Homebrew Clonn Species Details
Blithe and Bulbous
Clonns have an unmistakable look to them. They trend to more extreme sizes, reaching heights around 4 feet to just over 8 feet. Their builds range from rail thin to rotund. Their arms are long and rest near the bottom of their thighs, similarly to those of a troll's. Their appendages are also big and round; a bulbous nose and full, crescent-shaped ears accompany massive pairs of both hands and feet.
A clonn's skin is rubbery and dense with a slightly stretchy quality to it. Their skin tones are rather monochromatic. Although they normally come in hues of ivory or eggshell white, they sometimes run ashen or grey. Their hair is thick with either a wavy or curly texture and comes in a variety of bright colors.
The most distinguishable feature of a clonn is their bright red nose. Blood vessels run remarkably wide at a clonn's extremities, nose, cheeks, ears, hands, and feet, resulting in a bright red pigment on their skin in those places.
Renaissance Men
Clonns don't live too much longer than humans do, but they'll enter as many as three times the number of professions in their lifetimes. Their natural talent allows them to pursue a variety of subjects with little issue. It's not uncommon to see an artisan clonn with self-made wares at their storefront and a battle-worn shortsword in the backroom.
A Cruel Joke
There are generalizations made about each race. Dwarves, elves, and halflings have historically been considered excellent at filling specific roles. Half-orcs, tieflings, and other more monstrous races are feared for their potential to live up to their backgrounds. Humans, while not as storied as the others, have proven they can learn to be great at any one thing they put their minds to.
Clonns find themselves with a surface level knack for anything they attempt, but that’s typically where the proficiency ends. A clonn can smith a serviceable hammer or fight in a war, but they will never reach the craftsmanship of a dwarf or the prowess of a dragonborn warrior. And with little to no history to look back on, they don't have evidence that they have been or ever can be anything more than what they are now. This is a hard lesson learned at childhood that shapes a clonn's mentality for the rest of their life.
Despite the apparent inability to truly excel, clonns work diligently. Perhaps they do so to prove their value to and avoid isolation from society. Or perhaps a clonn could be looking to prove their predecessors wrong.
Clonn Traits
Clonns have racial traitsClonn Traits
Ability Score Increase. You gain no bonuses to your ability score.
Age. Clonns rapidly move through childhood and mature into full grown adults by the age of 12. They live up to just over a century.
Alignment. Clonns are almost entirely lawful, sticking closely to the rules and parameters of the concepts they've learned. The rare trickster is as chaotic as they come.
Size. Clonnish heights trend to the extremes, reaching from around 4 feet to just under 8 feet. Clonns are also dense. An adult clonn hovers around an average of 300 pounds, but they can sometimes grow to nearly 450 pounds. Your size is considered medium.
Speed. Your base walking speed is 30 feet.
Polymathic. All ability checks with a modifier of 0 or +1 before adding your proficiency bonus are now a +2. Additionally, ignore any of your skill check modifiers that fall below 0.
Elastic Skin. You have resistance to bludgeoning damage.
Languages. You can speak, read and write Common, and you can sign Clonnish. Clonnish is a somatic language that combines hand shapes, arm movements, and facial expressions to express thoughts. Its primary use is for communicating with clonns who have taken a vow of silence, though some use it to share jokes in otherwise serious situations.
Rubber Soul. When you reach 3rd level, you gain access to one of the following abilities (your choice). This cannot be changed.
Balloon. When you are hit by an attack, you can use your reaction to inflate or deflate your body and round out your defenses until the start of your next turn, as if casting the shield spell. You do not gain the benefits of this trait if an attack would do piercing damage. Instead, if you take piercing damage and/or your skin is pierced while you are inflated, you take an additional 2d6 force damage and immediately return to normal.
You regain the ability to use this trait when you finish a long rest.
Stretch. When taking an action on your turn or while falling, you can use your reaction to quickly stretch your limbs with this trait. Until the start of your next turn, you gain the following additional traits:
- You have advantage on Dexterity (Acrobatics) checks.
- You are considered to have a running start when jumping.
- When you make a melee attack on your turn, your reach for it is 5 feet greater than normal, or 10 feet greater with disadvantage.
- You can perform minor interactions with your limbs, such as activating buttons, using touch spells, or retrieving small items, from a distance of up to 10 feet.
You regain the ability to use this trait when you finish a long rest.
Comments