Soooooooo... I've never actually played D&D, so I have no idea what I'm doing, but I want to play a Talpid. Unfortunately, there's no Talpid race in 5e. I can write stories, but I have no idea what to do with the traits, etc.
Some of the material below is taken word-for-word from previous work done from the sources mentioned and linked above.
Grammar:Similar to the words sheep, duck, deer, buffalo, fish, etc., talpid is the plural form of the word talpid. Example: “Meet my talpid friend, Lenny.” and “Look at all of those talpid over there!”
Appearance: Height Range: 2’5” – 4’0” (.762 m – 1.22 m) Weight Range: 50 Lbs. – 175 Lbs. (22.68 Kgs. – 79.38 Kgs.) Size Range: Small Life Expectancy: 68 Years Old
Talpid are covered in thick, short fur that is most frequently grey or black, but rarely (depending on subrace) can be blond, rusty red, or brown - even rarer still, some talpid are hairless or albino. They have a triangular snout with many whiskers, a small pink nose (star-shaped noises are a rare subrace), tiny ears, and tiny beady eyes. Their paws are proportionally large with long sharp claws used for burrowing through most terrain. They prefer function over form in their clothing; they avoid fine details that mud and dirt will soon cover up, instead, they mostly wear solid and simple dark and earthen colors. Talpid average around three feet tall. Their weight varies, however, it’s quite common to see barrel-chested talpid.
Habitat: Talpid live underground in secluded areas. They stay away from cities, because of the noise and the chaos, the city’s general disregard for nature, and the continuous competition for space (there are rare exceptions of course). Talpid cities are a woven basket of fungi laden dirt tunnels that rarely lead to the main open chamber which contains the city; this confusing maze of tunnels, in addition to tricks and traps, denying access, poisoning the land, collapsing tunnels, etc. are talpid's main physical defense system. They have no use for castles nor do they need motes and drawbridges.
Lifestyle: Talpid are humble, modest, and content with their lot in life. The talpid in general aren't so much lazy as much laid back and passive. Rarely are they the first to action, and rarely do they act alone. They are pragmatic, sensible, and easygoing. They thrive in dirt, filth, decay, and disgusting.
Economy: If dwarves are industrial workers in the underground, talpid are the farmers and masters of agriculture - tending to farms of insects, fungus, growths, and strange oozes, all of which can be good for eating or deathly poisonous, depending on the variety. They are major producers and exporters to other communities (primarily of the underground and underdark).
Talpid have no desire to collect or acquire great wealth, instead, they aim to become an economic necessity to their neighbors by weaving a complex web of economic dependencies and alliances - such complexities are a safety net for them. None dare attack them, because of how it would negatively affect their own wealth and economy.
Relations: Friendly: Dwarves, Gnomes, and Firbolgs Unfriendly: Duergar
The rest can be assumed neutral.
Diet: Talpid feed off of bugs, small animals, fungus, and oozes.
Religion: Most Talpid do not practice religion, however, there are small groups of Talpid who practice simple animism and druidic traditions.
Names: Talpid don’t care for fancy names or fancy titles. They choose “boring” names, often handed down from generation to generation. They figure that by being unremarkable, no one can trace them back to their underground dirt city. Also, they may not be terribly creative. In this same fashion, they don’t use last names/surnames/family names.
Alignment: Talpid are usually true neutral, however, variations occur based on circumstance, birth defect, etc.
Speed: Walking: 25 Burrowing: 15
Vision: Darkvision: Given their aversion to sunlight and comfort with the darkness, it is lucky for talpid they are blessed with natural darkvision. You can see in the dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shade of grey. Sunlight Sensitivity: You have a disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whoever you are trying to perceive is in direct sunlight
Scent: Talpid have a very strong sense of smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages: Automatic: Common and Undercommon Not included, but recommended if taking a bonus: Deep Speech, Terran, Dwarven, Gnome, Elven
Ability Adjustments: +2 Constitution, +1 Wisdom
Poison Resistant: Talpid grow and harvest poison growths in their underground dirt cities. Centuries of farming these crops have built a natural immunity to many of their affects. Talpid are granted Poison Resistance and advantage on poison saves.
Natural Weapons: Talpid have two paws with sharp claws that deal slashing finesse damage equal to 1d6. Unarmed strikes grant an additional three proficiency bonus and can be used by both hands.
