape is a swift action. You can’t heal an injurie by changing shape, for example if you loose one of your arms and change appearance the arms are going to be a quarter small in the new appearance. If you have a Tiny or Small creature sized food ration you can became tiny/small and eat the ration, your stomach will be a quarter full when returning to your normal size. Changing a part of you (for example an arm into a sword) IS a use. If you change your shape into a object it's going to be made in flesh. Stretching a part of the body is a USE, you can stretch for half your walking speed, stretching is a normal action
"Tail". Members of this race have a prehensile tail made with their own hair/beard that can be extended for 10 feet, from the intern of their head, [[file:Treccia_interna.png|right|thumb|Like more or less is in their heads]] it can hold weapons but can't use them to attack, the tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier.
Arms. They have four arms (only one hand is primary, the others hands are considered secondary). If they are wielding a weapom in a secondary hand it is (expect if is a two-hand sword and one of the hands is the primary) hard to wield it, if you have proficiency in that weapon is now half proficiency, if none the the dice has -2. Your four arms make you climb better than uman, you have an advantage on climbing check.
Zero form. If a Conqueratomurs know for any cause his zero form his alignment have been super amplified and constantly under madness condition, is a high level mind-affecting spell.
Languages. You can speak and read all languages.

Subraces[edit]

The various tribes are considered like a subrace

Realgar tribe[edit]

A wizard fused an entire tribe with the Realgar to make fool experiments. When he tried to experiment with the new blood he died for poisoning. Your skin is grey with red veins of realgar, some of them have big Realgar outgrowth, the ones with this overgrowths are considered more powerful.

Ability Score Increase. Constitution +1
Self-turning into Stone. Members of this tribe can petrifie themselves at command, you may use this trait a number of times equal to your Constitution modifier (minimum 2). Returning in normal is one use, you can stay petrified at maximum of 3 hours, then you need to rest to use again this trait. Every use is regained after a short rest. While in stone-form: the only action you can do is unpetrify yourself; you gain resistance against lightning damage; your body is three time more heavy; your AC gain +2. Turning yourself into stone is a swift action.
Toxic blood. Members of this tribe are immune to disease and poison. Also a number of times per day equal to its Constitution modifier (minimum 1/day), a member of this tribe can envenom a weapon that it wields with its toxic blood (requires the creature to be injured when it uses this trait). Applying venom in this way is a swift action. When you take this trait your weapon have a life-Stealing Venom, the save is Constitution DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier.

Forger tribe[edit]

This tribe know the iron and the weaponry like their four hands

Ability Score Increase. Strength +1
Master Forger. Members of this tribe are treated as proficiency with any weapon they have personally crafted. They also have proficiency in thieve's tools, tinker's tool's, smith's tools and jeweler's tools.
Ferrous Grow. Once per day, a member of this tribe can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.

Stellar tribe[edit]

This tribe studied the star. Their skin is night blue, with white skin moles.

Ability Score Increase. Intelligence + 1
Star beam. You can fire a focused beam of energy out of your eyes in a straight line for up to 15 feet that does 1d8 fire damage. The enemy must make a Dexterity save (dc=10 + Intelligence modifier), if they succeed they take half damage. You may use this ability a number of times equal to your Strength modifier (minimum 1). You regain all expended uses after a long rest.
Curiosity. Members of this tribe are naturally inquisitive about the world around them. They gain proficiency on Diplomacy checks to gather information.
Halo. Members of this tribe have discovered the capacity of the stars to create light and how do that themselves, at 5th level can create light centered on their head a number of times equal to their Intelligence mod as a spell-like ability. When using the halo, a member of this tribe gains an advantage bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Cave tribe[edit]

This tribe lives in the caves. They have big eyes and a dark skin.

Ability Score Increase. Constitution +1
Speed. You have a dig speed of 30 feet in normal terrain and half in solid rock.
Cave adapted. Members of this tribe can move unhindered through difficult terrain while underground, also their Dark vision range is duplicate.
Vulnerable to the Sun. Members of this tribe take 1 hit point damage after every hour they are exposed to sunlight, they have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.
Illusion Resistance. Not to became crazy after a long time in the darkness members of this tribe devoloped an illusion resistance, that causes proficiency on saving throws against illusion spells or effects.

Warlike tribe[edit]

The members of this tribe are nearly the exition and are the only ones that have a big quest, one for all, the "Kill everyone isn't we" quest. If they are adult can make a tattoo representative their famimily. This tattoo is a curvilinear line all over their body of the family's color.

Ability Score Increase. Strength +2
Conqueratomurs fury. If the hit points of a member of this tribe fall below 0 but it is not yet dead, it can continue to fight. If it does loses 1 hit point each round. It dies when its hit points reach a negative amount equal to its Constitution score
Terrifying Croak. Members of this tribe can, once per hour as a standard action, make a thunderous croak. Any creature in a range of 30 feet must make a successful Wisdom saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d6 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 2d6 rounds instead. This is a sonic, mind-affecting effect.
"Kill everyone isn't we". When you see a creature that isn't of your tribe you must make a critical success on initiave or you'll attack the creature till it's die, if critical fail you are going to use one of your Terrifying Croak against the creature.

Ocean tribe[edit]

This tribe have adapted all of themselves for living in water. Their skin is light blue when they aren't an adult, when they became adult their skin became dark blue, in that moment they can partecipate at The Great Giving.

Ability Score Increase. Wisdom +1
Speed. Your swim speed is 30 feet.
Ocean adapted. Members of this tribe are amphibious and can breathe both air and water. Also your dark vision range is duplicated while in water.
Water sense. Members of this tribe can sense vibrations in water (only in the water) for 30 feet against creatures that are touching the same body of water.
Water lifestyle. Water-breathing animals can understand your speech.

Rider tribe[edit]

This tribe concentrate all of themselves in animals. They have a thick fur all over the body, the fur color is one of a terrestrial animal.

Ability Score Increase. Charisma +1
Animal lover. You like animals and they like you, you gain double proficiency in Animal Handling
Understand Animal. Members of this tribe can speak to animal like they are constantly under the speak with animals spell.

Jungle tribe[edit]

This tribe live in a jungles. Their skin is shades of brown and their hair are shades of green.

Ability Score Increase. Dexterity +1
Speed. Your climbing speed is 30 feet
Jungle adapted. Members of this tribe can move through a jungle terrain at their normal speed, they are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces if are climbing on trees.
Olympic. Members of this tribe gain a +10 foot bonus to their speed when using the run actions. When making Acrobatics checks to jump are always considered to have a running start.

Suggested Characteristics[edit]

When creating a Conqueratomurs 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.

d6 Ideal
1 Family
2 Love
3 Fiendship
4 Pietas (Faith and God will)
5 Vir (strength)
6 Dasmòs (curiosity)
d6 Bond
1 Tribe leader
2 Family
3 A thing
4 x
5 y
6 z
d6 Flaw
1 Hyperprotective against the ones who you love (things included)
2 Jealous against the ones who you love (things included)
3 Always starving
5 be schematic
6 be expansive

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
15′ 4'' +3 70 lb. × (7) lb.

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


1

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