Humplings are desert creatures who resemble camels and embody "slow and steady." They move out their own sedate pace, but can keep going long after everyone else has tapped out. Much like their camel cousins, they are known for two things—their humps and their stench, though most Humplings can keep their smell manageable by storing their noxious odor in their humps. In moments of crisis, they release these arcane fumes to distract and disorient foes.
Humplings are an easy-going people who appreciate small victories. As a result, they easily get along with other species and their cities tend to be melting pots. Humplings gain the ability to manifest multiple humps as they grow older and stronger. The unlikely few who become adventurers may struggle with the breakneck pace of the adventuring life.
Humpling Traits
Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species Speed: 30 feet
As a humpling, you have these special traits.
Hump Day
When you take a Long Rest, you can manifest a Hump if you have less than your maximum. Your Humps are filled with noxious magical gas that you can release in times of need.
On your turn, you can consume a Hump as a Magic action if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. When you consume a Hump, you release noxious purple gas in a 15-foot radius Sphere centered on you until the start of your next turn. The gas is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature other than you that starts its turn in the Sphere must succeed on a Constitution saving throw or use their Reaction to move up to their Speed away from you and become Poisoned until the end of the current turn.
The save DC is equal to 8 plus your Proficiency Bonus plus your Intelligence, Wisdom, or Charisma modifier (chosen when you select this species).
You can have one Hump at Level 1 and gain additional Humps at Level 5, and Level 10.
Slow and Steady
You are built to keep moving long after everyone else has stopped. You can remove 1 level of Exhaustion whenever you finish a Short Rest.
Warden of the Wastes
You thrive in a desert environment. You have resistance to Fire damage and do not gain levels of Exhaustion from Dehydration.
It says "The cloud lingers in the air for the duration", but it's not clear what that duration is.
You may want to put some limit on the dehydration effect too. It probably shouldn't be possible to go forever without a drink. I was thinking that you could just list a longer duration before getting that exhaustion level, but then you need to word that in some way that doesn't allow them to circumvent the problem with short rests via Slow and Steady.
Since the latter two effects don't come up too often, I would consider giving them something in addition. Perhaps they have Powerful Build like a Fur Bolg?
The Humpling
Humplings are desert creatures who resemble camels and embody "slow and steady." They move out their own sedate pace, but can keep going long after everyone else has tapped out. Much like their camel cousins, they are known for two things—their humps and their stench, though most Humplings can keep their smell manageable by storing their noxious odor in their humps. In moments of crisis, they release these arcane fumes to distract and disorient foes.
Humplings are an easy-going people who appreciate small victories. As a result, they easily get along with other species and their cities tend to be melting pots. Humplings gain the ability to manifest multiple humps as they grow older and stronger. The unlikely few who become adventurers may struggle with the breakneck pace of the adventuring life.
Humpling Traits
Creature Type: Humanoid
As a humpling, you have these special traits.Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Hump Day
When you take a Long Rest, you can manifest a Hump if you have less than your maximum. Your Humps are filled with noxious magical gas that you can release in times of need.
On your turn, you can consume a Hump as a Magic action if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. When you consume a Hump, you release noxious purple gas in a 15-foot radius Sphere centered on you until the start of your next turn. The gas is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature other than you that starts its turn in the Sphere must succeed on a Constitution saving throw or use their Reaction to move up to their Speed away from you and become Poisoned until the end of the current turn.
The save DC is equal to 8 plus your Proficiency Bonus plus your Intelligence, Wisdom, or Charisma modifier (chosen when you select this species).
You can have one Hump at Level 1 and gain additional Humps at Level 5, and Level 10.
Slow and Steady
You are built to keep moving long after everyone else has stopped. You can remove 1 level of Exhaustion whenever you finish a Short Rest.
Warden of the Wastes
You thrive in a desert environment. You have resistance to Fire damage and do not gain levels of Exhaustion from Dehydration.
My Homebrew: DMs Guild, Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
This a cute, characterful idea.
It says "The cloud lingers in the air for the duration", but it's not clear what that duration is.
You may want to put some limit on the dehydration effect too. It probably shouldn't be possible to go forever without a drink. I was thinking that you could just list a longer duration before getting that exhaustion level, but then you need to word that in some way that doesn't allow them to circumvent the problem with short rests via Slow and Steady.
Since the latter two effects don't come up too often, I would consider giving them something in addition. Perhaps they have Powerful Build like a Fur Bolg?