Underground Agriculture: Talpid are farmers by trade, rarely branching out into other occupations, because of this many talpid are well versed in the uses of poisonous and medicinal fungi, oozes, and putrid growths. Start with either Poisoner's Kit Proficiency or Herbalism Kit Proficiency.
Play Talpid if you want to: explore the world above with curiosity, naivety, and uncertainty. commune with the soil and become her protector. leave behind the humble and mundane life of your forefathers. be cast out or forced out of your homeland. get lost or separated from your home. go on a mission to save your underground city. remain underground for your entire campaign.
6 = burrow 25' (burrow speed is usually about half walking speed)
12 = Ability Scores: +2 Dexterity, +2 Constitution, -2 Strength (A lot of their description feels like they should have a Wisdom bonus, and claws that make it hard to hold things sounds like a Dexterity PENALTY (though I'm not very fond of penalties on player races in the first place). Nothing in the race's description says strength penalty to me either, why do they have one?)
Languages: Undercommon, Terran (Only rare languages makes it hard to communicate with players of other races, and shouldn't a race of merchants know Common by default?)
3 = Darkvision 60'
-3 = Sunlight Sensitivity: You have a disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whoever you are trying to perceive is in direct sunlight.
Light Blindness (Dazzled isn't a condition in 5E. We could add Light Sensitivity, but that's a pretty big penalty.)
Light Sensitivity: While in bright light, the you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
7 = Tremorsense 30' (pretty powerful, although slightly worse than blindsight)
1 = Depth Sense
1 = Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
6 = Skills: Stealth, Survival, Nature (You get two skills from your background, packing them into your race is unnecessary)
4 = Poison Resistance (Dwarves and Stout Halflings also get advantage on poison saves, for a total of 5)
2 = Sure Footed: You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. (But only on the ground.)
Unsightliness (I feel like this kind of social disadvantage is better left to the DM)
2 = Claws: 1d6 slashing natural weapon (These want to have the finesse property)
2 = Earth Walk: You can move across difficult terrain made of dirt or stone without expending extra movement.
1 = Hold Breath: You can hold your breath for up to 15 minutes at a time.
Can't wear medium or heavy armor (heavy armor is covered by the strength penalty, not being able to wear medium armor seems odd)
Inventory Penalty (Covered by strength penalty, and adding fractions to math that most players ignore anyway doesn't seem worth it)
Weaponry is covered by class
42/25, but I dropped several penalties. I feel like the main issue is that they just have way to many things going on here, so...
12 = Ability Score Increase: +2 Con, +1 Wis (You know more about the race than I do, choose the ability score increases as you see fit)
Comes out to 26BP, just barely above average. Mainly I was trying to cut down on the number of abilities they have - please swap stuff around if you think something I left out is more important than something I put in!
Other abilities could also be included in racial feats, particularly if they're something that needs training to be done or done well.
This is awesome! Thank you! Thank you! Thank you! I was trying to narrow down their list of abilities, but didn't really know where to start.
I really want to give them the feel of being moles - hardy, dirty, love bugs/fungi, underground, mostly keep to themselves, simple folk, small, darkness preferred, humble farmers, etc.
Would this work?
12 = Ability Score Increase: +2 Con, +1 Wis
Size: Small
1 = Speed: walking 25', burrow 15'
0 = Languages: Common, Undercommon
3 = Darkvision 60'
-3 = Sunlight Sensitivity
1 = Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell. (proof: https://youtu.be/xOHJGCof0xA)
5 = Poison Resistant and advantage on poison saves
3 = 1d6 slashing finesse natural weapon
Are kit proficiencies handled by race? Poisoner's Kit OR Herbalism Kit (pick one):
I'm pulling some of the Talpid information from my character's backstory as well:
Name: Lenny
Race: Talpid (Homebrew Mole People)
Class: Scout
Alignment: Nuetral
Background: Dirt King
Backstory:
In years past, you sat atop the fungus laden dirt throne in the underground city of Wormol with a proud sense of duty. Though Wormol would have been considered meek to outsiders, by Talpid-standards, it was a vast city constructed of the finest dirt, stone, and rock.
Wormol was ruled by an elected monarch, and you were the youngest Talpid King in history when your people elected you. They elected you because of your kindness and compassion - back then, these traits made you an ideal noble sovereign, but now you see them as the weakness that led to your city's downfall.
Neither you, nor your people, cared for riches or power. Instead, you enjoyed the safety that came from being economically vital to your neighboring communities.
