Homebrew Bilmican Species Details
In the dark depths of the earth, the Bilmicans live somewhat peaceful lives in the carved-out giant stalactites that hang above the lost sea. They are natural climbers, swim as well as any true water-born creatures, and have excellent dark-vision. They are also partially amphibious, spending large portions of their time swimming and hunting for food in the waters below their hanging cities. They trade on occasion with the spore tribes, or circles, of Myconids who live in several of the connecting caverns. Fiercely protective of their home, they are quite capable of defending themselves though they typically use fighting as a last resort unless it is in defense of their family or tribe.
Small and Agile
Bilmicans are naturally intelligent and extremely dexterous. They have four arms and two legs and are very sensitive to light. They are relatively small creatures typically standing between 3'6" and 4'6"(size: small). Slender in build, they are deceptively strong and typically weigh between 70-90lbs. Their skin color is usually shades of gray, ranging from jet black to a limestone gray. Eye colors can include a wide range, typically of warm colors, such as red, orange, or yellow, though on rare occasions some might have gray or white. They have little to no body hair and the differences between males and females are difficult to discern to an outsider.
Life in the Darkness
Bilmicans are true natives of the Underdark, they live out their somewhat lengthy lives (between 200 and 400 years) in similar fashion to the dwarves, carving complicated tunnel networks and crafting crude implements from stone. Like other long-lived races they tend to be curious, easily excited by genuinely new things and eager to experience a break in the monotony that inevitably arises from long life. Bilmicans are also typically very social, gathering regularly to hear stories of hunting or to share large meals with friends and family. The standard outlook on life for them is that, because life is long, you may as well spend it in happiness. They are typically quick to forgive though if truly offended, you may not know it before you find yourself in the sleep from which there is no waking.
Time is also a novel idea to them, deep in the depths of the earth, there are no seasons, no night and day, no way to mark an incremental existence. Bilmicans count only the passing of generations. Even that can be inconsistent as the notable persons from some generation might live for wildly differing lengths of time. As a result, Bilmican history is somewhat muddled and is also not typically very important to the race as a whole.
Hanging Cities
The staggeringly large stalactites that hang over the deepest of the subterranean waters are where the Bilmicans have made their home. Where sunlight is non-existent and the majority of predators lack the ability to reach, their homes are carved into the growing stone. They fish, and farm various edible mushrooms, as well as hunting for the occasional bat or darkmantle. Some study crude forms of arcane magic that is generally unique to them and others craft elaborate tales of fancy to entertain their fellows. Their young ones play games in the pools of water and the crafters ply the stones to craft their truly unique weapons. In all, life is quiet, peaceful and safe in the cities above the seas.
Away from the cities, the Bilmicans trade with the other intelligent occupants of the Underdark. They carve networks of tunnels to move about safely, they harvest gems and other valuables from the rich bounty of the deep earth. They tend to herb and mushroom gardens, fish hatcheries and beetle farms. They work the deep, braving the horrifying creatures of the deep sea for the rich soils below. They seek adventure and their curiosity drives them to explore in the search for new secrets.
Bilmican Names
Bilmicans are given various names as soon as they are able to speak. Until they speak, they are traditionally referred to as child-of-so-and-so (ex. klok-kik-Brik or klok-kik-Till). When they do finally speak, typically within their first year, they are given a name to replace "child" in the phrase and that is what they go by from then on. The only general rule of first given names is that male names include a hard 'K' sound and females include a soft 'L' sound and the 'K' and 'L' sounds are never in the same name. Occasionally, if a Bilmican distinguishes themselves in some extraordinary way, they will be given a new name and their first name will cycle into the end of their proper name. This is the only exception to the 'K' and 'L' rule. For example, Krit-kik-Makah manages to discover an entirely new mushroom with interesting properties, he may gain the name Hish'min-kik-Krit, which roughly translates to "Mushroom Found of Krit." This is not very common though and is usually well marked in the memories of those who were alive at the time. Those who manage to earn a new name are generally distinguished and highly thought of in their communities as they have managed to make themselves known completely unto themselves rather than being recognized by their lineage.
Male Names: Brik, Krit, Rokt, Mierk, Kakt, Koort, Kak'ik, Hakid, Dok, Gitak, Sek, Virtik, Makah
Female Names: Till, Filt, Misil, Lirl, Sinil, Remli, Sila, Lior, Glet, Ninil, Wilt, Yal'ie, Pelm, D'lot
Bilmican Traits
Bilmicans have spent millenia in the darkness and have adapted very well to this environment. The result are several traits that make them exceptionally well suited to life underground.Advanced Darkvision
You can see in dim light within 240 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern colors in darkness as well. Bright light causes your eyes pain unless you are squinting. When in bright light you can choose to either take 1d4-1 psychic damage, or your actions are taken as though you had normal vision in dim light (i.e. attacks and visual based perception checks are at disadvantage).
Versatile Movement
Microscopic tendrils on the tips of your fingers and minor webbing between them, along with two more limbs than most races, grant you a climb speed of 35ft, a swim speed of 35ft and a base movement speed of 35ft.
Amphibious Ancestry
In place of a normal breathing time, each time you submerge yourself you gain 1d4+1 hours of water-breathing before you begin to take damage from lack of air.
Superior Grip (Optional Racial Feat)
Weapons or items you are holding cannot be removed from your grip without your desire to release them. You have advantage on grappling checks and cannot be forced to drop any weapon or item short of losing your hand.
Many Hands (Optional Racial Feat)
Utilizing all four of your arms you are able to effectively wield any single two-handed weapon even as a small creature. Additionally, if you also take the Two-Weapon Fighting feat, you can utilize up to 4 light or versatile weapons or up to 2 two-handed weapons in the same manner.
Underdark Occupant
Bilmicans are fluent in Undercommon
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Posted Oct 21, 2018Love it! What are the stat increases though?
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Posted Feb 23, 2019One of the optional racial feats. I'll edit that in.