Isles of Calypso Races
Majority
The Isle of Calypso is one of the few places where a large mix of races is seen. Most cities in other lands have a majority of one or two races. The people in Clypsiana find it funny that other states find the 'unleashed' monster races are allowed to walk freely.
Human |
Dwarf |
Elf |
Helf-Elf |
Gnome |
Genansi |
Triton |
Tortle |
Halfing |
Tiefling |
Minority
Being a free state monstrous races do no need a license to live and work in the city. While Clypsiana is considered a melting pot of cultures and races racism isn't alien to the island. Even if they're native to the islands.
Kobold |
Lizardfolk |
Dragonborn |
Asimar |
Goblin |
Half-Orc |
Orcs |
Hobgoblin |
Bugbear |
Merfolk |
Crystalin |
Pixie |
Harpy |
Wyvix |
Minotaur |
Sahuagin |
Uncommon to Rare
All races are welcome to the islands. But some aren't as common as others. Most people don't have any real issues with them, but people judge other's the instant they meet.
Firbolg |
Tabaxi |
Goliath |
Troll |
Vampire |
Kenku |
Aarakocra |
Naga |
Grung |
Native Races
Kobold |
Water Kobold |
Sea Tortle |
Rusty Spotted Tabaxi |
Mavubili |
Grung |
Other Races
Thri-Kreen
Blight
Centaur
Newly Discovered Races
The Chaos Island holds many new sporuting races that are not seen anywhere else in the world.
Sea Kobold
Ability Score Increase. Your Strength score increases by 2.
Size. Your size is tiny.
Speed Your base walking speed is 20 feet.
Tough Hide. Your hit-point maximum increase by 1, and it increases by 1 every time you gain a level.
Bite. Your sharp teeth act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength mod
Sea Tortle
Ability Score Increase. Your Constitution and Charisma scores increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Shell. You have a hard and tough shell. This shell cannot be removed without killing you. Increase your Armor Class by 1, regardless if you are wearing armor or not. In addition to your increased armor class, your shell provides you three-quarters cover when you would normally gain half cover, and total cover when you would normally gain three-quarters cover. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Rusty Spotted Tabaxi
Ability Score Increase. Your Dexterity increase by 2
Size. Your size is tiny.
Speed Your base walk speed is 25 feet.
Dark Vision. You are gifted with great vision, and have superior vision in dark and dim conditions. 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.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Your claws are considered a finesse weapon. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of bludgeoning damage normal for unarmed strike.
Well Balanced. You have advantage on Acrobatic Skill checks that rely on balance.
Mavubili
"I have to admit I never expected to find myself laughing in one of these filthy taverns. I also never expected to have laughed that hard. By the Gods I can’t remember the last time I laughed like that. It is in thanks to these three primates in an Adventuring party."
”Their antics are so childish and yet genius at the same time. The monkeys have the entire tavern in an uproar and even more are coming in from outside. I’ve heard of these Mavubili but expected them to be...well...not this. Glad to be wrong for once.”
-Timothy von Drel, High Elf nobleman
Joyful Simian
At first glance a Muvabili can be mistaken for a typical monkey or ape. However ever Muvabili have a common appearance. The Mavubili enjoy hanging upside down with their digitigrade legs or tail. Their eyes are much larger than most primates varying in colors from deep blue to sparkling gold.
Their faces hands, chest and underbelly are the only parts not covered in fur which can be black, gray, brown, tan, orange or white. Some may have stripes or other patterns on their fur. Muvabili fur is very soft and smells wonderful. This makes the fur worth a very high price for anyone who can get their hands on it, even more due to Muvabili’s rarity.
Legion of Many
Mavubili live and grow as a group, as a massive living creature made up of many. The Commune is a huge troop of families, friends and mates, all of which are shared. Mavubili have very few personal possessions, what they do have is very important to them, but less so than the Commune. This makes naturally playful and compassionate. Mavubili do not hide their emotions or secrets. The elder’s and hunters tell stories and wisdom. Parents teach the children reading, writing and so on.