Through your shrewdness, Wormol had acquired moderate wealth by farming rare poisonous, medicinal, and edible fungus and oozes, which were traded with a reclusive neighboring tribe of Firbolgs in exchange for materials found exclusively above ground.
Overtime, you saw an opportunity to expand your economic ties with the nearby Dwarvian city of Vulrim and the Rock Gnomish village of Granitehome; you began to broker the purchasing of uncut gems from the Dwarves, which your people sold to the Rock Gnomes, who cut them and sold them back to the Dwarves. Your people charged almost nothing as middlemen (because they weren't interested in generating profits) and so, all parties benefited handsomely and your regional influence grew.
Wormol thrived, because of you, and you thrived, because of Wormol.
Your reputation and stature among your people allowed you to marry the most beautiful Talpid, Sistel. Your people trusted and admired you to the brink of an unhealthy idolization.
However, since outsiders were forbidden to enter Wormol, as your economic footprint spread, rumors diffused that greatly exaggerated the wealth of Wormol.
You didn't know it then, but this was the beginning of the end of Wormol.
Many Goblin raiding parties began hunting for one of Wormol's four hidden entrances, but none were successful. One by one, they ceased searching.
However, Dimbasher, a stubborn Duergar General from the Idargardt clan, had also been searching for Wormol, and he refused to abandon the hunt. In about two years time, he discovered the west entrance to Wormol. His discovery sparked an instantaneous battle as Duergar soldiers slogged their way towards the center of the city.
Your peaceful people were taken by surprise - many were slaughtered, few escaped, and fewer still desperately fought to repel their attackers. As the Duergar mass advanced through traps and dead-ends, you were faced with a terrible choice. Do you block off the west tunnel to spare the city, or do you order everyone to abandon Wormol, your homeland?
With uneasy resolve, you ordered the collapse of the west tunnel.
As the tunnel began collapsing onto Duergar and Talpid alike, General Dimbasher, having reached within eyesight, glanced to see that Wormol didn't hold the wealth and treasure that was rumored - the wealth worthy of a Duergar of his prestige.
Enraged, he buried his axe into one more Talpid before ordering a full retreat.
Your people were battered and broken. They feared the return of Dimbasher and their pleads to leave Wormol (to the worms) was loud and panicked.
However, you refused to leave.
Your people, fear-stricken, began leaving Wormol with frantic speed, some packing only a day's worth of previsions.
However, you refused to go with them.
A faithful few stayed with you, and Sistel was the most loyal among them - she remained close by your side. She gave her wedding oath to stay by your side, and she wouldn't break that oath, even now.
As you reflect, your life wasn't so bad, even then.
You and your loyal Wormol Talpid, knew Dimbasher would return, and so you each set about securing the city for another attack - deadfall traps, spring-loaded traps, and poison gas traps lined the walls of the remaining tunnels. You were ready.
Bitter and enraged at his defeat, Dimbasher, began a new hunt, not for wealth and reward, but for vengeance through the destruction of what remained of Wormol.
Now, knowing the location of Wormol and not wishing to waste another Duergar soldier's life, he ordered his soldiers to divert the flow of a nearby river to flood Wormol. With such an army, this project didn't take long to complete.
As the water rushed across the land, it found an entrance hole to Wormol, which it quickly consumed. The full weight of the water began rushing into the tunnels of Wormol.
It wouldn't be long now before it reached the center.
You remember every second of the water devouring Sistel, like an angry beast it pulled her into it's belly. Her look of helplessness is etched into the darkness of your memory. It continuously haunts you.
Your turn was next, and the water threw you forward with incredible force and threatened to pull you under. Pure willpower kept you above the surface, until you too were pulled under. Stone bludgeoned you and sharp rock ripped a cut into your side, which alerted you to your mortality. You fought your way to the surface again, gasping loudly for air.
Now that you were on the top of the water, you used the little energy you had left to burrow a hole in the ceiling, and through it, you escaped to the surface. You barely survived.
You searched for Sistel for days, while hiding from sight.
Eventually, you were forced to abandon hope, and give into the dark thought that your wife was gone.
By your own doing, you were alone in the world with a scarred soul.
You vowed to find Dimbasher and kill him.
From this moment forward, your life would be dedicated to revenge.
This is awesome! Thank you! Thank you! Thank you! I was trying to narrow down their list of abilities, but didn't really know where to start.
