Tymorian (5e Race)

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race depends heavily on RNG.

Tymorian

Blessed as halflings? Lucky as Tymora's chosen!

Physical Description

Humanoid in appearance, tymorians look almost the same as humans. Upon closer inspection however, one would see some very odd and distinct differences. Tymorians usually have an extra digit on their hands or feet. This often manifests as a deformed finger or toe. In addition to that, tymorians usually have one eye that is actually a dice. Instead of a singular pupil or iris, that eye appears to be a different side of a six-sided die every time a tymorian blinks. They are thus never without means to gamble, though many would be wary that they can control the number which appears.

History

Tymorians are blessed humans who have been physically touched by Tymora herself. They feel a distinct connection to all things that govern luck, from card games to dice rolls. They are a race that is very few in number, and have tendencies that can be as dangerous as the kenders and their kleptomania. Tymorians have a fatal flaw in their love of gambling, the thrill and the rush of adrenaline bought forth by the uncertainty of fate. You may hear many tales of unfortunate tymorians which gambled their very lives away in dangerous settings. This is believed to actually be a divine curse on them from Tymora. Supposedly, they were originally a group of humans who loved gambling so much that they sought to bargain with her nemesis, Beshaba, thus bringing down Tymora's ire on them. She, being the whimsical goddess, gave them a curse of fickle luck. They and their descendants would be forever addicted gamblers. Their luck would always be just good enough to keep them in the game. They would never walk away from the subliminal line, tip-toeing around absolute danger.

Society

Tymorians fit into typical human cities, not showing much difference between them and the commoners at first glance. They travel far and wide to visit and learn many games of chance, be it elven or draconic. In any society, they feel bored if there is no casino or a center for gambling. They, in those cases, often start up a gambling furor of their own. It is not uncommon to hear of casinos or dice houses which were started by Tymorians. However, due to their streak, many are unable to lead normal lives and often lose the wealth they accumulate very quickly. Many end up destitute or on the run from loan shark figures and such.

Personality

They tend to be very open to games and questions. Tymorians will try to make games of everything, even at great risk. When confronted with death, they will bargain or gamble with it. There is the story of a tymorian who struck a deal with an orc as he was about to be crushed to death. Supposedly, as he was flipping the coin, a rock from the mountaintop coincidentally rolled down and crushed the orc, who had no intention of letting him go anyways. Tymorians thus hold a tenuous relationship with luck and Tymora.

Tymorian Traits

Tymora-touched beings addicted to gambling
Ability Score Increase. Roll a 1d6 to determine which ability score increases by +2 (Order: 1.Strength, 2.Dexterity, 3.Constitution, 4.Wisdom, 5.Intelligence, 6.Charisma). You may choose another ability score to increase by +1.
Age. Tymorians rarely live to their 80's but have lifespans like that of humans.
Alignment. You feel naturally chaotic with how much you are obsessed with luck.
Size. You keep to an average human's size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Luck's Whimsy. You have a small pool of luck which you draw upon to try and change your fate. Starting at 1st level, you have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20 before the outcome is determined. You choose which of the d20s to use. You regain your expended luck points when you finish a long rest.
Gambler's Tools. You are proficient with one gaming set of your choice.
Infectious Zeal. You inspire the inner gambler in others. You have advantage in Charisma (Persuasion) checks related to gambling.
Fool's Instinct. Fear is not something which inhibits you. You have advantage in saving throws against being frightened.
Languages. You can speak, read and write in Common. You can roll a 1d8 to determine which language you know from the exotic language table on page 123 of the Player's Handbook

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0″+1d12100 lb.× (1d6) lb.

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


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gollark: Or all currently existing AI has weird conceptual limitations like being unable to think about thinking about thinking (or other two level deep meta-thinking).
gollark: Or AI which is technically usable but needs exponentially increasing amounts of computing power for linear intelligence increases.
gollark: Or invariably deletes itself or goes crazy after a while.
gollark: Or you've got AI which seems to work, but runs on some stupidly alien mental architecture and can barely communicate with us.
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