“A web is stronger than a lone thread.” is a common saying among the Mavubili and Caretakers. If a lone Mavubili is seen without a hunting troop or in an Adventuring party they are most likely an outcast or criminals (which are rare). This only happens if the Mavubili betrays or hurts the Commune in someway or puts themselves above the others.
Seeing other races act so selfishly is strange to the Mavubili. They’ll try to be the intermediary for other’s, believing teamwork and compromise compared to one’s personal beliefs. They are considered a nuisance and cowards to many because of their “Love not War” views. But it cannot be denied that Mavubili are able to lighten up the mood to nearly any situation. Taverns and bands love having them around. Their excitement and joy can be infectious.
Traveling Troop
The Mavubili were a primitive race easily hunted and eaten by Naga. As the generations past the Mavubili’s numbers diminished until the "Caretakers" came. They took pity on the Mavubili’s struggle to survive. The Caretakers drove off many of the predators but even they could only do so much.
The new guardians took them to the nearby Midnight Pit, an Island inside a colossal cave. Though it was also crawling with dangerous creatures the Caretakers lead the Mavubili Commune to a secret canyon high up on the island. The Heartland, as it became known as, was a hive of caves, rivers and vegetation.
The Heartland proves fruits and fish for the inhabitants. But occasionally hunting parties accompanied by a single Caretaker travel outside to find bigger game. Trekking the dark jungles is a grave undertaking. The Hunting party say their goodbyes to the Commune as it may be their last time seeing them.
In order to join a hunting party every Mavubili must prove themselves. When a youth reaches 20 they and two others leave the safety of the Heartland on a pilgrimage. During this journey the youth are expected to hone their hunting skills as well as gather supplies for the Heartland, food, clothing, medicine and anything else the Caretakers and Island cannot provide. Some die in the expedition, other’s are capture while some choose not to return.
Mavubili Names
Mavubili typically do not live as a single individual instead they consider themselves one part of many. Their names represent this as well. There are no clans or subgroups in the Commune so they name with other methods.As such there is not difference between male and female names. Some names are inspired on what an individual does best or a color they are. But the names are always a reminder that they are part of a larger whole by adding a number to their name.
Mavubili Names: Amethyst in Fifty Five, Goldshine the Twenty Three, Joker of Six, Melody of Twenty, Sapphire the Thirteen, Spotted of Three, StoneThrower the Ten.
Mavubili traits
Ability Score Increase. Your Dexterity score increases by 2, and your XXXXX score increases by 1.
Age Mavubili are mature by the age of 20, but are not considered adults by the Commune until they return from their pilgrimage. They can live up to 90 years.
Alignment.
Size. Mavubili often walk on all fours and are hunched. Your size is medium.
Speed. Your walking and climbing speed is 30 feet.
Darkvision. Mavubili live in caves and caverns most of their life and are able to see in the dark. You can see in dim light within 60 feet of you as in bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Long Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Nimble Body. Due to your flexible form you are proficient in Athletics, Performance.
Language. You can speak, read and write Common and Undercommon.
Crystalin
Credit: Adam Sołtys
Living Gemstones
Unique is a term often used to describe the Gemfolk known as Crystalin. Their colors vary from sparking, rainbow White wondrous sapphire to deep, heavy obsidian and everything in between. Many enjoy the humanoid form although each adds their own personal flavor. Some have limb that are not attached, but hover nearby. Others try to have faces as similar to the other races as they can.
Whether exaggerated limbs or simple bodies Crystalin are not as refined as stones from Jewelers, but this doesn’t stop people from trying to sell off Crystal body parts.
Crystalin gives off a soft glow from their center. It is a magical force that gives life to the crystals that make up their body. While their form is durable to many attacks, their souls is not. It has been known to be very weak to energy based attacks as well as magic.
Starborn
Arrival of Crystalin always seem to coincide with meteor showers. This has come to the theory that they are born from the stars themselves.
Crystalin come into consciousness a few days after falling from the night sky. Because of this many Crystalin believe in their own goddess Celesosa Vel, Mother of the Stars and Life. It is a common belief that since Crystalin rose from gemstones that life can be formed anywhere.