I really want to give them the feel of being moles - hardy, dirty, love bugs/fungi, underground, mostly keep to themselves, simple folk, small, darkness preferred, humble farmers, etc.
Would this work?
12 = Ability Score Increase: +2 Con, +1 Wis
Size: Small
1 = Speed: walking 25', burrow 15'
0 = Languages: Common, Undercommon
3 = Darkvision 60'
-3 = Sunlight Sensitivity
1 = Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell. (proof: https://youtu.be/xOHJGCof0xA)
5 = Poison Resistant and advantage on poison saves
3 = 1d6 slashing finesse natural weapon
That comes out to 22/25, which does make the race a bit underpowered, even if you give them a kit (1 BP for 23 total). General goal is ~24-26, so you could add something else in.
+1 = depth sense / hold breath / extra language / one tool or kit proficiency / upgrade darkvision to 120' / War Pick proficiency
+2 = Sure Footed / Earth Walk / one skill proficiency
+3 = tremorsense 10'
Are kit proficiencies handled by race? Poisoner's Kit OR Herbalism Kit (pick one):
They can be if you want, although you're likely to get one from your background. (And iirc there you can learn to use a tool or kit by spending 250gp over 250 days?).
Generally a background will give you two skill proficiencies and two other proficiencies, in some combination of languages, tools, kits, vehicles, instruments, etc. And your class will give you 2 or more skill proficiencies, and sometimes a tool/kit. (Druids get the herbalism kit, but turning into other animals doesn't sound like it matches your character concept).
Soooooooo... I've never actually played D&D, so I have no idea what I'm doing, but I want to play a Talpid. Unfortunately, there's no Talpid race in 5e. I can write stories, but I have no idea what to do with the traits, etc.
Help!?
Credits: Eiji-kun, d1comics, unknown author
Some of the material below is taken word-for-word from previous work done from the sources mentioned and linked above.
Grammar: Similar to the words sheep, duck, deer, buffalo, fish, etc., talpid is the plural form of the word talpid.
Example: “Meet my talpid friend, Lenny.” and “Look at all of those talpid over there!”
Appearance:
Height Range: 2’5” – 4’0” (.762 m – 1.22 m)
Weight Range: 50 Lbs. – 175 Lbs. (22.68 Kgs. – 79.38 Kgs.)
Size Range: Small
Life Expectancy: 68 Years Old
Talpid are covered in thick, short fur that is most frequently grey or black, but rarely (depending on subrace) can be blond, rusty red, or brown - even rarer still, some talpid are hairless or albino. They have a triangular snout with many whiskers, a small pink nose (star-shaped noises are a rare subrace), tiny ears, and tiny beady eyes. Their paws are proportionally large with long sharp claws used for burrowing through most terrain. They prefer function over form in their clothing; they avoid fine details that mud and dirt will soon cover up, instead, they mostly wear solid and simple dark and earthen colors. Talpid average around three feet tall. Their weight varies, however, it’s quite common to see barrel-chested talpid.
Habitat:
Talpid live underground in secluded areas. They stay away from cities, because of the noise and the chaos, the city’s general disregard for nature, and the continuous competition for space (there are rare exceptions of course). Talpid cities are a woven basket of fungi laden dirt tunnels that rarely lead to the main open chamber which contains the city; this confusing maze of tunnels, in addition to tricks and traps, denying access, poisoning the land, collapsing tunnels, etc. are talpid's main physical defense system. They have no use for castles nor do they need motes and drawbridges.
Lifestyle:
Talpid are humble, modest, and content with their lot in life. The talpid in general aren't so much lazy as much laid back and passive. Rarely are they the first to action, and rarely do they act alone. They are pragmatic, sensible, and easygoing. They thrive in dirt, filth, decay, and disgusting.
Economy:
If dwarves are industrial workers in the underground, talpid are the farmers and masters of agriculture - tending to farms of insects, fungus, growths, and strange oozes, all of which can be good for eating or deathly poisonous, depending on the variety. They are major producers and exporters to other communities (primarily of the underground and underdark).
Talpid have no desire to collect or acquire great wealth, instead, they aim to become an economic necessity to their neighbors by weaving a complex web of economic dependencies and alliances - such complexities are a safety net for them. None dare attack them, because of how it would negatively affect their own wealth and economy.
Relations:
Friendly: Dwarves, Gnomes, and Firbolgs
Unfriendly: Duergar
The rest can be assumed neutral.
