Homebrew Cyclops (5e Race) Species Details

Cyclops
Physical Description
Ranging from 16 feet to 18 feet in height, these monstrous humanoids are known for their distinctive single eye where most humanoids would have two. A cyclops is usually broad shouldered and muscular, with significant quantities of hair on it's legs, arms & torso (facial hair is common in males, though most males are bald). Skin tones are usually muted, but have a wide range from very pale, all the way through to clearly orange (albinism is entirely possible). Eye color is less varied, with the most common being grey, and the least common being blue.
History
The bastard children of the frisky and elder gods, the Cyclops people found themselves outcast from both their immortal parents, and the mortal folk. The first of these people became nomads, wandering the world until they could find such a place to settle down and create their own societies. For some, this was in volcanic mountains, where the molten rock provided the necessary heat for smiting and metallurgy for which this branch of the cyclops people became well known, even providing weaponry to their immortal ancestors. For others, this was the uninhabited northern coasts, where they became famous for their prized hippocampus, the stallions of the seas, desired by adventurers everywhere. A small minority did not find a place to settle, and continue to roam the lands as traveling tinkers and laborers.
Society
Universally among the Cyclops people, there is a simple tribal hierarchy, the main difference between the various tribes is which person is considered to be the leader. Among the traveling nomad Cyclopes(plural), age is the trait which defines the ranking between members, the eldest 3 cyclopes form a council which decides all of the important matters for the other nomads, though the lower ranking nomads are free to dispute any decision thus made with a vote of their peers. Among the smiting cyclopes, it is a combination of age and expertise which decides the ranking of tribe members, the oldest master-ship is considered the leader, and similar to a king, makes all of the important decisions by himself(for better or worse). And finally, among the hippocampus trainers, the cyclops which produces the fastest mount is considered the leader, until such a time as they are challenged and beaten in a timed race.
Cyclops Names
Male: Polyphem, Tyson, Bonebreaker, Kronk, Asteron, Bjorkus, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios, Paul, Yosef
Female: Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren

 

Cyclops (5e Race) Traits

Cyclops are one-eyed raiders and slavers, often working as mercenaries for races such as humans, trolls or ettins.

Ability Score Increase.

Your Strength and Constitution scores each increase by 3.

Age.

Cyclops mature much faster than humans, reaching adulthood around age 11. They do age noticeably slower after that and can live up to 450 with their vitality.

Alignment.

Cyclops normally try to keep a neutral stance, unless provoked Cyclops do not go out of their way to cause destruction, although they have a thirst for battle, its more in the sense for honor and glory, rather then killing, just to kill.

Size.

Cyclops are much larger and bulkier than regular orcs, and they range from 12 to well over 18 feet tall. Your size is Large.

Speed.

Your base walking speed is 45 feet. Your climbing speed is 25 feet.

Menacing.

You gain proficiency in the Intimidation skill.

Savage Attacks.

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

One-Eyed.

You can't see very well. You have disadvantage on Wisdom (Perception) checks that rely on sight, and on ranged attack rolls.

Brutal.

You have advantage on Athletics checks.

Forge's fire.

You are proficient with smith's tools. In addition, you are resistant to fire damage

Relentless Endurance.

When you are reduced to 0 hit points but not killed outright, you regain 1 hit point at the start of your next turn. You can’t use this feature again until you finish a short or long rest.

Aggressive.

As a bonus action, you can move up to your speed toward a hostile creature that you can see.

Long-Limbed.

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Eye Beam.

The cyclops releases a beam of radiant energy from its eye in a 5-foot wide line that is 60 feet long. Each creature in that area must make a Dexterity saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one.

Fist.

Melee Weapon Attack. Reach 5 ft., one target. Hit: 1d10 bludgeoning damage. If the target is Medium size or smaller and the cyclops has at least one hand free, the cyclops can choose to grapple the target (escape strength check).

Toss.

The cyclops throws one Medium or smaller creature it's grappling up to 20 feet in a direction of its choice and knocks it prone. If a thrown creature strikes a solid surface, the creature takes 1d10 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

Master Smith.

The cyclops has has proficiency with smith's tools, and it can add double its proficiency bonus to ability checks it makes with smith's tools.

Darkvision.

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. You can’t discern color in darkness, only shades of gray.

Languages.

You can speak, read, and write Common and one other language of your choice.

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