Rarely do they take on the religion of others, preferring the kind and creative Gelesosa Vel. Life is sacred to them and typically will give an attacker a chance to avoid fighting. Only the most corrupted Crystalin take pleasure from killing.
Crystalin traits
Ability Score Increase: Your Constitution score increases by 2.
Age: Crystalings are mature when they first form. They bodies are imortal but theiy soul and minds tend to fade away after 500 years.
Alignment: As avatars of life Crystaline tend to be good or at the very least neutral. A Crystalin that is evil is considered corrupted by others.
Size: Crystalin love to play with their size. They can be four to seven foot tall. But are always considered Medium. You weight is between 250 and 350 pounds.
Speed: Your base walking speed is 30 feet.
Transmorphing Build: Crystalin are able to take thirty minutes to alter your form. Color, Hight, Shape, Voice and Gender can all be altered. However your new form remains medium.
Gem Rebirth: When you are reduced to 0 hit points your body shrinks into a single 8 inch crystal. You make no death saving throws but if the crystal is attacked to automatically take a death saving throw. You naturally stabilize after 4d12 hours. Your physical body reforms after regaining at least one hit point.
Crystalline Body: As a being made out of crystal you are immune to many injuries others aren’t. When you aren't wearing armor, your AC is 15. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Your crystal body is immune to cold and disease. You take half damage on Fire, Necrotic and slashing damage. However Acid, Lighting, and Radiant cause an extra 1d4 damage.
Reactive spikes: "When a creature within 5 feet of you hits you with an attack, you can use your reactions to cause a sharp spike to shoot from your body. The creature must make a Dexterity saving throw. It takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. You must complete a long rest before you can use this feature again."
Crystal spikes: As an action Crystalin can grow spikes. If used for armor gain + 1 con to your AC. The spikes can also form simple blades or spiked gauntlets. Damage from these spikes cause 3d10 + your Strength modifier for slashing damage. If you are attacked with damage 15 or above the spikes shatter. It is also an action to recall the spikes.
Languages: You can read and speak Common and one other language of your choice.
Credit: Ian Joyner
Vespion
"Such passion and willpower had no true definition until i met her. This woman flew from person to person to lend whatever aid she could, regardless of her missing arm. I wonder if she was even able to feel pain or was putting on a brave face for the others."
"Every time she moved a soft sent traveled passed my nose and I felt myself relax in her presence. Her determination for work was known throughout the town, but I never expected it to be of this level. She is something special. "
-Timothy von Drel, High Elf nobleman
Strong of Body and Mind
Vespions are at times called HoneyFolk due to their resemblance to bees and wasp. However Vespions stand on two slim legs. They do prefer to hover using their wings which make an audible buzzing sound. When their wings are in use they create a strong aroma that reacts to the brain as pleasant and soothing. This smell helps Vespions identify other members.
While they are commonly a honey gold and chocolate black coloring some Vespions are bright green, shimmering blue, spotted and even midnight black. The large eyes ranged from green, red, white and black. Their mouths appear as most races yet still retain mandibles in some form or another. Vespions are known to year hijjabs or hoods when visiting towns to avoid scaring people.
Passionate Warrior
Few have seen the Queen of the Vespion, but tales of her splendor travels from the mouth of everyone of her subject. They are fiercely loyal to her and insulting the Queen is insulting their race, thought not all follow this view.
Vespions do not often hold back their opinions. Since they share a form of telepathy with other Vespions they are very annoyed that they must express themselves verbally and physically to the other races. This has lead to misunderstanding and fights.
As Vespions live in the more 'untamed' portion of the Main Island they are very battle-hardened. Squads of Vespion are called Thralls, these are the Hive's protectors, ambassador and trainers. Every Vespion is trained in combat and healing. To live is to protect the hive and your thrall. Those who do not return to the Hive or their Thrall in 18 days are Exiles, believed to have abandon Hive.
Title of Threxx
Newly hatched Vespions stay with their biological parents until their wings develop, they are the First Mother and Father. Afterward hatchlings train under the eyes of Thralls, these become the Second Mother and Father.