Diet:
Talpid feed off of bugs, small animals, fungus, and oozes.
Religion:
Most Talpid do not practice religion, however, there are small groups of Talpid who practice simple animism and druidic traditions.
Names:
Talpid don’t care for fancy names or fancy titles. They choose “boring” names, often handed down from generation to generation. They figure that by being unremarkable, no one can trace them back to their underground dirt city. Also, they may not be terribly creative. In this same fashion, they don’t use last names/surnames/family names.
Male Examples: Lenny, Marcus, Larry, Moss, Ert, Sado, Agar, Porus
Female Examples: Lanna, Sistel, Terra, Stata, Eech, Lily, Ava, Babs
Favored Classes: Scout, Rogue, Ranger, Druid, Shaman
Alignment:
Talpid are usually true neutral, however, variations occur based on circumstance, birth defect, etc.
Speed:
Walking: 25
Burrowing: 15
Vision:
Darkvision: Given their aversion to sunlight and comfort with the darkness, it is lucky for talpid they are blessed with natural darkvision. You can see in the dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shade of grey.
Sunlight Sensitivity: You have a disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whoever you are trying to perceive is in direct sunlight
Scent:
Talpid have a very strong sense of smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages:
Automatic: Common and Undercommon
Not included, but recommended if taking a bonus: Deep Speech, Terran, Dwarven, Gnome, Elven
Ability Adjustments:
+2 Constitution, +1 Wisdom
Poison Resistant:
Talpid grow and harvest poison growths in their underground dirt cities. Centuries of farming these crops have built a natural immunity to many of their affects. Talpid are granted Poison Resistance and advantage on poison saves.
Natural Weapons:
Talpid have two paws with sharp claws that deal slashing finesse damage equal to 1d6. Unarmed strikes grant an additional three proficiency bonus and can be used by both hands.
Underground Agriculture:
Talpid are farmers by trade, rarely branching out into other occupations, because of this many talpid are well versed in the uses of poisonous and medicinal fungi, oozes, and putrid growths. Start with either Poisoner's Kit Proficiency or Herbalism Kit Proficiency.
Play Talpid if you want to:
explore the world above with curiosity, naivety, and uncertainty.
commune with the soil and become her protector.
leave behind the humble and mundane life of your forefathers.
be cast out or forced out of your homeland.
get lost or separated from your home.
go on a mission to save your underground city.
remain underground for your entire campaign.
Well that is certainly a lot of abilities.
42/25, but I dropped several penalties. I feel like the main issue is that they just have way to many things going on here, so...
Comes out to 26BP, just barely above average. Mainly I was trying to cut down on the number of abilities they have - please swap stuff around if you think something I left out is more important than something I put in!
Other abilities could also be included in racial feats, particularly if they're something that needs training to be done or done well.
This is awesome! Thank you! Thank you! Thank you! I was trying to narrow down their list of abilities, but didn't really know where to start.
I really want to give them the feel of being moles - hardy, dirty, love bugs/fungi, underground, mostly keep to themselves, simple folk, small, darkness preferred, humble farmers, etc.
Would this work?
Total: ?
I'm pulling some of the Talpid information from my character's backstory as well:
Name: Lenny
Race: Talpid (Homebrew Mole People)
Class: Scout
Alignment: Nuetral
Background: Dirt King
Backstory:
In years past, you sat atop the fungus laden dirt throne in the underground city of Wormol with a proud sense of duty. Though Wormol would have been considered meek to outsiders, by Talpid-standards, it was a vast city constructed of the finest dirt, stone, and rock.
Wormol was ruled by an elected monarch, and you were the youngest Talpid King in history when your people elected you. They elected you because of your kindness and compassion - back then, these traits made you an ideal noble sovereign, but now you see them as the weakness that led to your city's downfall.
Neither you, nor your people, cared for riches or power. Instead, you enjoyed the safety that came from being economically vital to your neighboring communities.
Through your shrewdness, Wormol had acquired moderate wealth by farming rare poisonous, medicinal, and edible fungus and oozes, which were traded with a reclusive neighboring tribe of Firbolgs in exchange for materials found exclusively above ground.
Overtime, you saw an opportunity to expand your economic ties with the nearby Dwarvian city of Vulrim and the Rock Gnomish village of Granitehome; you began to broker the purchasing of uncut gems from the Dwarves, which your people sold to the Rock Gnomes, who cut them and sold them back to the Dwarves. Your people charged almost nothing as middlemen (because they weren't interested in generating profits) and so, all parties benefited handsomely and your regional influence grew.
