Homebrew Flumph-Folk Species Details

Flumph-Folk were created through the unintentional combination of alchemical experiments and the essence of flumphs, the mysterious floating jellyfish-like creatures of the Underdark. Alchemists sought to create perfect servants or companions but ended up with this unique and complex race. Flumph-Folk are often considered an imperfection in their creators' pursuit of perfection, a result of unintended consequences or a curse for unknown sins. Some Flumph-Folk remain loyal to their alchemist creators, serving them faithfully. Others embark on adventures, seeking their purpose in life and forming lasting bonds with their companions. Some find themselves adrift, their calling unclear, but their curiosity and resilience drive them forward.

Flumph Features

Flumph-Folk are a unique race, born from an alchemical experiment gone awry. They possess humanoid features but bear clear marks of their flumph lineage. Flumph-Folk have skin that comes in various pastel colors, including white and light bronze. Their most distinctive feature is the presence of ten large, gelatinous tendrils that extend from the plates on their back, slowly shifting in color. Their eyes are solid black with no visible sclera or pupil, adding an enigmatic quality to their gaze. Flumph-Folk's hair can vary, from solid colors to gradient shades, adding to their striking appearance.


Hopeful Hospitality

Flumph-Folk tend to come across lost and weary adventurers, and will help them to the best of their abilities. The reality is that a Flumph-Folk finds themselves just as lost as the adventurer, and hopes one day to be treated with the same hospitality.

Flumph-Folk Traits

Flumph-Folk have been gifted certain racial traits as a result of their similar creation process.

Ability Score Increase

Your Intelligence score increases by 3.

Age

Flumph-Folk mature quickly, reaching adulthood by 15 and can live up to 80 years.

Size

Flumph-Folk are about the same size and build as humans, Medium size.

Speed

Your base walking speed is 30 feet.

Flumph’s Vision

You 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. Additionally, you can hear any form of telepathic communication within 60 feet. You have disadvantage on attack rolls and Wisdom (Perception) checks in direct sunlight.

Emotional Glow

Due to your flumphian lineage, you emit a glow that reflects your emotions. You can use this glow to your advantage or hide it at will. You can choose to emit no glow, which removes both the disadvantage on deception rolls and the advantage on persuasion. However, controlling this glow can be mentally taxing. After using this feature, you gain one level of exhaustion, which can only be removed by completing a long rest.

Tendril Dexterity

You can use your tendrils to hold items, reducing the time to equip to zero. It takes one item interaction to do so. Your tendrils can also extend, allowing for manipulating objects within 10 feet.

Mesmerizing Patterns

Your constantly shifting color patterns can mesmerize onlookers, granting proficiency in Persuasion.

Languages

You can speak, read, and write Common and Undercommon.

Empathic Connection

You have deep empathy for other creatures, granting advantage on Insight checks to discern emotional states. However, this sensitivity can be overwhelming, leading to disadvantage on saving throws against being frightened or charmed.

Tendril Sting

Once per short rest, you can make a melee attack with your tendrils that carries a mild paralyzing toxin. On a successful hit, the target must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Stink Spray (1/Short Rest)

As a reaction when you take damage, you can release a burst of horribly smelling fluid in a 15-foot cone in front of you. Each creature in that area must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or become blinded until the end of your next turn. After using this ability, you can't use it again until you finish a short or long rest.

Flumphian Legacy

You know the poison spray and message cantrip and can cast them without components. [3rd] You can cast detect thoughts (2nd) once per long rest. INT is your spellcasting ability.

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