The bonds forged with others during training are an important milestone to Vespions, these bonds help decide members of thralls. Thrall members are First Threxx. Giving out the title of Threxx (meaning 'One I hold above others') isn't a decision made lightly.
A Vespion will do anything to protect them, self-sacrifice, torture, and even start wars all in the name of keeping their Threxx safe. The Queen is known as the Mother Threxx, she is the center of all Vespion culture. A some non-Vespions have achieved the title of Threxx once a bond is created however these are the Second Threxx.
The Soul Threxx are those who are romantic with a Vespion. Very few, non-Vespions are gifted this title. Once together a Vespion is be able to develop telepathy talk to their Soul Threxx. The process is nonmagical and can be painful for the non-Vespion. They also do not have to accept this change. When a bond is broken with any Threxx a Vespion can become ill from heart ache. Those who breakaway are the Arjixx - the Killers of Hope.
Vespion Traits
Ability.
Age. Vespions wings grow in when they are 8 years old. They are considered adults by 18 and can live up to 80 years.
Alignment.
Size. Medium
- Any armor you wear must be adapted to these wings. Your flying speed is halved while wearing medium armor, and you cannot fly in heavy armor.
Speed. Your base speed is 30 feet.
Flight. You have a flying speed of 35 feet
Speed. 25ft walking, 50ft flying.
Speed. 30 feet, 15 feet fly.
Speed. 30 feet, 40 feet fly.
Fly things fly during you turn, but fall if they are not on a surface at the end of a turn.
Darkvision. 60ft.
Hive Mind You have telepathy with other Vespions up to 60 feet.
Thrall Training Due to your training as a youth you are proficienct in medicine and athletics.
Soft Wings When you flap your wings you create a soothing aroma in a 20 foot radius. Hostiles must make a Wisdom saving through of 18 + your Charisma Modifier or have disadvantage on attacks against you.
Languages. You are able to read, write and speak Common and one other language, as well as telepathy with other Vespions or your Threxx.
Troll
Credit: Steve Carruthers "Before I end this letter I should also tell you about our new...recruit. Always wanted to see a troll, but now that I'm sitting across from one I'm not sure anymore. She's terrifying. Her huge tusk look like they can skewer a pig! She's chugged 5 whole bottles of ale and isn't even dazed! This thing is a monster! I’m glad she’s on our team at least. You don’t wanna know what happened to the last guy she fought.”
-Blaxx Vailie
Troll Freaks
Troll are rumored to be unkillable. The cause of this myth is the troll’s innate regeneration ability. Small cuts or bruises vanish near instantly, while gashes and lost limbs can be healed within a day. This trait also allows them to thrive in any environment, and in turn many unique appearances.
A troll living in a grass covered rock area will have green fur and thick scales or plates seeming as stone. While another in a desert will be tan and proficient in sand burrowing. Although their look varies all trolls have a common body type.
Two tusk protrude from their monstrous face. They are often hunching or even walking on four long limbs, each equipped with a powerful claw. Some troll have large ears and tails, but not always.
Promising Laborer
Whether stalking the dark forest, sludging through swamps or crawling through caves Trolls are often alone. If multiple trolls are seen together it is either for mating or they are hired by the same person or group.
Trolls don’t enjoy the company of others initially. As most races are smaller than them and thus considered weaker. But if offered rewards a troll will put aside their prejudice.
They make considerably intimidating guards and fighters for their employers. As trolls have a form of regeneration they are able to adapt to nearly any environment, civilization included. Troll enjoy the taste of meat and alcohol no matter what kind. Once payment is given trolls will be somewhat loyal to that person until paid by another.
Trolls are rarely seen as slaves as their regeneration makes them difficult to capture. Slavers will keep them in check by branding them since trolls can’t heal from fire. Until shown otherwise trolls become submissive and even more hunched over. Escaped troll slaves don’t last long as they are considered a threat to everyone who desperately kill the freed slave.
Troll Names
Trolls typically do not have names since they are solitary creatures. They find the concept strange and silly. If a troll does have a name it is given to them by someone else. This usually happens to when a troll is near other people.