Wormol thrived, because of you, and you thrived, because of Wormol.
Your reputation and stature among your people allowed you to marry the most beautiful Talpid, Sistel. Your people trusted and admired you to the brink of an unhealthy idolization.
However, since outsiders were forbidden to enter Wormol, as your economic footprint spread, rumors diffused that greatly exaggerated the wealth of Wormol.
You didn't know it then, but this was the beginning of the end of Wormol.
Many Goblin raiding parties began hunting for one of Wormol's four hidden entrances, but none were successful. One by one, they ceased searching.
However, Dimbasher, a stubborn Duergar General from the Idargardt clan, had also been searching for Wormol, and he refused to abandon the hunt. In about two years time, he discovered the west entrance to Wormol. His discovery sparked an instantaneous battle as Duergar soldiers slogged their way towards the center of the city.
Your peaceful people were taken by surprise - many were slaughtered, few escaped, and fewer still desperately fought to repel their attackers. As the Duergar mass advanced through traps and dead-ends, you were faced with a terrible choice. Do you block off the west tunnel to spare the city, or do you order everyone to abandon Wormol, your homeland?
With uneasy resolve, you ordered the collapse of the west tunnel.
As the tunnel began collapsing onto Duergar and Talpid alike, General Dimbasher, having reached within eyesight, glanced to see that Wormol didn't hold the wealth and treasure that was rumored - the wealth worthy of a Duergar of his prestige.
Enraged, he buried his axe into one more Talpid before ordering a full retreat.
Your people were battered and broken. They feared the return of Dimbasher and their pleads to leave Wormol (to the worms) was loud and panicked.
However, you refused to leave.
Your people, fear-stricken, began leaving Wormol with frantic speed, some packing only a day's worth of previsions.
However, you refused to go with them.
A faithful few stayed with you, and Sistel was the most loyal among them - she remained close by your side. She gave her wedding oath to stay by your side, and she wouldn't break that oath, even now.
As you reflect, your life wasn't so bad, even then.
You and your loyal Wormol Talpid, knew Dimbasher would return, and so you each set about securing the city for another attack - deadfall traps, spring-loaded traps, and poison gas traps lined the walls of the remaining tunnels. You were ready.
Bitter and enraged at his defeat, Dimbasher, began a new hunt, not for wealth and reward, but for vengeance through the destruction of what remained of Wormol.
Now, knowing the location of Wormol and not wishing to waste another Duergar soldier's life, he ordered his soldiers to divert the flow of a nearby river to flood Wormol. With such an army, this project didn't take long to complete.
As the water rushed across the land, it found an entrance hole to Wormol, which it quickly consumed. The full weight of the water began rushing into the tunnels of Wormol.
It wouldn't be long now before it reached the center.
You remember every second of the water devouring Sistel, like an angry beast it pulled her into it's belly. Her look of helplessness is etched into the darkness of your memory. It continuously haunts you.
Your turn was next, and the water threw you forward with incredible force and threatened to pull you under. Pure willpower kept you above the surface, until you too were pulled under. Stone bludgeoned you and sharp rock ripped a cut into your side, which alerted you to your mortality. You fought your way to the surface again, gasping loudly for air.
Now that you were on the top of the water, you used the little energy you had left to burrow a hole in the ceiling, and through it, you escaped to the surface. You barely survived.
You searched for Sistel for days, while hiding from sight.
Eventually, you were forced to abandon hope, and give into the dark thought that your wife was gone.
By your own doing, you were alone in the world with a scarred soul.
You vowed to find Dimbasher and kill him.
From this moment forward, your life would be dedicated to revenge.
That comes out to 22/25, which does make the race a bit underpowered, even if you give them a kit (1 BP for 23 total). General goal is ~24-26, so you could add something else in.
They can be if you want, although you're likely to get one from your background. (And iirc there you can learn to use a tool or kit by spending 250gp over 250 days?).
Generally a background will give you two skill proficiencies and two other proficiencies, in some combination of languages, tools, kits, vehicles, instruments, etc. And your class will give you 2 or more skill proficiencies, and sometimes a tool/kit. (Druids get the herbalism kit, but turning into other animals doesn't sound like it matches your character concept).
If you're interested, Scout is an Unearthed Arcana Rogue subclass: Unearth Arcana: Ranger & Rogue