Homebrew Bob-omb Species Details
Physical Description
Bob-ombs have always resembled bombs with a few differences. The main difference is that they have white or sometimes black eyes. They are traditionally colored black, but they can also be seen in various colors. They feature wind-up keys on their backs and fuses. The fuse is usually surrounded by a gray or blue plug. Bob-ombs are seen to have yellow-orange feet and legs. Bob-ombs can also grow facial hair.
Society
Most Bob-ombs are militaristic and try to find a cause to fight and protect. Throughout the history of the Mushroom Kingdoms the Bob-ombs have been part of an army within every era. Currently, members of the clan are affiliated with the Koopa Troop while taking orders from King Bob-omb, one of Koopa King's high-ranking generals. Others are part of their own personal regime. It would be hard to spot a calm dominating a central area as their hot-tempered nature causes them to wage war against one another before any outside threat could ever attack.
Bob-omb Names
Bob-ombs normally have the word "Bomb" associated in their name.
Male Names: King Bob-omb, Bombart, Bobbery, Bombard, Bombeto
Female Names: Bombette, Bomboniera, Bombowitz, Bombaret
Bob-omb Traits
As a Bob-omb, you have the following traits:Ability Score Increase
Your Constitution score increases by 2 and your Intelligence score increases by 1.
Age
Bob-ombs mature faster than humans. They reach adulthood at the age of 12. On average they live between 100 and 120 years.
Alignment
Bob-ombs tend toward Lawful alignments.
Size
Bob-ombs are usually between 2' 0" tall. Your size is Small.
Speed
Your base walking speed is 25 feet.
Darkvision
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.
Body Slam
You charge a target and slam it with your sturdy body. This counts as an unarmed strike. If successful, the target takes 1d8 bludgeoning damage + your Strength modifier + your proficiency bonus.
Ignite Fuse
You can cast the light with a range of self, as an action. At any point during its duration, you can prematurely end the spell to explode. If in battle, at the beginning of your next turn, you explode, forcing all creatures within 10 foot radius centered on you must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save or half as much damage on a successful one. All creatures that failed the saving throw are pushed 10 feet away. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage becomes 3d6 at 5th level, 4d6 at 10th level and 5d6 at 15th level. After you use Ignite Fuse, you can't use it again until you complete a long rest.
While light is in effect, you are considered vulnerable to fire damage and any fire damage taken triggers you to explode.
Sturdy
Even though you are a technical weapon, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. You can't wear mundane or magical armor of any kind, with your AC being 10 + your Charisma modifier + your Constitution modifier.
Magic Hands
You learn the mage hand cantrip with a maximum range of 5 feet. You may use it to summon 2 hands that can both wield a weapon and shield, but only within 5 feet of you.
Languages
You can read, write, and speak Common and one language of your choice.
Comments