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ALIGNMENT CHECK!

SIMIANS 
a race – with subraces – for D&D 5E

[In my previous post – back in the lost days of 2018, before the holidays – I posted the base race write-up for Simians, as well as the Ki-Pan subrace. This week, you get my other two subraces, the Tangu and the Illai!]

TANGU aka TREE SIMIAN 

Tangu are larger than their Ki-Pan counterparts, but not as big as the Illai. Tree simian society is a network of loosely-knit, mostly solitary individuals. They build their homes exclusively in the boughs of trees, and spend as little time on the ground as they can get away with.
Tangu skin normally ranges in color from pink to a deep reddish brown. Their bodies are mostly covered with hair that can range from blonde to orange to a dark reddish brown. Their eyes can be of any color.

Ability score increase. Your Wisdom score increases by 2.
Size. Mature tree simians can be from 4 to 6 feet in height. Your size is Medium.
Movement. Your base walking speed is 25 feet, but you must have one hand free when moving on the ground. Your climbing speed is 30, and climbing does not cost you extra movement. If you have objects to climb or from which to swing, you can jump using your arms as other races do using their legs. You can make a running long jump or a running high jump after moving only 5 feet.
Canopy Dweller. Because of the arboreal lifestyle of your people, you have proficiency with all Dexterity (Acrobatics) checks.
Solitary Mind. You have advantage on saving throws against being Charmed.
Natural Initiate. You know two cantrips from the class spell list of your choice. You also know one 1st level spell from that same list. You can cast this spell at its lowest level using this trait, and may do so again after a long rest. Your spellcasting ability for these spells is the same as for the class from whose spell list you have chosen.
Tools. You gain proficiency with one of the following: brewer’s supplies, calligrapher’s supplies, cook’s utensils, leatherworker’s tools, musical instrument, painter’s supplies, or woodcarver’s tools.

 

ILLAI aka MOUNTAIN SIMIAN

Illai are a large, heavily-built, intimidating race, but they are actually a sedate and even contemplative people. They can, however, be terrifying when angered.
Illai skin normally ranges in color from ruddy brown to black. Their bodies are mostly covered with hair that can range from dark brown to black. Their eyes are usually dark-colored.

Ability score increase. Your Strength score increases by 1 and your Constitution score increases by 1.
Size. Mature mountain simians range from 5 to 8 feet in height.  Your size is Medium.
Movement. Your base walking speed is 30.
Long-Limbed. Your size, long arms, and wild fighting style add 5 feet to your reach with all melee attacks, as well as when determining your reach for opportunity attacks.
Intimidating. Your size, bulk, and primal nature give you advantage on all Intimidation checks.
Sudden Charge.  When you use your action to dash you have an additional 10 feet of movement. If you end your dash with 10 feet of movement in a straight line, you may then choose one of two bonus actions: add a d10 to the damage roll of a melee attack, or attempt a shove attack to push the target up to 10 feet away from you.
Tools. You gain proficiency with one of the following: herbalism kit, musical instrument, or woodcarver’s tools.

[Next week: the Homonguli!]

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ALIGNMENT CHECK!

SIMIANS 
a race – with subraces – for D&D 5E

[A new race this week, with one of its subraces! Sweet!]

Roots in the Past, Minds in the Present
Simians are one of the oldest races, their origins lost in the mists of time. Curious and adaptable, they can be found in any part of the world living among any of the other races. Simians have a powerful connection to the natural world, yet they excel at even the most technological pursuits. In fact, freedom and a can-do attitude are hallmarks of simian culture, and they tend to take claims that a thing cannot be done as a challenge.

At Home in the Wild
Simians are ape-like in appearance, with a thick coat of body hair, leathery skin, long arms, powerful hands, and feet capable of grasping. They usually run on all fours, and sometimes walk that way as well. With four prehensile limbs, they interact with the objects around them and their immediate physical environment differently than other races, and are effectively ambidextrous. For the most part, simians can climb as easily as they can walk, and can jump easily while climbing.

Bonds and Limitless Boundaries
Simians organize themselves in close-knit family groups who live communally in everything from small villages to vast cities sprawled among the canopies of a thousand trees. Social responsibility is a common virtue among simians, so those less able are well looked-after and for the most part resources are shared fairly.

Family tradition and filial loyalty are also powerful aspects of simian society, so elders are well-regarded and pride in one’s lineage is a nearly ubiquitous trait. However, simians are curious and roving by nature, so the often venture forth from their communities to explore and learn.

Simian names
Simians tend to name offspring after family ancestors and important figures from simian history, adding short prefixes or suffixes to identify gender, family, sibling order, community, social rank, avocation, and the like. As a result, many simians have similar names, which are often further tweaked to commemorate important life events, achievements, new social standing, etc. As a result, the older a simian gets the longer their name is likely to be, and the history and situation of another simian can be learned merely by hearing their name. Of course these nuances are usually lost on other races.

Examples of basic simian names: Albo, Dorgu, Fridi, Gurd, Guth, Hoolge, Ingu, Keti, Lulmi, Mander, Otho, Pribi, Rith, Torlak, Ulle, Walger.

SIMIAN TRAITS. Your simian character has a number of unusual abilities.
Ability score increase. Your Strength score increases by 1.
Age. Simians reach maturity by the age of 15, and can live to be 75 years old or more.
Alignment. Simians can be of any alignment.
Size. See subrace trait descriptions for average heights. Your size is Medium.
Speed. See subrace descriptions for base walking speed. If you have at least one hand free, you suffer no penalties to movement caused by difficult terrain.
Grappler. You have proficiency with attack rolls to grapple.
Natural Athlete. You have proficiency with all Strength (Athletics) checks.
Born to the Wild. Your people are at home in the outdoors. You have advantage on all Wisdom (Survival) checks.
Tools. You gain proficiency with one of the following: brewer’s supplies, herbalism kit, musical instrument, poisoner’s kit, or woodcarver’s tools.
Languages. You can speak, read, and write Common and Simian.
Subrace. You have three types of simians to choose from: the Ki-Pan, the Illai, and the Tangu.

KI-PAN
Ki-Pan – or Forest Simians – are accustomed to life in the trees, often building their settlements amid the boughs and canopies of the forest.

Ability score increase. Your Dexterity score increases by 2.
Size. Mature forest simians are 4  to 5½ feet in height. Your size is Medium.
Movement. Your base walking speed is 30, and climbing does not cost you extra movement. If you have objects to climb or from which to swing, you can jump using your arms as other races do using their legs. You can make a running long jump or a running high jump after moving only 5 feet.
Canopy Dweller. Because of the arboreal lifestyle of your people, you have proficiency with all Dexterity (Acrobatics) checks.
Brawler. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Quick Study. Choose up to two skills, tools, or weapons you are not proficient in. Once you have trained for at least 30 minutes with someone proficient with these chosen skills, tools, or weapons, you can add half of your proficiency bonus (rounded down) to ability checks with those skills or tools, or attack rolls with those weapons. This bonus does not stack with proficiency bonuses from other traits, feats, or features.
Tools. You gain proficiency with one of the following: brewer’s supplies, carpenter’s tools, gaming set, herbalism kit, musical instrument, poisoner’s kit, thieve’s tools, or woodcarver’s tools.
Forest Simian Weapon Training. You are proficient with clubs, greatclubs, blowguns, and nets.

[Next week – no, wait…that’s Christmas – IN TWO WEEKS, I will post the write-ups for the remaining two subraces, the Illai and the Tangu.]

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