Troll slaves or hire trolls will be given a name mostly for convenience sake. After a time the troll begins to enjoy its name, still finding it silly however, like it’s a personal joke. The names can be anything from Elvish gods to a blacksmith tool to a an insult and the troll will never know the difference.
Troll Traits
Your troll has the following racial traits.
Ability Score. Your Constitution score increases to by 2, and your Strenght increases by 1.
Age. Trolls reach maturity by age 10 and can live for over 200 years.
Alignment. Trolls aren't fond of rules. At times they're known for breaking them on principle and spite.
Size. When standing fully upright, trolls measure upwards of 9 or 10 feet tall. Your size is Medium.
Speed. Your base speed is 30 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Long Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Regeneration As a troll you are able to heal 1d4 + your Consiotution modifier as a bonus action. If you are brought to 0 you can heal up to 1 hitpoint. After use you must beat an increasing DC of 5 each time this feature is used. You cannot use this ability with Fire or Acid damage or unconscious
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Tusk. Your tusk are a natural weapon. You are able to make unarmed strikes with them. You lash out to hit one target with a reach 5 ft.If the attack hits you deal 4 (1d6 + your Strength modifier) of slashing damage. If you do not have tusk it is considered a bite attack.
Languages. You know can speak and write Common and Giant. You must spend 10 hours learning how to read however.
Credit: Star Wars Force Unleashed Unknown Artist.
Grung
Ability Score Increase. Your Dexterity score increasesby 2 and your Constitution score increases by 1.
Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. Speed. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
Languages. You can speak, read, and write Grung
Arboreal Alertness. You have proficiency in the Perception skill.
Amphibious. You can breathe air and water.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Race | 1d20 |
---|---|
Human | 1 |
Dwarf | 2 |
Elf | 3 |
Helf-Elf | 4 |
Gnome | 5 |
Kobold | 6 |
Lizardfolk | 7 |
Dragonborn | 8 |
Asimar | 9 |
Goblin | 10 |
Half-Orc | 11 |
Orcs | 12 |
Hobgoblin | 13 |
Firbolg | 14 |
Tabaxi | 15 |
Goliath | 16 |
Troll | 17 |
Vampire | 18 |
Re-Roll | 19 |
Re-Roll | 20 |
Race | 1d20 |
---|---|
Genansi | 1 |
Triton | 2 |
Tortle | 3 |
Halfing | 4 |
Tiefling | 5 |
Bugbear | 6 |
Merfolk | 7 |
Crystalin | 8 |
Pixie | 9 |
Harpy | 10 |
Wyvix | 11 |
Minotaur | 12 |
Sahuagin | 13 |
Kenku | 14 |
Aarakocra | 15 |
Naga | 16 |
Grung | 17 |
Mavubili | 18 |
Re-Roll | 19 |
Re-Roll | 20 |
Kobold | 6 |
Lizardfolk | 7 |
Dragonborn | 8 |
Asimar | 9 |
Goblin | 10 |
Half-Orc | 11 |
Orcs | 12 |
Hobgoblin | 13 |
Bugbear | 5 |
Merfolk | 6 |
Crystalin | 7 |
Pixie | 8 |
Harpy | 9 |
Wyvix | 10 |
Minotaur | 11 |
Sahuagin | 12 |
Firbolg | 14 |
Tabaxi | 15 |
Goliath | 16 |
Troll | 17 |
Vampire | 18 |
Kenku | 13 |
Aarakocra | 14 |
Naga | 16 |
Grung | 17 |
Mavubili | 18 |
Sea Kobold
Ability Score Increase. Your Strength score increases by 2.
Size. Your size is tiny.
Speed Your base walking speed is 20 feet.
Tough Hide. Your hit-point maximum increase by 1, and it increases by 1 every time you gain a level.
Bite. Your sharp teeth act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength mod
Sea Tortle
Ability Score Increase. Your Constitution and Charisma scores increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Shell. You have a hard and tough shell. This shell cannot be removed without killing you. Increase your Armor Class by 1, regardless if you are wearing armor or not. In addition to your increased armor class, your shell provides you three-quarters cover when you would normally gain half cover, and total cover when you would normally gain three-quarters cover. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.